aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mrvex

Pages: 1 ... 6 7 [8] 9 10 ... 12
106
The X-Com Files / Re: Minor changes
« on: January 26, 2021, 12:42:48 pm »
Skyscraper map is indeed way too large, one saving graces for massive maps is that once you kill most enemies, the rest will just surrender. But Syndicate has mechs who cannot surrender so you need to clear it out, level by level until you destroy all mechanical enemies so the rest will surrender. This one though applies for Osiron cruiser, just whack 70% of its crew and then put your men in overwatch mode and just skip turns and enemies might surrender as some of then walk to your men to be shot in the head the moment they poke their heads out of the elevator.

Bullet Proof coat, yes the protection it gives (even with webwear) is quite laughable actually since some undercover missions put you against enemies wielding UAC grade weapons... chainguns and rocket launchers. Or plasma pistols/energy weapons in general.

With impresonatron and some hologram projectors i think it would be feasible for XCOM to create a hologram fake appereance for their agents to appear to be wearing suits/civilian clothes but under that they would wear Cyber armour which would also power it at price of no bonuses to reaction fire and night vision as the power is rerouted to the projector. And unless someone touches them directly, nobody will notice it. Powerarmour is too bulky to conceal and the heavy steps would give it away so cyber armour is the best in terms of protection, physical size and utility. Now that would be next level infiltration, faking your appereance to sneak in heavy armour.

To get to dreamscape, the easier option is to get Master Wo Zhu (Black Lotus) and his scroll, then research it and then you can expect to get it. Its one of a time mission and rare to get. But then you can get the dreamscape missions from time to time. Although i was disapointed when i discovered i cannot use the cake to boost psi skill above what the psy lab can do to make super-psiops.






107
Me neither, but it simply references pop culture and other franchises/films and their knowledge isnt critical.
This mod is a masterpiece, with soo much content. Hell it has more weapons and enemy types than the entire XCOM franchise combined which is quite impressive.
The mod will also start out earlier than the vanilla and your first enemies wont be aliens that will one shot your soldier from full health but other humans or hostile monsters (That are melee, so fighting with them is a case of positioning and movement). And other humans will use human weapons so trading blows is actually a thing and not one shots on both sides and i find the early to mid game to be the best part of the mod. Where you feel each armor upgrade, going from kevlar vests to full military-grade armors, to full body heavy armour that reflects bullets left and right, turning your men in to a army of robocops as they march trough cultist outposts mowing people down with miniguns, mortars and automatic shotguns.

Though you might reconsider playing on the hardest difficulty, this mod will crap down your throat, Duke Nukem style because it really doesnt hold its punches. Some later missions, throwing + 60 enemies isnt a rare sight. Grenades will be one shotting your men across the map, creatures will one or two shot them in melee, your tank gets wrecked by a creature poking it with a spear three times. This is on top of having agents less disposable (You are meant to build them up overtime, so losing them is a considerable set back, though this mod also ofsets that by having better variation or just stronger variation of armours, like the end game armour lets your soldier eat heavy plasma hits without dying).





108
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 23, 2021, 10:45:25 pm »
After research akm gun, it didnt appeared for purchase in market menu... researching SKS and it didn't appeared too. What should i do?

Some weapons require additional cult arms dealership research.

109
The X-Com Files / Re: Research that's listed getOneFreeProtected
« on: January 20, 2021, 08:45:13 pm »
You gota capture them and do it over and over again. Some share same topics and it sucks if an engineer or leader tells you about a ship type vs a completely gameplay changing tech. So i always stockpile engineers and integoriate navigators first to eliminate trashy rolls that they share with engineers or leaders.

110
The X-Com Files / Re: Purpose of grenades
« on: January 20, 2021, 03:06:38 pm »
I agree the fire is a bit over the top, but I didn't have the heart to disable it, it's too cool.

Whether it makes sense or not, it's debatable. Tritanium shards definitely carry lots of energy, and since it's a fictional material, I think it can be excused... But I'm open to inputs.
Oh dont hurt my azure babies, they are such a joy to use.  :)


111
The X-Com Files / Re: Purpose of grenades
« on: January 20, 2021, 09:44:48 am »
The tritan grenade seems to me to be analogous to the needle grenade from xcom2012. It doesn't seem appropriate to me that she sets fire to the area...

Solarius Scorch, might be worth rebalancing the grenade?
Cutting damage over a large area without destroying cover

It does destroy cover, it wont carve open UFO hulls but it can demolish weaker walls and some surrounding cover. You can even see it in the picture, one of the walls was shattered, exposing a bed and some of the fence was blown away.



112
The X-Com Files / Re: Purpose of grenades
« on: January 20, 2021, 12:12:12 am »
If you know beforehand that a mission spawns you next to a massed enemy count (For example, some cult bases, cult of apocalypse missions, deep one rituals) then you can easily kill 4-7 enemies with a single throw of a tritanium grenade because its splash is that large and deadly towards humans and animals alike. Its a quick way to farm Multikiller and other mass killing commendations.

Tritanium grenade does 69 cutting damage (Cutting is anti-armour, most enemies and armours dont have resistance towards it).  And this is its radius of ignition on impact.


113
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 19, 2021, 11:09:38 pm »
How about either of the following?


Not to spam suggestions, but I've always thought the guns on the APCs from 40k (the actual XCOM crafts) would be a PERFECT fit for either the mudranger or the humvee. Thoughts on implementing such a functionality? Having a heavy gun like that would go a long way towards making some landing sites more manageable, and perhaps even sensible considering every xcom craft mission landing is borderline suicidal :P

The thing is, how you deal with the ambush is part of the game. Smokes works wonders, smoke the ramp before leaving, also just letting the first turn just pass so enemies can scatter and lose TU to prevent reaction fire before you leaving your vehicle.
With tanks it will be easier since you can roll them out first and let them tank the reaction fire. But the most help will be from certain landing crafts. Not all have one ramp. Some have side doors you can pop up from (and these doors always close at the end of the turn so you can spray and pray and end turn with 0 consequences from the enemy since your troops will break LoS). Some have staircases...
Some even have a benefit of being above ground so you can hide your men beneath it to avoid long range grenade snipes across the map.
For example, Skyrmarshall has 2 side doors alongside the main one.
Ironfist has a staircase to the roof and you can use the staircase to throw grenades out of it. And you can also stand beneath it.



114
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 19, 2021, 04:55:01 pm »
Hey hey folks, back to this fantastic mod after a good while. Playing this on my Android really helped carry me over when I was computer-less during the epidemic (thanks Meridian for doing the Android version btw).

So, I noticed you changed the attack of the Bombardier Beetle, from that bullshit OP AOE fire attack, to a fire spit. That's fantastic, because every red strange creature having an AOE Fire attack was so much bullshit.

Did you guys do something with the behavior of melee foes? They seem to be more consistently charging and less scared than before.

Would you guys believe my first mission was an Exobiological Contamination? I shot an Abomination, dragged the body and straight-out noped out of there. Didn't even get to see Abominations before, but I have bad recordations of those missions. Too bad for all the civvies there.


Having the contamination as first mission is just cruel bad luck, hell even with hazmat suits and larger crafts like helicopters i rather think twice before doing them because if you get those spitter enemies then it kinda sucks not having toxisuits or...power armour to tank the acid spat at you across the map as your starting weapons only chip their health. Or the swarmids that take little damage from bullets,  my paranoia paid off and those 2 flamethrowers sitting at the pile, "just in case" went to use.

It was one of moments i already predicted going in to this mod for the first time, that the game will throw at me some sort of enemy thats like lol ur weapons are useless, retreat commander !. But atleast mod isnt trying to pull some stupid stuff and resistances do make sense and there was alot of thought put in to it. A giant swarm of insects vs bullets ? Yeah i can see why hitting that with bullets aint gona be easy.

And i also learned that fire = works pretty much against anything but you have limited range, making using it risky.



115
The X-Com Files / Re: Purpose of grenades
« on: January 19, 2021, 04:36:38 pm »
Incendiary weapons in general can panic enemies (and animals too), causing them to falter their turn, if you cant kill someone, try to ignite him.
Smoke grenade can cause overstun and well choke enemies.

Proximity grenades and mines dont require to be step on, if anyone aproaches the surrounding titles it can go off too so you dont need two mines in a hallway, just one.

Tritanium grenade is in my opinion probably the best grenade in the entire game, it has monstrous AoE more akin to a rocket blast, enough damage to one shot alot of enemies in the game and leaves massive fire in its wake that will panic or finish off anyone in the area. Plasma grenade might have more raw damage but Tritanium grenade has much larger area of effect and is accessible earlier and the fire is just a cherry on top. It also costs 2 alloy a pop and is made really quickly and without end game research required so i just stick with it for the rest of the game, alongside elerium explosives which can blow open UFO hulls.

116
The X-Com Files / Re: Compact handcuffs
« on: January 19, 2021, 04:24:33 pm »
For the text part:

You can always join the dark side and learn vim. It is hard to quit, though.  8)

Nah, i am not really interested in to making revolutionary coding and scripting, just more of what already exists that i can base my work on. Given that different ammo types do exist in the base game, adding a new clip that simply does more flat damage but takes bigger damage cut from armor and here be hollow point rounds seems simple enough. Not sure if i can make it do more bleeding procs or even make like rounds specially made for causing massive bleeding effects to wear living enemies down overtime. But i guess i will figure it out what is possible, and mainly what is possible for a complete newbie...

117
The X-Com Files / Re: Compact handcuffs
« on: January 16, 2021, 05:10:45 pm »
What programs do you use for making stuff in general for OpenXCOM/ XCOM in general ?.

I been thinking about dipping my toe in modding of this mod to add new weapons, armours etc... things like molotovs, pipe bombs (as early game grenades), more WW2 weapons, acid grenades, new types of ammo like hollow points for blackops weapons.

118
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 14, 2021, 09:29:46 am »
Oh yes, it does sound interesting.
What also is it seems my prayers in other thread about resistances vests and platings was heard too since we are getting a concussive resistance vest, akin to silk wear.
Also bonus props for making a new item you can make from creatures :)

119
The X-Com Files / Re: Night vision device?
« on: January 13, 2021, 04:50:27 pm »
Council's XCOM bureaucracy at its finest, commander is the only person in XCOM that is allowed to use nightvision googles. Rest of the plebians need to rely on in-build night vision devices in advanced armours, or by spending half of the mission bombarding the map with flares.



120
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 13, 2021, 01:40:32 pm »
Doesn't crash for me! The mission ends normally and plays the mission outro, then I can go back to Geoscape and continue as usual.

(You have an awful lot of stuff to sell, though. Like, over 2000 units.)
Hmmp... odd, nevermind
Yes, i have... alot of shit to get rid off, or not because i lets say increased the storage capacity (in files) so much that XCOM base could be the worlds largest dump. And that alongside other tweaks but these are just number changes... i doubt it has to do anything with crashing ?.
Not sure, i guess my PC just gets a heartattack over and over when i kill that centurion or something, i guess Doom Enternal is OK but not this game is just beyond its capability.
Edit: Using console commands to kill everything seems to let me complete the mission, i think the game crunches up at the mass surrender.

Pages: 1 ... 6 7 [8] 9 10 ... 12