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Messages - Mrvex

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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 01, 2021, 11:30:06 am »
Ah, that may explain this. Not something I've had a need to pay attention to so far, as usually it's been my own agents who got zapped with lasers and the like, and there's nothing to salvage from their corpses anyway regardless of what killed them (maybe not so with more advanced armours, but I've yet to find out). I've been pretty reckless with my AI Units, using them to scout and spot under the assumption that it's no big deal for them to get shot down anyway, but it looks like I'll have to adjust my approach or limit their use on alien missions. I've also just now discovered that units and items on the ground can in fact be interacted with by things other than fire and explosives after a rookie accidentally shot an Osiron Goon who was bleeding out on the ground, so it could even be that the Roboturret hit my drone wreck after it was on the ground already with one of its auto shots, rendering it totally beyond repair if it wasn't fried enough already.
Oh, I've made extensive use of this mechanic throughout the campaign, saving the precious lives of my agents and at times kidnapping stray aliens or looting equipment on a mission I wouldn't have wanted to seriously attempt. Absolutely comical to imagine one of my agents running back to the transport vehicle with an entire bleeding out Snakeman or Muton in one hand, and since being overencumbered doesn't come with any TU penalties until the next turn, this is something that happens with some frequency.

On the ground units can be hit yes, this is how you also finish off enemies that are KO you dont want getting back up like zombies, just put a bullet to them while they are down. Or apply handcuffs if they arent prone to break them. Another layer of protection is to simply confiscate their weapons and then either keep them in your baggie or toss them to incassesible place like a roof of a building, tree or something like that. Sectoid has no way to attack you without weapons so even if they wake up they will wander around aimlessly so you can simply walk to them and smack them once more. Saves some cuffs and provides more melee training.

Tanks and more advanced armours can be repaired after battle, its cheaper and quicker than making a new one, but your Agent needs to actually make a corpse, not a heap of ash.

Stuffing singular person was quite handy when Infestor spawned 6 titles away from my helicopter, it only took 3 shotguns firing to KO him, stuffing him to backpack and retreating without having to fight the other +30 zombies. So thats how i unlocked Trasher shotgun very early on. Too bad it took few more months before anyone could use it due to its excessive weight and the other mission requirement, but when they could, one tapping werewolves and majority of enemies is really satisfying.

The X-Com Files / Re: Monsters: Final Solution Question.
« on: January 01, 2021, 01:50:38 am »
Really dont, as attractive as it sounds to put an end to it. You are gimping yourself by removing a easy training for your troops. What will you be left with are training 40% aim rookies against heavy plasma wielding mobs of aliens + things like cyberdisks. Or dodging missiles and laser tanks from MiB.

Research it when you are about to finish the game for completion.

The only creature you are missing is the Muckstar (Its not a X-dimension creature).

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 31, 2020, 08:58:40 pm »

What causes AI Units to become unrecoverable after getting wrecked in combat? The UFOpaedia entry seems to imply that they should generally (or even always) be recoverable any time a HWP chassis is destroyed during a mission, but I've lost two so far that I'm no longer getting the option to recover via the usual AI Unit Restoration option in the Transformations menu. They'd been destroyed several times before in a variety of ways and restored just fine, so I'm a bit confused as to why sometimes they're lost forever.

One I'd lost early on in the campaign; my Scout Drone took a couple hits from an AKSU-74 on a mission that was eventually aborted with the wreck outside of my transport vehicle, which I thought accounted for the AI Unit becoming lost as well. The other one, though, was destroyed under fairly unremarkable circumstances; my Flying Drone was taken down by a Cyberweb Roboturret's lasers, and upon completing the mission as normal just a turn or two later, I was surprised to find that the option to restore the AI Unit was not available. Nothing happened to the wreck afterwards that would destroy it or interact with it in any way. If it matters, this happened on a Cyberweb Lair mission.

Is there maybe an element of randomness as to whether an AI Unit is recoverable or not? Are there specific conditions that prevent them from being restored? I'm unlocking a lot of interesting new HWP chassis lately and I'd hate to think that I wouldn't get much of a chance to use them. I understand that Alenium Shards are intended to be limited in number, but is there a way of procuring more than the initial three? Any guidance would be appreciated.

Energy weapons like lasers or plasma weapons can incernate corpses. This will happen to the enemy too and will kinda suck if you down a rare/hard to kill enemy with valuable corpse but you end up turning it to a ash heap or alloy puddle. Also incernation prevents double-life enemies from peeling to their second form. It kills them outright.

Also, if you run away from a mission, you dont loot anything. If you want to carry anything from a mission you evac from, stuff it in your inventory. In rare circumstances it is easy to just grab one guy you need and running back with him in your backpack and leaving. Or singular item and GTFO out of there.

The X-Com Files / Re: Melee AI
« on: December 31, 2020, 12:56:49 am »
Ah yes, creatures and their shoddy perception.

Yes, that is why is that, alot of creatures have really shitty eyesight (or non at all) when compared to Humans so you can pepper them with lead with impunity.
Alot of them have "psi sense" which could be interpreted as them being able to smell or sense in some way your troops.
If i look (UFO pedia) at the standard spider, it has psi sense of 15, so its spotting distance is 15 titles if they turn in your direction. Human troops can see way beyond that distance and with things like blackops rifles you can easily shoot across the map via aimed shot.

Alot of creatures have this and the whole gameplay around them is based around your troops maintaining distance while picking them off one by one, ocassionally retreating if they get too close. And creatures really hit hard, hell, something like a Werewolf can destroy your tank if he gets in melee. And high numbers can be problem too. It kinda sucks if your craft lands in a middle of a city with +33 scorpions scattered in every building so its impossible to tear them to pieces during your own turn and you need to use reaction fire.

There are few creatures with ranged attack so dont get too comfy, but they are rare or their damage can be countered with non-end game armor.

Use creature missions to train your troops, thats the purpose i use it for since beyond helicopter craft it has become impossible to lose.
And when you get flying suits, then its just a training exercise while your troops can shoot them with impunity.

Edit: There is an option for sneaky AI in advanced options, but i cannot fathom maintaining my sanity with it. It can be infuriating hunting one thing in a jungle that doesnt even try to hide.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 26, 2020, 06:00:18 pm »

It was the defense of the mansion against the Exalts. On the mission, I took a drone, a rat, 2 dogs and 4 agents with all stats, except for melee combat, maximally raised (for this stage of the game). Armed at the start all with two-handed electric stunners and 2 with MAC-10, 2 with light cannons (first trial). On the first moves, I stunned as many civilians as possible so that they would not be killed immediately and ruined the house with grenades. At this time, the dogs stood in the courtyard in front of the doors and waited for guests, and the rat simply hid. Then he gradually took all the residents to one of the windowless storage rooms and put the drone inside the room in front of a closed door. When the enemies began to come more actively, I had to move from the courtyard (there is no roof there) into the corridor. But after some time and a dozen or one and a half corpses, the crazy grenadier smashed and burned this room and had to retreat deeper into the building. For a while, it was possible to shoot back, looking through the windows from the room, opposite the front door, but the outer window made me a little nervous, even though the rat with psi-vision illuminated the approaching enemies. Then, with a wrench, i made holes in the walls and placed the dog comfortably so that it would calmly kill everyone who came. On the second floor, there was also a war, and I burned part of the floor myself, and the other part was destroyed by enemies with miniguns. When I had to go to rearm, I put the dog in one secluded place behind a broken wall, in which it is not visible from the street and it easily kills those entering the stairs to the second floor.
When the mass panic had already begun and the enemies stopped coming, i began to inspect the territory from the roof with a rat, broke the wall on the ground floor so that it was convenient to go outside and showered the territory with flyers. Two armed with sniper rifles that ignore 25% of the armor and went to the roof. Then a couple of grenades and 3-4 shots of snipers and the armored car was destroyed. Victory with 2 dead civilians who, after the middle of the battle, simply trampled in a closed room.

Now thats an interesting way to solve an otherwise harder mission at this stage of the game. Stunning and hauling civilians to a room so they dont hurt themselves is quite genious way to get the best score possible.
Really, sometimes creativity does solve what otherwise would be a blood bath for both sides, or would require good gear.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 09:14:17 pm »
I try to try all possible options and styles of fighting, but some moments forcefully nullify all efforts. Instead of running around and shooting in smoke and behind small shelters, everything began to come down to finding a roof over your head (otherwise they would immediately throw grenades), doors and walls, and waiting for the enemies to come themselves, even if time is limited.
Or the second option, for open spaces, when we pack 5-8 fire and explosive grenades into each agent, throw smoke grenades into half of the map, and after a few rounds we run out and start flooding the map with fire and explosions at the light of the rat.

2 last, many hours, battles, I was able to get the agents out of the plane only after 20-30 rounds, otherwise they just killed immediately, even with a strong smoke. Hehe.

This is relevant in advance 2 with tritanium body armor as the best armor against kinetic weapons and no protection against explosive damage.

The Assassins, by the way, are perhaps the most frightening opponents for me. And in general I agree that other factions have strong traits that Red Dawn does not.

In general, against Exalt, Red Dawn, do missions at night against them. DONT do night missions against  Lotus.
Ninjas are hard to spot already, night just adds more insult to the injury.
Scout drones have anti-camo, capable of spotting ninja's better than humans.

One way to discourage grenade throws is to space out your troops. Have 4-5 titles distance between them and its just better to have one guy hit than two. That helps considerably.

Also just preventively prioritizing enemies with one empty hand or enemies that have mysteriously acted way too little in their previous turn (As if they were preparing a explosive) to cut it down more.
Osprey and Kitsune are neat that you can stand beneath them to cover from grenades.

Some crafts like Skymarshal and Ironfist have some unique features to deal with dropsite ambushes. Skyrmarshal has side doors you can use to shoot from while they close at the end of each turn, giving you a protection. Ironfist has a staircase to the roof, perfect way to launch mortar grenades or just general explosives to the outside. You are bound to unlock Skymarshal at some point or the other and Ironfist requires a deep dive (pun intended) to the underwater tech tree.

What Red Dawn has is wide use of the sniper/spotter mechanics. Few players can deal with that.
That is one strenght i can definetily give Red Dawn props for as this is an actual threat of them and requires more vigilnce from the player as to not leave soldiers in the open under the pretense of them being far away giving them safety.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 06:39:42 pm »
I'd say this qualifies as a "unique playstyle" :)
I guess so
But i am under the expectation that people utilize every aspect of the game whenever possible and something like this is pure no-brainer from me.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 06:28:08 pm »

I totally understand your arguement and I believe you, but people are pretty uniformly massacred by Red Dawn more than anything else,

I am really baffled   :o

What Red Dawn doesnt have

- Psionics
- Energy (Laser/Plasma/Electric) weapons.
- Alien troops
- Massed numbers
- Heavily armoured units, even the top dogs can be killed with standard equipment, armoured cars only spawn in one mission.
- Doesnt have any special missions with them like Rituals or EXALT raiding a VIP house. Only the durathread factory, which contains essential tech anyway and wont appear again once you solve it.
- No stealh units like ninjas, no bonus night vision like dagon cultists
- Non of their missions are sanity draining, meaning you can take your sweet time in them.

And they also have the easiest HQ still by far. Outside of the armoured cars who are indeed dangerous the rest of the map boils down to two guys standing with Katanas or other melee weapons at the entrance, by the walls on each side so whenever anyone comes out he will spot them the moment they can attack him.
Put third guy above the entrance with a shotgun and then just skip turns.
Once 30-40 corpses pile at the entrance then rest will just surrender.

So i ask other guys, what makes Red Dawn so dangerous when compared to other cults ?! Like i guess that they have sniper rifles and weapons with long range capabilties could be one factor i see.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 24, 2020, 10:04:32 pm »
Does anyone have any advice for dealing with sectopods? They're such a pain to deal with, even with heavy plasma.

Miniguns (Or heavy turbolaser minigun) because they have 95% Armour pierce, but mostly this wont kill the sectopod but it will errode its armour so multiple barrages will erode it further and further, making them more vulnerable to other weapons.
Or heavy gauss cannon if you have it, it can destroy it in one or two hits with good damage roll.

But the best way is to simply flank them with a laser tank and blast them full auto. Sectopods take bonus damage from lasers and laser tank main cannon is already beyond one shot range of most targets in the game and will eat the sectopod quickly.

Sectopods have massive resistance towards plasma on top of a massive armour, making them capable of tanking the heaviest plasma wepons in the game with ease. Make sure to get the wreck in one piece since you can rebuild it and deploy it yourself to hear the lamentation of enemies.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 24, 2020, 11:55:53 am »
I would like to discuss early game difficulty and Church of Dagon.
After my fourth playthrough i realized that they are the hardest starting enemy by far. Red Dawn still being the easiest, even with the armoured car suprise outside their HQ.

Some of their alien budies could be toned down. The gillman needs to have its range severely nerfed as it can shoot across the entire map with sufficient damage to one shot your troops in armoured vest if it rolls higher damage, or leaves them at 20 HP. The elecricity attack needs to be medium ranged one or its damage toned down considerably. Or atleast remove the arc from his attack so he needs a direct line of sight to hit someone.

Furthermore, during ritual mass murder events (Or any instance of a map spawning gillmen with ranged weapons) gillman armed with sonic pistols needs to have smaller range too because it does so much damage (capable of full HP one shot). Sonic weapons on surface shouldnt have such range in the first place.

I wouldnt mind this difficulty if other cults didnt have such a drastic spike in difficulty but these instances are quite jarring. One thing i really like in the early game is that fights against cults is about trading blows rather than rocket tag gameplay, something that will disappear the moment aliens with their plasma weapons show up until super-late game when you get power armours.

The X-Com Files / Re: Interrogating Natasha Morozova
« on: December 22, 2020, 10:28:39 pm »
When making those guys I was thinking to add something even more special. Glad those missions are that memorable  :)

Yeah, Master Zhu and him being capable of killing a sectopod in one hit through frontal armor is something i cannot forget.

Or David Vincent, when i had to sell him due to prison capacity and my prison being full of people i rather not sell.
Which is twice the funny from in-game logic. XCOM just saved a scientist... only to like sell him back to the MiB that just hunted him.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 03, 2020, 04:27:41 pm »
How does the reinforcement system work ? I assume alot of missions will use them in future, for enemies and allies alike ? (If you are like fighting alongside military).

The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 10, 2020, 11:11:36 am »

Also one thing I forgot to ake: What does the gym do? I'm quite sure I got something  wrong, but it seems to be focused on improving experienced agents judging by the + button.

Gym lets 10 agents train which passively increases their stats to a point. You can assign them to a gym via agent menu when you look at your base, -> agent info and you will see a list of what you can do with your men. This is how you can also upgrade your troops via special training or other modifications you discover as you play.

The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 09, 2020, 12:48:04 pm »

- Why is the option  for instant explosions  from grenades  not up to the player?

Its possible to do it for yourself and its really easy, just go to the Document/OpenXcom/mods/XCOMfiles/Ruleset/vars and open it with any text editing editor.

There you will see all the options, whenever the game taunts you with them or not. You can also modify certain parameters there that the game doesnt even tell you, for example the threshold for enemies to activate the "bug hunt mode" where they start showing up on the minimap so you can activate it earlier or with more enemies present, this can save alot of time. This is not intended way to play the mod but its up to you, i myself play with the instant grenades and quicker bug hunt mode since that makes the mod more fun and explosives waaaaayyy more useful.

The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: October 25, 2020, 07:45:10 pm »
I was under impression too. It would make sense for them to be remotely controlled given the timeframe and AI self driving tanks is something i am sure we wont even see in 2020. It would also make sense that the operators would improve through combat since AI otherwise should be extremely accurate by itself since it can do calculations within miliseconds, like talking about 90-100% accurate with something like a laser cannon which has no recoil and flies at the speed of light so aiming this thing is just pointing towards the target and shooting. But i guess thats for sake of balance because being able to pump out almost perfectly accurate units that will one shot most enemies in the game would break the game.

Also a side note, i do find it quite funny that tanks/HWP can drive dropships. So can dogs and rats.

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