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Messages - Mrvex

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166
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 13, 2020, 01:53:39 am »
I have upgraded my original post with more stuff.
And i discovered there is 20 000 character limit, to cram more tips in i spend like half an hour of culling words.

167
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 09, 2020, 03:27:49 pm »
Was Chainsaw added recently ? I am playing this mod like since February and only now i discovered it and oh good lord check out its stats


168
The X-Com Files / Re: Troop Deployment: Unfair?
« on: June 06, 2020, 08:44:58 pm »
Maybe would it be possible that vehicles would create smoke cover on arrival ? It would make sense when you are fighting cultists that your Firefly or hell even the chopper would smoke the landing zone to prevent this exact situation ?.

Or atleast making smoke grenades accessible more early ? Like some cheaper, weaker version the XCOM can either buy ? (Like some illegal fireworks from Asia or something)

169
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 03, 2020, 06:28:45 pm »
Thanks for the advices! >So by the end of 1997 i have managed to gather some staff components, alo some decent transpostation vehicles and some basic weaponry, but objectives neede to be planned more carefully, UFO interception will come later...anyway i'm very very low on money!!  :'(

Spoiler:

Have you sold any excess dead bodies and cultists ? Because if you have like 40 corpses of some monster, then thats some nice cash there, sell excess weapons there, bones, phones, access cards and you should scramble enough money to get something like Firefly (Though you need contact to UAC to get it)

Another good idea is to simply sell off all irrelevant weapons. As cool as it is to have lugers and Mossin Nagans in your stock. Once you get access to the Blackops Industry, all those WW1,WW2 and Cold War weapons are obsolete. And the performance jump is considerable. Cult raids are also a good way to get captives (Which you can sell if you dont want dossiers for council ratings) and also just plain out cash. Recieving Promotion also increases your paycheck.



170
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: May 31, 2020, 04:48:08 pm »
    I guess i will chip in with one thicc of a post.
This is spoiler free unless you peek at it

1) Shotguns are the best early game weapon vs most enemies
Shotguns in X-Files have larger range than you would think, not the small one. The one you can unlock very early on, the long one that can fire AP rounds.
  • Can kill most enemies with snapfire in 1-2 hits, pretty much one hits smaller creatures like spiders and most low-tier cultists, also low TU to snap fire compared to what it can do
  • Cheap ammo, can switch to AP rounds
  • Can fire baton shells that can stun targets so you can simply switch ammo on the flight if you want to take someone and you dont need to bother with tasers or stunrods

Shotguns also have advanced variations so its not like this weapon type will disappear. There are also some weapons that are actually pistols or cannons that can fire shotgun ammo.


2) Dossiers give council rating boosts
You know, if you are lazy, you can spend an entire month doing the absolute minimum and focus on research and training and make up the score to be in positive by researching dossiers.

3) Dont ignore melee weapons
As trashy as they might look like, stabby and smashy tools are actually insanely lethal because a damage type like Cutting is hardly protected against. Against sectoids you might even see that your agent simply caved his skull in with his weapon stock or just with hand to hand combat.
Mini tip - Give your heavy weapon troops something like a knife when you enter close quaters like UFO interiors. They will use their secondary weapon instead of trying to smash the enemy with the weapon and a precise Tritanium knife will eviserate sectoids extremely quickly and its really cheap TU wise so there will be many stabs.
Mini tip 2 - Your armour dictates hand to hand combat damage.
Mini tip 3 - While
Spoiler:
plasma swords and energy lances
look cool i think they are abit of a overkill in the game and have absurd TU costs. Tritanium swords and stabbas are enough.
Mini tip 4 - The best melee weapon in the game is the
Spoiler:
Master's Zhu (Or whatever his name is, the ninja grandpa) katana,
this thing recieves damage from psi strenght on top and can be used in one arm compared to 2 with normal variation. And this thing will kill majority of the game enemies in one or two slices.
Spoiler:
Hell you can even destroy things like sectopods with them. Just like he did with mine....

4) You can reverse engineer armours in general from certain enemy...
Spoiler:
the MiB armours if you get their corpses and you can get absolutely amazing armours from them.

Mini tip - thermal weapons (Lasers/Plasma/fire) or really large explosives can destroy bodies so try to switch to melee, stun or balistic weapons if you want the corpse
  • The flying Stormtrooper armour, aside from really hefty stats, aim boost and also jetpack !
  • The powerarmour you get from the black hefty gents with gasmasks, this is one of the top tier armours in the game btw that has bonus carrying capacity on top of massive armour so your soldier can carry entire inventory worth of rockets, mortars and blaster weapons
Mini tip 2 - When fighting monsters, give your stormtrooper a flamethrower and simply hover over enemy heads and boil them. Facing melee enemies ? Well too bad for them, even if they have ranged attack like Quil boar they wont even dent his armour
Mini tip 3 - The tech behind power armours and Stormtrooper is ....
Spoiler:
complicated so MiB bases will be the only source of income of these armours for some time.

5) Some weapons you should NOT overlook
Mortar - Requires really strong soldier to carry and set up time, but its not uncommon to fire a mortar and then hear the screams of 6-8 enemies dying at once on the other side of the map as a mortar shell just leveled a floor on a clinic. Can fire incendiary rounds and smoke rounds too.
Mine - This is rather specific tool for specific job. You can actually throw mines, use them to secure possible doorways, the mine should be able to one shot pretty much any humanoid enemy par for the heavy armour dudes. Mines proved themselves during Lotus HQ raid since you can turn those corridors to death traps for ninja's to trigger. See that door there ? Chuck a mine there... just in case.
Tank/sectopod's laser cannon - This thing actually.... have you seen how much damage it does ? Like it will one hit KO majority of game's units. Yours included unless you are decked out in powerarmour or
Spoiler:
juggernaut suit and laser weapons on vehicles have infinite ammo.
Flamethrowers - High risk, high reward weapon type due to low range.
Spoiler:
Most creatures are vulnerable to fire damage
and it also causes panic. Once you get a flying armour of any kind, this weapon will ascend to god-tier weapon since you pretty much eliminated its main weakness. Also burning enemies is a good way to prevent any unwanted... "Turning" so they stay dead.
Incendiary weapons in general - Despite their lower damage, them being able to panic enemies is just great. Its also a great way to flush people from cover
Flashbangs - Causes hefty stat penalties and reduced TU's on victims, can be used in undercover missions.

6) Read carefully what you can bring.
Some missions require specific arsenal, for example you need scientist outfit to enter
Spoiler:
asylum to bust some ghosts.
Mini tip : Delay
Spoiler:
cyberweb ship HQ raid until
you get a sectopod. Sectopod has such a absurd armour that he will be pretty much invincible to the small laser fire,
Mini tip 2: Powerarmour is rather universal, like until you research it yourself you dont even know its stats, let alone that it can be used ... like underwater

7) You can pretty much overpower everything with any weapon type if you try hard enough.
Spoiler:
Like shooting ghosts with machineguns until they go away,
robots getting riddled with buckshots, massive monsters being withered away by pistol fire.... but i would suggest having more diverse arsenal.

8 ) Diverse but focused troops.
Due to the absurd number of enemies in this mod, having your vehicle loaded with various weapons is the key to victory. And due to how soldiers can improve their skills when fighting with particular weapons you should consider making your own classes. I do it by simply renaming my troops with the role. So they are like Ronald "Sapper" Mcburger since X-Files doesnt have stat strings you can do it yourself.
In general
Rifleman - does rifle stuff, good at short to medium range
Assault - Does the SMG job
Support - Shotguns and smoke cover
Sapper - Battlefield control, to lay mines and to create new doors with dynamite.
Grenadier - Rifleman with grenades
Demolisher - Grenade launcher,
Gunner - Machineguns, Heavy Weapons Operatives you get the idea how these classes work.

Since you see these "nicknames" on the agent overview menu you can easily draft a specific squad.
Do i face monsters ? Then gunners, HWO's and rifleman should be present due to large number of melee enemies
Am i about to raid a cult HQ ? Then sappers, assaults and supports should be present in larger quantity.

Thankfully one of the good things about old XCOM's when compared to XCOM 1 or 2 is that your classes are all made up, nothing stops a sapper from picking a minigun, supports using rifles...
9) It might be better to not research certain things until you know you wont need them.
Spoiler:
Like the Final Solution, once you get this research subject, think about it what will it cause. Fighting monsters is a really easy way to train your troops with low risk and a good way to create specialized troops. The alternative is fighting ranger xenos with strong weapons or armed human factions. I think i'll rather be hunting zombos in the woods than dodge heavy plasma fire with rookies.

10) Your starting position matters !
Cults have bases around the world, most vehicles have limited range of operation.
Bad spots
South America - Too far away from Europe and Asia
Africa - No cult starts in Africa
Arctic - Too far away from cults

Good spots
Europe - Somewhat central access to most places of the world, i had my base in Athens, Greece. But will slightly struggle with reaching the US mainland
Asia, Japan - This is a really good spot, you somewhat have of a access to US to get Exalt personal, Red Dawn and Lotus are at your doorstep but Europe is harder.
The starting position in Japan is also essential since you can reach the Red Dawn HQ with larger- capacity vehicle like the Helicopter so its not 4vs+60.

Once you have a hefty income make new bases to cover other continents too. Having a base in Europe and US is suggested so you can launch mission from there too to take out the cults

11) Go for Red Dawn first
Red Dawn is the easiest cult to destroy, they are ex-USSR personal and they dont use psionics or high tech weapons. You also get a essential tech from them. I saw that in the newest patch note that they will have armoured cars outside so thats... abit harder but still easier than other factions. You will need to raid outposts to gather explosives for this then. Some dynamites, maybe a RPG launcher there to take out those cars. You cannot buy these things yet so you will need to loot them from their safe houses.

12) Night missions ?
I would say, NO. Especially against creatures.
BUT, against Humans, then thats different story since they wont see a shit either.
First thing, from top of my head, Dagon cultists have better eye sight in the dark than your troops by default so they will be able to fire at your barely armoured troops out of your line of sight. Some armours make you more stealhy (like XCOM coveralls, but you need a tech from Red Dawn to make them).

13) Skip your turn number 1 when facing ranged enemies while you are in your vehicle
So on turn 2, you wont get riddled with bullets from reaction fire the moment you exit your vehicle

14) Rush for Kitsune once you research it.
Kitsune is a super, one of a kind aircraft you can make. This thing has global range, can carry alot of troops at once, even heavy weapon platforms like tanks and can fight back if you give it some weapons. It also runs on standard aircraft fuel.
Spoiler:
Not Elerium or Zubrite. It can also fly to space
Protect this ship with your life since you wont get anything even close to speed and carry capacity until later on.

15) Use spare med-packs on civilians that are about to die
If you have spare reserves, you can prevent civilans from dying from bloodloss by just stabilising them like your troops.

16) Fighting alongside AI
Some missions will have more than 1 party involved, police or military will fight against whoever is their enemy and XCOM will be there to help them. So be aware of the fact that AI is dumb as a stump and you might see the military personal accidentally shooting your troops in the back or with your troop reaction fire so try to scatter and get in to positions like next to a wall so these dumbasses wont walk behind them and accidentally shoot them.

17) No reason to stockpile dead bodies once you butchered them up, the blood plasma for the 20 charge medkits is quite later on and you can simply sacrifice some elerium to make it anyway. So sell them for cash. Live captures sell for more.

18) The whole capturing alive thingy
Well it tells you more about the thing and some story lines require live captures but in general what it tells you are details that i havent found that interesting, most things you will hear that this creature is vulnerable to fire. But its not like thats a relevant information if it dies to 2 snap fires from a shotgun or a single volley from a machinegun. And you can guess which enemies wont be easy to kill with guns the moment you see them. Heavy armour ? Better whip out that C4 or RPG, this thing is hundreds of small entities ? Get the flamer ready !.

So TLDR - Dont push yourself over it too much, until X-Files adds more incentive for live captures.

19) Panicking or soon to be MC'ed troops
If you see aliens attempting to mind control your trooper (They only try this if there is a chance for them being able to do it, so if your entire squad is really mentally stabile they wont even bother) you must disarm him to prevent massacres. Drop his inventory and move him somewhere, lock him up in a barn or a house. If he gets MC'ed then he will either wander around aimlessly, trying to pick up his weapons and wasting TU's or he will try to punch your troops which is a really good alternative to an elerium rocket one shotting your entire squad of 14 guys.

If the soldier is loosing it due to low sanity, disarm him too so he wont shoot your own.

20) Disarming and assisted suicide, weapon theft
Once you get your own psiops, if you know your mind control victim wont be killable by the squad, either pull the pin from his grenade and throw it under him so he kills himself or throw his weapon away and drop all of his stuff on the ground.

If you mind control ayys or you would find panicking aliens, steal their weapon to your backpack. I am pretty sure sectoids dont even have a punching attack so once they wake up they will stare at your troops they cant mind control due to high stats and they just stand there, without weapons. So your guy can walk to them and swing his stun rod at them.

21) Get a sectopod or two when possible
They are the best thing since sliced bread

22) Spread out if fighting enemies you know use explosives
Its better for a single guy to die from a plasma hit, rather than 8 dudes from a plasma grenade.

23) Dogs
Dogs are rather underwhelming, they cannot wear sufficient armour to not die from a first plasma weapon that hits them but their teeth will melt enemies extremely quickly, their bark ranged attacks also reduces time units so you can use them to protect your ranged units against charging enemies. So in close quaters they are absolute beasts since their bite does ALOT of damage.

24) Using your tanks as meatshields
Lets face it, once you get access to them you should use them to tank enemy fire. Their high armour makes them invincible to small arms fire and even some energy weapons aint gona even scratch them. Sectopod has such a large armour that the only weapon that can kill it are multiple rocket hits or heavy gauss cannon. Or heavy laser weapons.

Tanks should be enough against human enemies.
In combat, crounch behind your tank to let it soak damage aimed at your soldiers. Its also better to simply lose a tank than a good soldier

25) Which weapons should i put on a tank ?
Laser cannon is by far the best weapon i found. Infinite ammo, good medium range and massive damage (It will one hit KO most humans and creatures).
One thing you need to know is that some melee enemies have such a high damage per hit that they can even destroy your vehicles so still avoid melee combat.

26) Capturing Ayys
Most of the essential research is gated behind commanders and engineers. Live Engineers will give you research for better weapons. Use Mind Reader to check out which Alien is who.

27) Explosive entrance
Sometimes its just better to blast a wall. Tanks can destroy concrete walls with rockets or cannons (Laser too) but high explosives should be used first.
UFO hulls cannot be destroyed with standard explosives but Elerium ex and Elerium Rocket can do it so if you dont feel for charging in, simply open the UFO like a banana with elerium explosive set to 2 turns to explode while you run away with your troops.

28) Make sure to turn on "Advanced Movement" in settings (Advanced tab)
This unlocks strafing and sprint for your troops. Running is essential (Less TU to move but costs more energy). Strafing is less important.

29) Reaction fire requires "Snap Fire" mode or else the weapon cannot fire via reactions
So dont expect to see your troops using miniguns to return fire. This is also kinda why you need to give your dudes either back up weapon (Like pistol they can holster) or a melee weapon. They smack enemies at close range but they wont fire at them.

30) Most enemies will panic
This is a nice touch of realism, in short and in gameplay terms. If you kick their ass so much, you have half of the mission done for you already. The more asskicking you cause in the shortest time span the more chaos it will do to enemy morale. This will become apparent once your weapons and armour gets way better than what enemies can stand a chance against. Even aliens can panic so use them running around to steal their weapons and capturing them with stun weapons. Even animals can go berserk or rattle on the spot but this is rare.

31) Enemies can and will surrender
If they are human/Human-ish, then if you kick their ass hard enough or you massacred most of them on the map. The survivors might surrender to XCOM. I would suggest turning on the automatic battle end in the advanced settings so you dont like spend a turn massacring enemies that have surrendered.
Its sometimes hard to spot if the enemy without weapon has recently panicked or he has surrendered, if he stands still during their turn then he is your captive now and he will go to your funhouse for questioning via research.
One important thing is, if there is even a single robot enemy on the map, enemies wont surrender. So if you face human and robot fighting force. You need to ensure that all robots are destroyed.

32) AI units need abit of aim grinding
AI driven vehicles you can build start with awful accuracy but they can improve by simply hitting stuff and killing them.

33) Always have these items in your landing craft
- Medkits (Self explanatory)
- Explosives or some sort of terrain removal tool. Some melee weapons like Kukri can remove some terrain like folliage while laser or plasma cutters will destroy things like walls. There are certain levels where you must destroy terrain to reach enemies.)
- Flamethrower (Some enemies have massive resistances towards certain damage types, but fire tends to work too well against them)
- Melee weapons ( Great backup weapons, also worthwile if you discover that the map is really closed up so using rocket launchers and miniguns isnt worth it)
- Some backup ranged weapons (Like if you arm your entire team with laser weapons, drop in some rifles and machineguns, you know, in case you encounter an enemy that takes like 50% only damage from laser weapons but gets 120% from bullets)
- Flashlights and flares (Self explanatory)

34) The ultimate mindcontrol
If you want to squeeze as much mind control potential your soldier has then equip him with Stormtrooper armour. There is an advanced version of the amplifier that lets you, just like ayys mind control dudes through obstacles. This amp requires both hands but you can give your soldier a pistol that can be quickly holstered with low TU cost. With Stormtrooper (Or any flying armour) you should simply land him on a rooftop, he should be able to mind control everyone in that building. You can capture small UFO's with this because once you psi-cap a Sectoid you can use him to psi-spot other aliens (Through obstacles) so your psioperative can get em too. Like with 2 psiops you can capture around 6 aliens in one turn, great way to clear out the final rooms of UFO.

Edit1: 04.06.2020 Added more tips (24-29)
Edit2: 08.06.2020 Added more tips (30-32)
Edit3: 13.06.2020 Added more tips (33-34)[/list]

171
The X-Com Files / Re: A few doubts
« on: May 03, 2020, 08:17:03 pm »
Overstun can happen if you hit someone abit way too much, this happens if you hit really wounded enemies with stunweapons or if you overwhelm a healthy enemy with superior stun weapons. Overstun can also happen if the enemy falls unconsious in smoke as he will asphyxiate. You can remove overstun from friends, allies and foes via medkits or painkillers.

Close Range Combat works by some parameters, targets and attackers reactions, energy, melee accuracy and weapon type. Generally, pistols have the best chance to shoot someone in the face, the longer the weapon is, the more likely it is to be parried to the side. By the time Sectoids will appear, your agents will be bordeline unkillable at point blank since they will in 9/10 move their weapon away so charging them isnt that bad of an idea if you know there arent more of them around the bush.
Also, CQC will activate even if you are shooting at someone else but there is somebody next to you... they wont let you shoot at their buddies.

No, AI cannot run hit the gas to conserve TU at expense of energy. Dogs and Rats can run and this will be esential so they have as many TU as possible when you get them next to a door or corner. Dogs in particular can maul most enemies and their teeth has actually some large damage output and they can also bark at enemies to shred their TU so if you position him behind a door and a baddie comes in the dog will drain all of his TU and he wont be able to act at all and if he aproaches the dog in proximity (like the dog is directly next to a door the dog will bite him. This bite can take down most human enemies in 2-4 attacks and the bite is really cheap time unit wise and somewhat accurate.


There events are bound to happen, good or bad, removing certain factions from play will delete some of these but for a good chunk of the game, if the game throws alot of bad events at you, you need to do extra work to get a good rating and increased funding, how much the game shits on you will tell you how many extra miles you will have to jump.


172
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 03, 2020, 08:07:17 pm »
I would like to request a small (maybe ?) but convenient QoL feature, would it be possible to have some more obvious sign that enemy has surrendered ? Like i dont expect sprites for them to kneel and put their hands up but maybe a small white flag above their head ?

I am asking for this because in the heat of the battle i get to mow down people that were trying to surrender because i have no idea if they panicked before and are weaponless due to that or if they surrendered and wont pick up that rifle lying over there and shoot my soldier in the back if i leave them alone.




173
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 02, 2020, 11:41:45 pm »
Machineguns on tanks would be nice for picking off enemies, but i think these could be only present on tanks that have splash weapons and other tank types could have a ramming melee attack that would do some serious kinetic damage and could be used for reaction attacks in melee.

And there could even be a dedicated dozer-like tank with chemical cannon (Which could start off as tear gas launcher but could be upgraded to Alien chems after their gardens are sold off to MAGMA) on top and dozer blade as its melee weapon with massive frontal armour and really weak side armour. Sectopods could have a stomp ability or electric discharge like in XCOM 2

174
The X-Com Files / Re: So, What's -Your- Excuse?
« on: April 14, 2020, 01:12:59 am »
"We can do what we want with artifacts our agents retrieved, there is no point in hiding these technologies, if we dont leak them, the Men in Black, will, in unregulated amounts, to highest bidder. The Men in Black some of you help to finance. Ignorance damms progress and these gardens will expand humanities knowledge of bioweapons by decades and it doesn't truly matter that you found us out, one way or other these gardens will get to the secret syndicates and terrorist organisations, we wont just stockpile it, we dont have space for it, we dont have armies to arm them with bioweapons and we cannot leave these gardens there, if we wont retrieve them, someone else will so you shouldn't be as angry at us, blame the game, not the player".

* Addendum - Also because the general public is/will be aware of these chemicals being widespread, humanity can also create medicine directly made to counter these chemicals so when aliens use them on innocents, we wont have to stand aside and watch victims melt in to a puddle.

175
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 03, 2020, 03:34:11 pm »
Hi, after playing the mod for two months i must say i love this mod, normally i am XCOM 2 player but i decided to buy the old games and after scrolling for mods from get go i got this and maybe i should have played vanilla first to get used to the game but i say fuck it, sometimes trial through failure is the fastest way to learn the game but i had no idea what i got myself up to. And i am a Long War 2 player with 1171 hours of XCOM 2 clocked in so i was like " Well how bad it can be ? Long War of the Chosen is my daily butter" but this mod makes it look like the easiest difficulty in comparison.
This will be a long post, the mod did really impressed me.... And this post is more or less a colection i wrote over time rather than "in the moment" thingy.

I knew before hand that the old XCOM has a cheap difficulty system and that troops die like flies from stupid shit but what i get to see is monstrous. So me chosing non-ironman and the second easiest difficulty was a good idea.

The first mission ever was a monster hunt, during night. First of all i was like "Why is everything so damm dark" before i realised maybe using those flashlights should be a thing so my two guys started pouring lead to a gorrila from Diablo 2, i do recognise that sprite. After it one shot my agent the other one managed to finish it off.
I was like "What the hell was that crap ?".

Skipping ahead to some note worthy event.
1) Zombie infestation that takes like an hour to mop up with 4 people but gives lotsa of points
2) Major zombie infestation
I was like " Well, more zombies".
But after an infestor one shot my dog (and turned him to a zombie ?) and my agent while the entire squad was shooting it  was like " Alright, i need more men or better weapons for this one".

Somewhere in the middle of my first campaign i realized i should abandon using non-shotgun weapons because atleast the shotguns could one snap shot things like spiders or rats and two snap hits even zombies at surprising range for a shotgun. And after that all missions started to be somewhat tolerable.
3) Human v Human combat
A somewhat refreshing change of pace, where my agents can actually survive being hit, even multiple times. Shotgun is like one hit KO for something like cultists but alas i simply used hunting and nitro express rifles for long range snipes. One issue i have is the whole capturing enemies to progress being really hard at the start, not only the more higher standing officers have more powerful weapons you have either blunt weapons, tazers or stunsticks to do it so doing so requires save scumming. Only after really good armours (Like heavy tritanium suit) and the dart rifles it becomes less of a hassle. The dart rifle says that it works against aliens but it works on people just fine.
Its also somewhat satisfying once you get tanks to assault their compounds and listen to the symphony of bullets deflecting of its armour.
4) Enemies surrendering
I didnt expected this one to be in a game like this but boy its nice to have enemies that will simply surrender instead of fighting to death 24/7. It also helps with the hunt of a single person somewhere stuck on the shitter.
5) Night missions in general
I avoid them like the plague unless i have to. First of all i have no idea which enemies respect the darkness and which dont so i rather say fuck it and shoot at them across the map during daytime. For missions i had to do at night i simply made a system that one carries a shotgun and one carries a flashligt and a one handed sidearm. And if i need maximum firepower i simply give the shotgunners the flashlight and simply drop it to the ground once enemy is spotted.
6) Being unable to promote to rank II, undirectly failing my first campaign.
I couldnt find Exalt to unlock the military officer staff member so when 2 years passed i was fucked already.
7) I failed the second campaign because - 1000 ratings, so after reaching 2 years but this time i did manage to promote i failed because i was getting -1500 or like -1800 ratings per month for no reason.
8 ) I would have lost the third campaign (my current) if i wouldnt cheat and edit the monthly score out of shere frustration.
After getting "XCOM is cancelled" again despite me working my ass off to do all missions i lost it and started googling wtf is going on and after editing my save i did find the reason, like alien activity 1370 on one entry....

And then i got the message, too bad the aliens have like 6 large UFO's around the world, 2 in Australia, 3 in Europe (Where my main base is) and one in South America so i guess the mere existence of this ships cancels XCOM, but what am i suppose to do when my largest craft is Dragonfly ?! I will get chopped up if i decide to besiege them ? Mutons and Sectoids will rip my men a new one.
So after artificially keeping XCOM alive via file edits i managed, by a fluke  capture some high standing Red Dawn personal and i could destroy a cult. So i could get a promotion.
I was like " Alright, in the next playthrough, destroying any cult is number one priority". And so after furthermore cheating the score system i managed to build Skymarshall and after that i could destroy the landed UFO and all its nasty inhabitants. So i decided to land and i was getting peppered by bullets, not plasma bolts.
" Wait a second, these aint aliens ?".
And so began my slugfest of massacring MiB troops, even their tanks and sectopods ?!. And to this time of writing i can actually get a good rating without cheating because only like 2 Alien embassies exist and i can make it up somewhere else. But i really dislike this aspect that if you lag behind you are left in it with no warning and you are only watching a lost campaign going to shitter and starting over is the only way forward.
9) The "Covert" missions are mostly total sheite with absurd difficulty.
I ignore them whenever possible, way too hard. The only missions i do are out of necessity (Like looting something to get Chief Engineer from Osiron smugglers on the beach) boiled down to 1 human and 3 dogs, human hides and then dogs proceed to die or maul the enemies. Thats like the only way i found for this mission to be atleast playable.
10) The Osirion cruiser mission is epic, human enemies, lots of high tech goodies from Osirion crates, short corridors.
11) Hybrid clinics boil down to if i get a plasma grenade thrown across the map to a group of my troops or if i can actually scatter. I would like to be able to make my own laser weapons but i cant find the tech that would let me so these clinics are my source of all laser weapons and ammo. Also how do i get rid of these hybrids ? Do i have to do the covert mission about their stockpile ?
12) Getting a mortar, holy shit
*Bam*
*Yargh dying sound (from Deus ex) * *Alien scream* * Alien Scream* *Alien Scream* .
" Its not usual to get 4 kills with one attack" - Award
Ever since that, there is always a siege trooper in any open spaced battle, being able to frag multiple people at once, across the whole map and destroy terrain is invaluable, i should have discovered that earlier. Also that i can do some serious damage to even things like tanks or cause mass panic with incendiary shell.
13) Being able to repurpose enemy armours.
After freaking out after seeing a flying MiB trooper i swatted him out of the sky by minigun i discovered i can repurpose their armour so now some of my troops can fly and other wear some sort of energy armour suit thingy, since i dont have the tech i have no clue what it protects from but so far i discovered a trooper wearing it can get hit by a sectopod and only lose like a quater of his health, when a laser tank nex to him is destroyed in a single strike. So lasers and plasma ?.
14) Some things look like from a black comedy or something.
Enemies shooting rockets in close quarters
Capturing high priority target boils down to surrounding him with 6 people and gangbanging him with fists and stunrods. Also during base defence capturing Sectoid Commander boiled down to having 3 troops surround him, dog biting him 2 times exactly before agents started to kick the living shit out of him and then stuff him in their backpack, smuggle him to a closed room and there whenever he would wake up they would give him a beating while the rest of my troops are fighting with a sectopod in the hangar.
Someone tries to walk past my troops and gets KO in a single reaction melee attack.
Enemies throwing explosives at melee range at my agents. Getting blown up while wounding everyone. Looking at you MiB commander !.
Enemies shooting each other in the back.
Red Dawn HQ, the great staircase camping trip, dont mind those 8 dead bodies, there aint a guy waiting with a laser pistol and balistic shield above with 2 buddies armed with shotgun and a minigun.
15) Morozov mission even after Red Dawn is no longer around ?
16) Chupakabra DPS, alright it pretty much one/two shots my troops and it sounds like Zergling from Starcraft 1
17) Prison break by the Cult of the Apocalypse, at this point my troops look absolute badass and the entire mission looked like the ordinary Socialism regime running over protesters with tanks and gunning them down with firearms. I seen people climbing to the roof only to be smited by a laser tank down there, my flamethrower operative with Stormtrooper armour was roasting these barely armed civilians one by one, landing on the roof so they climb up to attack her in melee only for her to lift of and smite them. Everyone who poked their heads out were one shot by laser rifles. I've sent my elite troops here, i should have send noobs here since it was easy for a change...
18) Horrors in artactica, i always carry flamethrowers with me, for this occasion when bullets are useless. My preparedness paid off, only if my captain would have survived...
19) Crawling through caverns to find the black orb thingy of the Apocalypse, only to find some sort of dimension
When the music from Doom started to play.... ahh yeaaaaaaah.
20) My own sectopods, now this is an overkill, weapon that hits hard as a truck, massive armour, 50% damage resistance towards plasma. Laser tanks were quite something already, infinite ammo, powerful attack but this is just up to eleven.
21) Hunt for Meridian and Master Hon Zhu (Or however he is called)
I was kinda expecting that by capturing Meridian alive i would get some rare, one off- weapon or something. I should have just splattered his organs on the pavement from a rocket strike and not bother beating him to a pulp with stunsticks
Master... oh boy, he one shot both of my sectopods.
Me :" No you didnt"
*Reload save*
Master * Two shots the first sectopod before getting one shot by random reaction fire across the map*
Me :" What sort of boss is this ? He annihilates a massive mech that can survive multiple rockets and plasma blasts with one strike, does he like have damage over 9000 or something ? Is this some sort of joke character ? Well i guess i must capture him alive "
5 minutes later i realised he cant be captured, after my soldier, with 95% melee aim missed him multiple times (While 5 other dudes and gals were missing constantly) i got the message so i just ordered the soldier to shoot him at point blank. Problem solved.
22) So by a fluke i managed to destroy MiB base while it was flying, my aircraft was going after something but i send it and it managed to intercept it and destroy it. So it crash landed and i sent my troops in, but the mission is absolutely the same as if i would besiege a regular base. Why ? Like not sure if it had even reduced garrison, 9 Humans and 2 Tanks.
I made this list to showcase the highs and lows of this mod. The moments of despair, the moment of sheer awesomness..

To make it short, what i like on this mod.

1) The whole supernatural being enemy for XCOM, i would actually like the early period to be longer before it devolves to normal XCOM gameplay. The whole fighting with close ranged enemies changes the game considerably, encourages mobility and defence.
2) The sheer amount of weapons, good lord. I am getting lost when i am choosing what to use... and that is a good thing !.
3) The massive variance of enemies
4) Mission variety, from hunting monsters in the forest to raiding underground facilities and smuggler ships i cant say i am not satisfied with what i can do.
5) The gradual transformation of XCOM to the para-military org of the base game.
6) This mod has portrayed XCOM as real as it can get in a computer game, instead of being some discout super heroes, they are a shadowy organisation that fears not of doing evil actions to archive victory, kidnapping people, selling alien tech to corporations, stealing tech from military, silencing those who have something bad to say about XCOM.
What i dont like (I'll separate things that are the problem of the whole XCOM so no getting fragged by a missile the moment i step out)

What i dont like that much

1) Game can fuck you over and you dont even know your campaign is lost. The whole of these massive UFO's perma landing and causing insane negative rating is just ridiculous. Also if you somehow dont discover Exalt and some alien tech you also lost. The third (current) campaign was barely saved because i raided Osirion traders on the beach and i got the acid gun so chief engineer could be recruited but it was a close shave.
2) Autopsies and capturing of monsters is mostly pointless. I am acustomed from XCOM 2 that autopsies tend to be beneficial, unlocking upgrades, grenades, ammo types etc... but so far, from top of my head i can remember only 2 life captures that benefit me more than just "This thing is vulnerable to fire" and those two are Rats (For XCOm rats ?!) and the zombie boomer for some sort of grenade i never used.
And fighting these enemies is no science whatsoever. Its always just "Shoot them till they die with shotguns or rifles". With a good chunk of the enemies being vulnerable to choking and fire.
3) The covert ops where you can bring limited weapons, yeah its fun charging people with crowbar while they can nuke your guy with few bullets from a pistol. No its not, the existence of these missions seems to be displaced and way too hard for its reward.
4) The capturing of critical personal to progress is a problem on its own and is extremely RNG dependant for my liking and to do it safely...
5) I am getting lost in the tech tree constantly because there is so much to do and XCOM staff doesnt help by like saying what i need to get something. If for example there was a tech research that takes no time but is like "Laser weapon manufacturing know-how" that would give me a staff input that would vaguely suggest what i should research to be able to make these breakthrought weapon types.
6) For the massive variety of weapons you have access to, frankly bunch of them have no real usage for XCOM. Especially these WW2/WW1 weapons. And some weapons are simply inferior. For example the rifle weapon type vs SMG. The BlackOps rifle is a perfect example, its clearly superior to all rifles once you get access to it. Its snapshot has considerable accuracy and you can still go full auto in close quarters, why should i use the SMG which has crappy range and its full auto wont hit shit unless i shove it in the enemy face. Blackops rifles were my main weapon (And still is actually alongside laser/blaster rifles) to use because its that good. Sniper rifles have their place too but too bad like they do almost the same damage as blackops rifle but require massive TU to use.
7) Usefulness of doggos is questionable, they only work on covert ops because they like 1-2 shot everyone in melee, its actually quite amazing that a dog bite does as much damage almost as much as a sword slice. And maybe i picked them up if i dont have enough troops when i am about to raid a faction HQ where there will be lots of indoor fighting. However there i noticed that aside from the fact that enemies can bust through any door at any time and shoot, the dogs fall like a sack of shit when hit, even if i made tritanium vest for them. Also they have somewhat low energy. And while their melee is lethal... at this point my agents are in close range just as dangerous with knifes and swords and they are multiple times more durable, have better reactions and dont tire as quickly.

What i would suggest to be improved/be added
1) Auto-promotion failsafe to III if you managed to reach the previous rank but failed to reach the third one in 99 and you did somewhat well in the previous months.
2) The option to start the game earlier so you get to enjoy the paranormal monster and cult fighting for longer. In the settings where other customizable features are located.
3) Live captures being more rewarding than just giving you more cash if you sell them or telling you that this creature is vulnerable to fire/Choking/Lead poisoning.
For example capturing live quillboar from Diablo 2 will give you a new crossbow ammo type that has high chance to cause bleeding via fatal wounds.
4) Repair kits so it is possible to repair heavy weapon platforms on battlefield.
5) Bioaugmentations of alien DNA to dogs, pumping them full of steroids and turning them to discount Panzerhunds, ok maybe that wouldnt fly with Council but the concept of dedicated XCOM melee unit is interesting but their usefulness is debatable although i see the potential. XCOM rats sound like a joke and i didnt even bother with them, dogs are better.
6) Ability to hire higher standart troops in the late game so losing troops isnt as traumatic.
7) Abit of a nitpick but laser weapons shouldnt cause fatal wounds, i assume fatal wounds are the simulation of bleeding out but lasers would cauterize the wound to a crisp.
8) Mass accelerators and Gauss weapons have very odd aquisition. For a good chunk of the game i had just giant piles of these weapons from raiding MiB bases yet i couldnt research them and it was really frustrating me, until i raided Osiron freighter and looted something which opened everything.

Bugs
1) I seem to miss +100% hit chances abit too often, is this an engine quirk ? I would take if bullets hit an object but i have troops just missing someone standing on a rooftop and i have +100% accuracy
2) Black Sun troops cannot be captured for some reason, i mind controlled one of them and marched them up to Kitsune while my sectopods killed the rest. Also Sectopods seems to take absolutely no damage from warp rifles.
3) The robot brain enemies cannot be mind controlled, even if they have a brain.

Other than that, at this point this post is outdated since i see another version has been released ? I'll upgrade once i actually finish this mod, but impressive work regardless.

Also how do i destroy MiB and Cult of Apocalypse ? I Stopped Samael already yet there are ocassional riots, and MiB base missions are way too abundant and actually boring at this point.

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