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Messages - Mrvex

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31
The X-Com Files / Re: Not sure if it's working as inteded
« on: March 09, 2021, 07:42:33 pm »
Maybe when there is an arc, and not just one big placeholder working like vanilla. :P

Wait, that is going be changed too ?
Oh boy, you really wont leave a stone unturned and i must respect you for that.

32
The X-Com Files / Re: Not sure if it's working as inteded
« on: March 08, 2021, 08:35:28 pm »
My apologies for not being aware that works like that, is it possible to see why is there no elerium battery tech even when I've researched engineer's on requirements list?

The way you get essential tech is retarted in my opinion, its an RNG rullette of rewards, you need to pretty much hoard engineers, leaders and commanders and integoriate navigators first to roll out ship type rolls so then when you research engineers, they can only give you tech rewards. This also damages the gradual progression since you wont have anything new for multiple months, then you get an engineer and howdy holy, now you can research three completely new branches

I would have prefer if either these things came as a reward for finishing an arc, or custom alien base sieges that will be really difficult but would give you a fix reward. But its the way it is and wont most likely change.

33
The X-Com Files / Re: Not sure if it's working as inteded
« on: March 07, 2021, 07:14:54 pm »
Do you have the required version of extender ? Skymarshall should be able to take 2 vehicles just fine.

Some tech requirements are not so clear but to make alien laser rifle clips, you need Elerium Battery tech
Though this makes sense, since the rifle itself is just a set of plastics, metal and focusing lenses and the alien part of it is the power source, so you need to get more from looting Hybrid and Alien corpses.
And there is a small problem though, the moment you get Elerium Battery, you will most likely be able to construct other, more damaging weapons so alien laser weapons are redundant the moment you get the battery tech

Battery tech, unlocks (Or is a part of a requirement) for these things


34
The X-Com Files / Re: Regarding Base Defense changes (if any)
« on: March 06, 2021, 08:13:57 pm »
There are no missile strikes in XCF at this point.

I plan to add it as part of the Reptoid arc, provided that I'll ever get around to work on that.

What is that suppose to be ? Like missile launched by enemies that try to damage the base if you dont have base defences ?
How would Reptoids do that ? Underground vessel entering the base, triggering base defence mission without prior warning makes more sense. Missiles would make sense for Black Sun or Men in Black cuz they have the industrial capacity.




35
The X-Com Files / Re: Regarding Base Defense changes (if any)
« on: March 05, 2021, 04:10:51 pm »
If your base is empty (no combat personal) UFO will destroy it instantly.
 
Defences reduce the number of enemies present, you can stack them + gravity shield so everything fires twice.
If you have sufficient firepower, its possible to destroy the UFO outright and you will be spared.

Though destroying large UFO will take some firepower, but for example, if Syndicate tries to enter your base via Scarab dropship (?) it will get pulverized and explode to thousand pieces before it lands.

36
The X-Com Files / Re: Lo Wo and Natasha Morozova
« on: March 04, 2021, 04:25:44 pm »
Yes
Though make it count, you wont get another shot at this.

Red Dawn troops will surely be suprised how much XCOM has upgraded since they last fought with them.
And Lo Wo is quite strong, dont let him melee anything, he can kill a sectopod with his sword just like that.

37
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 01, 2021, 11:20:44 pm »
No, please, anything but that.
Larger maps should be done in moderation, they shouldnt be present in the daily bread and butter missions but be present where it makes sense and beyond the early game. Open maps are quite hard before you start getting really good armour and tons of long range weapons. Only when you start getting things like mortars, laser cutter (for wall breaching) and other tools the game really opens up on how you can aproach a large battle with large body count.



38
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 27, 2021, 07:37:40 pm »
XCOM is indeed a bad tactical game for a tons of reasons, most of them being problems of the old XCOM on its own rather than the mod.

Sniper and spotter mechanics is extremely situational, only on very open maps you can have a situation where one guy can see an enemy and his partner cannot. Usually, Humans will spot anyone at very long range unless they have stealth like Muton Shades or Ninja's. And most of the line of sight things boils down to stealth or if there is something in the way. Cultist mopping missions during day are giant battlefields the moment you step out of the craft as you snipe someone standing on the other side of the map because you have no problem seeing him in the first place.

But another mechanic kinda hurts it, in AI's favour during night missions, since even if one of your agents get spotted (And rest of your team wont) then everyone with a line of sight will take potshots at the poor dude, so like 12 enemies will pepper one guy and even if they are firing with a major aim penalty, does that matter if they fire 50 rounds and 4 of them hits ? Your guy is dead anyway unless he has really good armour.

Grenades will be good no matter what, three things benefit them.
A) They use bottom armour to calculate damage, the lowest one on armour so they will deal damage.
B) They have no accuracy range penalty, whenever you throw them at someone standing 5m or 15m, as long as its in the range it will land.
C) They can have nasty payload, Tritanium Grenade for example not only cuts, but also ignite.

Enemies do panic, but you need to really dominate them so panicking, so only when you are doing too well. But incendiary weapons can panic people anyway.

Early game weapons seem fine, although i would welcome if actually old weapons were accessible even before fighting against cults and maybe some early game grenades too like home made nailbombs or molotovs. And yes its true, there is a massive gear tech rush as you usually get to access Blackops weapons by that point and those weapons are almost always just plain out better with few exceptions here and there.

Alot of the early game armour arent even to stop wounds, just to lessen the impact. Kevlar vest is prime example, its better than nothing and it changes that your soldier can survive 4-5 hits instead of 2-3.
But the armour after that, the armoured vest pushes the "lessen the impact" to "If RNG god smiles upon thee, you shall not take any damage", the shielded armoured vest pushes it to "Small arms will almost always do no damage" and then the tactical suit which goes "Most firearms wont even dent you". And the Tritanium versions pushes it to the max for a long time.

Hell, the vanilla armour XCOM got turned in to impact softening armour against Plasma, it wont stop damage in the first place, but will stop a one shot from a plasma weapon.



39
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 27, 2021, 11:46:46 am »
Rossary cannot be be bought either and i dont remember what it does exactly but i think it does a morale attack based on psi stats. But the Noose takes the cake with its 12x damage multiplier against Lobsters, meaning a swing from it is an instant death that deals more damage than a missile to the face.
Spiders (And animals in general) also have massive choke damage vulnerability, but in their case, their armour isnt the problem, handguns and prettty much all firearms will squash them in two or three hits anyway.


40
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 21, 2021, 11:04:55 pm »
I checked the wiki. Knockout Grenades, Smoke Grenades (and shells), and perhaps the Noose could help you fight Lobstermen. I remember the Mindjack device (the melee ranged mindcontrol device) being quite effective as well.

Noose is hilarious because with 12x the damage, 5 + 0.2 * Bravery + 0.3 * Strenght (1200%....)

One of my Helix Knights has strenght of 80 and bravery of 92.

(5+18.4+ 24) = 47.4 dmg against a 100% choke target
But with 1200% ?

Ah, its just 568.8 (569 if game rounds up numbers ?)

569

I guess nothing like a good overkill, killing enemy 5 times with overstun in one attack. Who would have known that a piece of rope can deal more damage than multiple rockets to the face.


41
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 21, 2021, 02:27:17 pm »
Any idea on how to fight lobstermen? I tested Turbolasers and Magma Pulse weapons with Chem ammo. Of the first, only Heavy and Scatter seem to work, of the second, they are too slow at killing them.
Do I just have to bring Heavy Plasmas for everybody?

Warp weapons (X-Dimension or from Black Sun Stormtroopers) ignore most of living units armour. There is a special version of the Lobster men that sometimes appear in something like "depthpocalypse" that is so armoured that even heavy weapons can barely dent them and they have sonic weapons on top of it

But against the feral one, flamethrowers and incendiary weapons should do. Grab a flying suit and simply hover above them and cook them alive.
Electricity does extra damage but there are very few electricity, lethal based weapons for XCOM. They also take a whooping 1200% Choking damage



42
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 18, 2021, 10:41:10 pm »
What i also discovered is that UFO's can be shot to pieces and destroyed instantly if your base defences are numerous + gravity shield and the landing craft is squishy enough. It was quite funny to see Syndicate trying to enter my base twice, with a craft called Scarab (Which i assume is something like an Ironfist, heavy infantry transport), only to be torn to pieces before they could even land.

43
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 15, 2021, 04:48:50 pm »
Is there any way to look at the base modules? I don't want to wait for an attack on the base just to find out that my layout is shit ...

I also want to see how different modules look like))

Its rather simple, Hangar and access lift are the only places enemy can enter from so for maximum killing field capacity, have one building connect all the essential facilities. If enemies land, they will have to run through one chokepoint to get to the rest of the base. At that point, just arm everyone with rocket launchers and miniguns, grenades and other heavy weapons and simply strafe from cover, pop a shot  and strafe back as enemies are forced to cram in to a one corridor.



44
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 14, 2021, 03:16:15 pm »
Kitsune is a god tier vehicle and getting it should be a priority, it can fly anywhere, it can fly to space, it carries sufficient amount of troops and can even carry 2 tanks. Its also your only high capacity transport that can fight back if intercepted until late game (even if its not as durable). And what really sucks is when your Skyrmarshall gets intercepted by a small UFO and you get to watch 30 seconds of the UFO paper cutting it to death.



45
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 13, 2021, 02:08:51 pm »
I have the Ospey, but it's range sucks. To use it, I would need multiple bases with multiple attack squads. No, thanks, too much effort. I do not want to work even harder, I want to enjoy the game (well, the mod, really).
To get Promotion III, I need to take the HQ of the faction. Without Tritanium, that I just starter researching, it's just gonna turn into endless savescuming session.

Again, Solarius, this is not an insult aimed at you, I really like your work, I'm just tired of the same combat. It's not as fun as it was 15 years ago.

Starting over is a good idea and place your base in Greece or the UK (Best overall coverage against Red Dawn, Dagon and Lotus, Exalt might be harder), you must take out a HQ and Red Dawn is still the easiest HQ to solve because it can be extremely cheaply solved. The only challenge are the armoured cars outside but these can be eradicated with miniguns, incendiary weapons and high explosives and then you just need 2 dudes with melee weapons camping the entrance + one dude above it with a shotgun or SMG. Then just click and pass turns as Red Dawn troops walk, one by one through the one title entrance to get slaughtered by choppas or bullet between their eyes. Once you have + 30 - 45 bodies on the same spot, the rest will surrender and you solved a mission with 0 casualties (unless AC's managed to kill someone with their machineguns).

With base in Greece, its possible to reach Red Dawn's HQ with Osprey, though with my simple trick you wont need that many soldiers since only 2-3 will do the heavy lifting while others are there only to fight the armoured cars at the start.


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