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Messages - Mrvex

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91
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.



92
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.



93
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.


94
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.


95
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



96
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.

97
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.



98
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.



99
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.


100
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 12, 2021, 02:37:10 pm »
I played this mod a lot in the last couple of days. I really liked it, but it is getting more and more stressful with UFOs busting my balls and score, and I don't think my Van or Military Jeep can intercept them. I probably researched something wrong and triggered all sorts of things, my best guess is the Alien Hybrid VIP mission. Anyway, I think this mod is great, probably one of the greatest mods in general, not just X-Com. if there was a way to reduce the challenge to like 10-25% of the current level, I would play it again, but like this, it's just suffering for me. Best of luck with your mod, though, and mad props to you, Solarius.

Well you should probably start over at this point

Before 1999, UFO are super, ultra rare and extremely hard to get and let alone solve, but if you do, you will get a massive leg up.  But you dont have to and do missions elsewhere.
 
use the middle mouse button in research to look up what tech leads to what, this is the most important thing you can do as now you know what you are suppose to catch and do.
Yes, research can trigger spawning but UFO are indenpendent, story arc starting quests can kickstart events or missions with hefty penalties or difficult missions so make sure to take on 1-2 arcs at a time.

There is a thread containing varios tips and tricks you can read, i posted 62 different tricks and tips and i had to trim my posts down because i discovered there is a word limit on this forums so its split to parts. I tried to make it spoiler free as best as i could. I would suggest reading it, alot of things will be clear

https://openxcom.org/forum/index.php/topic,8199.0.html


101
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 01, 2021, 06:04:19 pm »
-Send a tank to defend the house?
-Yep!
 ;D ;D ;D

This isnt a bug, but a feature, force fire with HWP main weapon to the wall and you can drive out and chase Exalt/Syndicate forces.

102
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 01, 2021, 12:22:29 pm »
I think it would be good idea to add COVID-19 event to the game. Of course not literally.

Let the Cult of Apocalypse spread virus cousing people to change into zombies (game missions). Motivation for Cult to do this would be invocation of false first horseman, false prophet - plague. False becouse first horseman should be the conqueror, according to st.John's Revelation. As investigation proceed player get information that virus is called RIDER-19. Next, there would be a clue that Syndicate could make this virus for Cult of Apocalypse. Final stage could be destroying Syndicate Lab that produces virus. Last message for this mision would be that there is vaccacine for this virus produced and delivered to countries all over the world ;)

You know, this kinda actually made me wonder why no faction tried to wipe out humanity with any kind of bioweapon, zombies are there but they are quite laughable since they can only reproduce via infestors so their numbers couldnt ever skyrocket too much to be a world wide threat.

Though it makes sense on other hand that Aliens dont want to just eradicate life on Earth, they want to play with us, experiment on us. And this could have backfired since the entire world would go full alert, XCOM funding and support would skyrocket and tons of XCOM like organisations would start popping up around the world.

In UFO Aftermath, after some point, Earth is infected by a growth of alien origin and it spreads across the entire planet, destroying life and your bases... but in Aftermath the aliens really want to just kill us, no infiltration, no colab with Earth factions (Up to a point).


103
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 31, 2021, 08:25:31 pm »
After one deployment i realized that plasma sword is a two handed weapon... is this intended ?

104
The X-Com Files / Re: Early gun balance
« on: January 28, 2021, 04:34:31 pm »
Does frontal armor imply leg and torso armor? What does "under" armor mean? Is it the armor of the legs themselves or the armor under the feet?
I've never been into mechanics. From the point of view of game mechanics, are our soldiers two dice?
Under armour is for explosions... i think.

105
The X-Com Files / Re: Counter-grenade tactics
« on: January 26, 2021, 12:49:00 pm »
Hiding beneath your landing craft is how i deal with it. Also in buildings.
 
Spacing out your troops so they dont get hit all at once.

I originally thought of that enemies require a free hand to throw so i always targetted enemies with empty hand but on the forums i was told that its completely irrelevant. So i just accepted that its just RNG.

In the next update, acording to git hub we are getting carapace plating from beetles which work as webwear but against concussive damage, that combined with native concussive resistance of armoured vest should make grenades and dynamite throws less dangerous in the early game. Plasma grenades though, personal armour can help somewhat due to large plasma resistance (though your soldier will be wounded considerably, but better than instant death).


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