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Messages - Stone Lake

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31
The X-Com Files / Re: Beginner's difficulty setting question
« on: January 03, 2024, 03:53:04 am »
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This is comment for CHADs who don't reload turn every time their sniper misses and gets reaction-bullet into the head.
My comment is for CHADs that can play without losses in the first place. You literally reload the autosave if something goes wrong in your videos.

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Look: 180 are recruited, 80 are lost by month 15.
Is that an army of 100, though? Does that include base defense rookies, dogs and all that stuff? I mean 20-40 Helix Knight agents (or in-training) that you actually send on missions.

With Kitsune you can roll 2 HWPs / 7 agent team. With Ironfist that's 2 HWPs / 10 agents or 3 HWPs / 6 agents. I had 40 agents four campaigns, two of those SH / IM. And it's too much each time. Especially now, with insanely OP spartans on the roll.

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And these 100 will turn into fried chicken ASA actual alien invasion will start.
How? That's (unpopular opinion) literally the easiest part of the game with all the tech you can have. Are you using same lazy "firing squad" against aliens or something?

32
The X-Com Files / Re: Beginner's difficulty setting question
« on: January 02, 2024, 11:47:53 am »
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Never withdraw if you have a chance to shoot and hit, not getting harmed in return.
Sure, but that may be tough to figure out to a beginner. That being said, there are even easier missions to train troops down the line.

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Raise an army of 100 in two years.
Lol, no. Twenty is plenty, forty is too much.

33
The X-Com Files / Re: Beginner's difficulty setting question
« on: January 01, 2024, 06:16:40 pm »
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So if a player botchers half of early missions, he's still be OK?
Escaping half the arrests / env alerts is normal. Madman / Crop Circles are main score winners early, and should be won properly. Safe house captures are important, you need all four (and bunch of other stuff) for promo II. They're usually easy at night /w flares, but if you spawn right into enemy it's worth escaping. Also, red dawn safe house can be a bit hard.

34
The X-Com Files / Re: Beginner's difficulty setting question
« on: January 01, 2024, 04:37:56 am »
Most of these are doable, but not worth it. When seeing a lot of critters, just withdraw.
Focus on capturing new and different cultists, to get promotions I-III. That's the most important thing in the mod.

35
The X-Com Files / Re: Need tips for Golden Academy Tower
« on: December 30, 2023, 11:18:24 am »
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Not sure if there are witches or ninjas.
There's witches AND ninjas, or witches and osiron.
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I see black lotus soldiers in white and blue dresses.
These are the war witches. Who are they are accompanied by? Ninjas are fragile, but osiron troopers are fairly tough, around same as witches themselves.
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What is SMG? There are a lot of weapons with SMG in their name.
I specifically wrote macro SMG. It's admittedly rare, though. Smartgun is sorta good, but also rare. Lacking that, I'd use blops CAWS with AP ammo. Or UAC chaingun. Rifles kinda suck for most of the game, it's usually more reliable to just come close and unload an auto. Laser ones are fine, but still sorta meh. However if you like range-der, try blops sniper/galil/fn fal, but only for 95+ accuracy soldiers. So, basically anything with 35+ power and decent amount of shots.

Overall, in situations like this, use gun simulator on the wiki to minmax against an enemy. Select your unit type, weapon or two, and enemy. And compare the damage values at various distances. Three-ten-twenty tiles is distance where most encounters happen (or should happen).

36
The X-Com Files / Re: Need tips for Golden Academy Tower
« on: December 30, 2023, 06:50:30 am »
It's basically highest tier manor. Kill everyone. There's weird doohicky at the top, as description says, but it does nothing, which may be an oversight. There are two kinds of academies - witches & ninjas (couple assassins), and witches & osiron. Which one do you have?
It's probably better to have your own tanks for this assault. Ignore it until you're comfortable dealing with it if you can afford to.
Witches are kinda sturdy against lasers. They work, but not especially good. I'd probably take macro SMG against them, or sonics. EMP grenades one-shot Stormclouds. I'd keep tank or two in the main hall and flew up with the infantry. The windows allow you to make some hit-and-runs on witches, and there is some decent cover in the rooms (keep handy the motion scanners).

37
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 28, 2023, 03:30:08 am »
Also, this applies only to defensive dogfights. If you're attacking passive UFO and lose, survival chance is zero.

38
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 26, 2023, 04:55:49 pm »
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If anyone knows how please lmk
Just make it patrol, no hotkey needed (supposedly).
From ruleset:
autoPatrol   Should this craft automatically return to its patrol destination after refueling?
Set to true for Hawkeye/Darkstar

39
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 26, 2023, 03:18:13 pm »
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Is there any point to radar craft like Hawkeye?
I don't use it, but I guess the point is to not bother with
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Why not just cover most landmass with radar base anyway?
Which means base management, base defences, etc. etc. There is some hotkey that makes the craft automatically refuel or something, I think?

40
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: December 21, 2023, 04:50:39 pm »
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I think you should also be able to get much more than 13.5§m in Jan 99.
Probably not by much. I may have had a couple of meh early months, but otherwise I think it was good. So roughly, I may have lost 1-2 months of good funding increases. Worth checking the saves, I guess.

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You seem to skip or abort a large number of missions (even 1/3 or 1/2), even those that could be easily doable without much risks but might be somewhat annoying and/or boring
I actually think that I'm doing too many missions. Training forty agents is too much, 20 + base guards should be plenty. And if you have nobody to train doing research-less missions feels unnecessary.

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Personally, I find e.g. cyberweb lairs very easy and also great for training melee;
Depends on gear. Cyber? Go nuts. Otherwise, there are some layouts where robots camp above and refuse to come down, can fry your vested agents like nothing. Also closed terrain shenanigans - you can punch it out with better armors, but not with vests, IIRC. Can be annoying, and there's plenty of tedium going forward.

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the farms are also very easy and provide great material for reseach - easier by far than other hybrid missions, because none of the enemy units is a 'sniper'.
I have bad flashbacks about dealing with hybrids. The drones can be a bit annoying, unless you're running cyber. Small convoys (new thing?) are easier, no drones. And they have both workers and soldiers. Medium convoys have rocketeers, but they are fairly important captures, I think.

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because smoke in XCF causes in principle CHOKE damage (in contrast to vanilla where it would be useless I think).
Smoke blast itself deals no choke damage, you're awarded with exp just for hit. Even more so, for each hit in the area? I think the "sneakiest" one is scanner morale loss. It leads to panic check, trains bravery and awards Tu/Hp stat gain. Mostly for critters, though.

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If I'd have to pick one thing I still haven't figured out is how you in mission debriering screen can move on to another bases
Yep, that's custom thing. I intend to share these sometime.

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I suppose you shot down the scarab, because the base defense would have been a lengthier thing
Shot down like 4 or 5 syndicate transports. I guess that was it.

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Having all the crew (and/or rotating them in and out) and equipment everywhere is seems like a PITA. But I suppose this cannot really be avoided.
Eh, all the micromanaging seems to be less than one medium-sized battle, so no bother. Also, one trick I devised is to save defense loadout as craft loadout, then buy a car and load the load out - the game will offer to buy missing stuff. Manufactured equipment is more troublesome, though - have to load car at manufacturing base and transfer it with all the equipment to target base. True, equipment needs updating over time. But small updates shouldn't feel too annoying.

41
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: December 18, 2023, 06:35:04 pm »
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BTW how do you capture heavy troopers? The most painless way?
SpoilerKinda spoiler:
EMP

42
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: December 18, 2023, 12:32:33 pm »
Just got to Jan 99 in SH/IM run. 13.5$m income, 4.5 bases, 143 scientists. Tried somewhat hard, but quite far from perfect run. So psavola's estimate of 200 scientists by mid 99 seems to be on point.
That being said, "lazy" VET/IM run had 8.7$m income, 4.5 Bases, 70 scientists at this point, and still felt like a cakewalk, so... Far, far, far "worse" campaigns are winnable. There's plenty opportunities to become OP:
1) Tanks.
2) Power suits from captured MiB heavy troopers. Also one from captured Gillman Hero at undersea city. Edit: In 3.2 version Hero has just Power Armor now. Well, unless Solar changes it again.
3) Even rookies in synthsuits are very formidable - get synthmuscles from Osiron crates, alien surgery from somewhere, I got it from an event...
4) PSI. Can get from Sectoid Leader (e.g. one at Gertrude) or Dr. Alpha or Alpha Werecat & Alpha Werewold (need both).
Getting any of these drastically improves combat.

Also I finally got some bats and they are just insane in smoke battles. Definitely must have.

43
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 17, 2023, 05:26:00 am »
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I have researched the HQ upgrade and I want to replace the old ones, which worked, but I had to reload a save and now the main base says that the facility is in use so I can't upgrade or remove it. It worked in an other base, but no matter what I do I can't upgrade in the main base. I tried to cancel all research and remove scientists but it keeps saying it's in use. What can I do?
HQ gives: 25 storage, 3 prison space, 5 scientists. Need to free that up.

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Refuse/Accept trade with weapon dealers as consequences? I mean the "evil" ones.
Small one-time score penalty/reward

44
The X-Com Files / Re: Some of your most Bizarre missions?
« on: December 16, 2023, 07:23:31 am »
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The syndicate office manager is one of my favorites. I'll typically carry stunned enemies to the first floor closet.
Throw them all in there with one guy watching the door while the other 3 or 4 (Undercover mission landrover, van humvee only) explore the building.
And as you know, that building is large, many floors, rooms to scan.
Well, rats basically trivialize these vertical layouts. Motion scanner + psi sense to pinpoint the floor. Can't hide from rats in the basement...
But yeah, I remember having much trouble with those myself, including walking captures. Especially with the CEO mission, all those walkers and supersoldiers with rockets... nightmare fuel. That's why in my older run, I decided to just bombard the building with artillery. Didn't work as I hoped to (razing it to the ground), but had some fun. Workers suiciding from the building, priceless. Then the "high manager" "got scared" too and came out himself to "give up" (:. So, kinda worked out.

45
The X-Com Files / Re: Some of your most Bizarre missions?
« on: December 15, 2023, 05:34:26 am »
SpoilerOfftopic:
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In your video I see you put the prisoners in the green spot. They dont wake in that place? Asking because handcuff is a pain.
They do wake up. If I decide to run away, green spot stuff will come with me, that's all.

Yeah, handcuffs are a bit of a pain and do not work 100% on very strong captures, like zombies. As for keeping prisoners down, other options are not much less painful, though. Smoke is probably my favourite, but has it's problems.

First, you can just forget about most early KOd cultists - they don't wake up too often. Especially, if you use baton rounds - they don't just stun, but reduce health, and hurt prisoners can't overcome stun easily. The ones that do wake up, will fight. But when there isn't anyone non-stunned left, they will automatically surrender (if they can surrender. Most humans can, except dagon priests and up).

Second, staying in smoke stuns a little - e.g. smoke grenades. You can use this to keep most of your prisoners stunned. Though, if you take too long and prisoner is badly hurt, you will overstun them (broken heart insted of Zs) and they will begin to lose health too.

Third, overstunned ones pretty much never wake up. You can shoot downed targets, including with tasers, to overstun (or finish off) them. If you used only tasers, you'll have ~10-15 turns I guess before prisoner is dead.

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