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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« Last post by Xenotrenium on Today at 02:54:40 am »
The thing is, how you deal with the ambush is part of the game.

Yep, I agree - choosing the humvee over the heli because of that big gun could be one way you would deal with the (potential) ambush, not to mention the cool factor. It's not like you deal with ambushes without preparing for them anyway, smokes and pre-primed grenades are just another tool akin to the gunnery of the humvee imho. I am not advocating for this feature because I think landings are hard, but because it sounds cool and adds some extra considerations to which craft you want to pick. It coincidentally mitigates the disadvantage for bad landings, allowing you to consider staying in missions you'd normally take off instantly - and might serve as a natural power-stop to essentially always win against super-low-tier stuff. Making the humvee stand out from other crafts, such as the van (ok I know the van gets -1 guy) and rover (ok the rover gets +1 guy and is covert) would be cool too. I personally think it fits the entire "war" feel and sounds awesome.

There are further considerations such as anti-creature operations, special missions in which the difficulty must be maintained (alien hunt, military downed alien etc), what happens when the vehicle is in smoke (what is the no LOS penalty?), can the vehicle\weapon be targeted\damaged\destroyed? Is the weapon free of use or does it come with some cost associated with it?

I don't know how it works in 40k - If there is an obvious reason as to why it should not be implemented then I probably don't know enough to know about it yet :)













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The X-Com Files / Re: Purpose of grenades
« Last post by Mrvex on Today at 12:12:12 am »
If you know beforehand that a mission spawns you next to a massed enemy count (For example, some cult bases, cult of apocalypse missions, deep one rituals) then you can easily kill 4-7 enemies with a single throw of a tritanium grenade because its splash is that large and deadly towards humans and animals alike. Its a quick way to farm Multikiller and other mass killing commendations.

Tritanium grenade does 69 cutting damage (Cutting is anti-armour, most enemies and armours dont have resistance towards it).  And this is its radius of ignition on impact.

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The X-Com Files / Re: Purpose of grenades
« Last post by Empiro on January 19, 2021, 11:23:23 pm »
I haven't found a niche for incendiary weapons myself. They don't reliably panic higher tier enemies. I lost one of my best soldiers after hitting a Sorcerer of Dagon with an incendiary grenade at his feet, and having the Sorcerer casually walking up while on fire and blasting him. Against lower tier enemies, a normal grenade would just as likely kill them. Against Zombies, it's kind of the same deal -- I don't think it prevents them from coming up to you and attacking. I don't think enemies route around them either, though it does keep them from ending their turn in the fire.

Flashbangs are alright -- but I've found that their use-case is kind of narrow. They're most useful for nerfing an enemy's action on their turn. However, in most situations, you're so outnumbered that trading one of your guys' actions for one of theirs isn't helpful. If I'm going for a capture it can be helpful, but it's often just as good to spam the KO grenades (if they're susceptible). If reaction fire the current turn is a concern, I've found that using dogs to sap their TUs or just having dogs stand next to them to trigger CQC is far more reliable. Flashbangs can be a super life saver to prevent melee enemies from closing in though.

Smoke Grenades are useful in a lot of situations -- I always toss one down the ramp of the landing craft and end the turn. However, make sure you note which enemies have Thermal Vision or PSI vision, which counters the smoke. The way vision works with the sniper system also limits the effectiveness of smoke quite often too. The small choke damage is also nice in keeping a stunned enemy stunned. It's pretty rare to see an enemy go into overstun from smoke.

KO grenades are super useful, though they have a tiny (3x3 area?) area. I'm also watching Yeti's X-Com Files YT videos from an earlier version, in which the grenades take like 1 hour to craft, and he's just spamming them out every turn. It's too bad they take so long to craft now. Most enemies are really vulnerable to it (even the MIB soldiers, who look like they have gas masks, take 400% damage).

I need to make use of proximity grenades more. I typically use them to mine the door of a UFO (from 1 square away), but they're also useful for tossing down corridors and cutting off areas so that your team can make sweeps of areas without having to worry about their backs. If you need to access that area later, you can always destroy the proximity grenade with a normal one.

I'll need to try out the tritanium grenades. They sound really nice.
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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« Last post by Mrvex on January 19, 2021, 11:09:38 pm »
How about either of the following?


Not to spam suggestions, but I've always thought the guns on the APCs from 40k (the actual XCOM crafts) would be a PERFECT fit for either the mudranger or the humvee. Thoughts on implementing such a functionality? Having a heavy gun like that would go a long way towards making some landing sites more manageable, and perhaps even sensible considering every xcom craft mission landing is borderline suicidal :P

The thing is, how you deal with the ambush is part of the game. Smokes works wonders, smoke the ramp before leaving, also just letting the first turn just pass so enemies can scatter and lose TU to prevent reaction fire before you leaving your vehicle.
With tanks it will be easier since you can roll them out first and let them tank the reaction fire. But the most help will be from certain landing crafts. Not all have one ramp. Some have side doors you can pop up from (and these doors always close at the end of the turn so you can spray and pray and end turn with 0 consequences from the enemy since your troops will break LoS). Some have staircases...
Some even have a benefit of being above ground so you can hide your men beneath it to avoid long range grenade snipes across the map.
For example, Skyrmarshall has 2 side doors alongside the main one.
Ironfist has a staircase to the roof and you can use the staircase to throw grenades out of it. And you can also stand beneath it.


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Released Mods / Re: Any MOD for meeting point during UFO interception?
« Last post by xandao78 on January 19, 2021, 11:02:25 pm »
ahhh ok. thanks
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Released Mods / Re: Any MOD for meeting point during UFO interception?
« Last post by Meridian on January 19, 2021, 10:54:56 pm »
I just installed the last version I found from oxce and dont have that option

I have removed this option from OXCE in August 2017, because it was super-buggy, beyond repair.
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Released Mods / Re: Any MOD for meeting point during UFO interception?
« Last post by xandao78 on January 19, 2021, 10:53:20 pm »
 I just installed the last version I found from oxce and dont have that option

Version 6.9.1
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The X-Com Files / Re: Compact handcuffs
« Last post by chronocide_commando on January 19, 2021, 09:37:50 pm »
How about this?
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Released Mods / Re: Any MOD for meeting point during UFO interception?
« Last post by R1dO on January 19, 2021, 08:41:58 pm »
That is not a mod but a game engine option (Predict UFO trajectory).
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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« Last post by Xenotrenium on January 19, 2021, 08:35:37 pm »
How about either of the following?

-New transormation that is unlocked earlier than XCOM one, cheaper in cost (require Storm instead) and less powerful. Also fewer stat requirements. Increase research requirement for regular XCOM-transformation?

-Make XCOM enhancement need Storm (automatic\abstracted refinement\modification for safe utilization by XCOM agents), but make Storm like Durathread and\or Alloys. You can reproduce it AFTER you understand how to USE it, so that in time you will be able to not worry too much about having it, but still go through the early phase of wanting Storm for transformations for your top guys.

No matter how you decide to do it, I am mostly looking for the game-wise mechanic of simply having more stuff to micromanage in a high scarcity environment.


Not to spam suggestions, but I've always thought the guns on the APCs from 40k (the actual XCOM crafts) would be a PERFECT fit for either the mudranger or the humvee. Thoughts on implementing such a functionality? Having a heavy gun like that would go a long way towards making some landing sites more manageable, and perhaps even sensible considering every xcom craft mission landing is borderline suicidal :P
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