Hey everyone, i just discovered OpenXcom and with it the Final mod pack and played extensively while aging backwards to my childhood when i kicked the alien asses over and over again. And again. And then again once more. In ocean. Sick right?
Yeah, that's our life.
Welcome on board, Glademist! (Are you a Fulletal Glademist by any chance?)
Anyway i really ENJOY the mod and openXcom. I would like to post some feedback which sort of "ruined" some game moments.
I'll take it like a man.
1 - From time to time, at the game start i ran out of research projects. Basically before capturing my first live alien my scientists (50) were bored for a month almost. I might be the only loser who did not capture a live alien before he ran out of research projects. But maybe this could be solved by reevaluating research durations of certain items or adding a text note to some research texts "A live alien would help in understanding further technology".
Not a bad idea in general, but I find it hard to identify which points on the tech tree would benefit from this.
2 - Weapons. I gained weapons like this and i think its WRONG. For a long time i had conventional weapons. Mostly rifles and shotguns which feel too powerfull and too precise compared to a best of the best in the world of rifles.
well, they are
supposed to be the best of the best, experimental X-Com weapons provided by who-knows-whom. it's reflected in the several classical weapons that also appear in the mod, like AK-47, which are invariably worse (maybe except Magnum, this baby is pretty savage).
After that i got the Cannon and Autocannon which i almost never use because Rifles and Shotguns. Tactical sniper rifle came and yes, it is great.
It's a matter of playstyle. I received feedback from many people regarding this, and everyone pointed to someone else as either useless or OP, so I'm inclined to just think that everything is fairly balanced at this point.
Besides, I didn't want to change vanilla weapons - rifles and cannons are exactly as in the original game. Shotguns are new, so we can discuss these.
But then i got Alien Laser rifle, Then i researched Laser rifles and i think Gauss rifles were researchable as soon as the laser rifles. So i built like 20 Laser rifles only to finish Gauss research one week later and switched all the laser weapons for GAUSS. Meh there needs to be something that prohibits from thinking about the Gauss weapons right after Elerium.
Yeah, it happens. Not necessarily, but these weapons are often discovered close to each other. But I'm not sure it's that bad, since there's always need for diversity.
Besides, Alien Laser Rifle sucks. Its only advantage is lightness, and that it's your first laser ever so you can... uh... kill Sectopods... Nevermind.
Worst moment was, when i then discovered Nuclear Laser weapons which were Weaker then both the Laser and Gauss weapons.
Eh?
They are way better than normal lasers.
Gauss weapons have more damage, yes, but it's AP damage which many aliens are resistant to. (They also need no clips, but that's another thing.)
3 - Crafts and armaments. The crafts are simply a dissapointment for me. Just as it was with the original Firestorm back in 1994. Perhaps some tuning is in order. US airforce or any other would not implement a fighter that is not a generational leap from the last one. Going from Interceptor to Raven is a good solid advance. Problem with the craft weapons is that they have short range and the newer interceptors are then all the time in repair. In modern day with modular technology a repair to the crafts should either be much quicker, or made through available Engineers (can we do Interceptor repair just as we repair Personal armor??). Otherwise the short range weapons feel totally useless. I mean does anyone of you fly with laser or gauss cannon?
I do, Plasma Beam is hard to get
Anyway, OXC doesn't allow for much fun with planes, so I did what I could. My X-Com Files mod - the next generation of FMP - will be more advanced, as it will be based on OXCE version, with more options.
4 - Oh there should TOTALLY be a mention, that IRONFIST is not a GLOBAL craft and it cannot reach the other side of Earth on one tank. (Didnt get further down the tech tree yet).
OK, I'll add it in the description.
I mean from the Fuel tank its sort of evident, but i researched Ironfist only to go Quickly back to Skymarshall. Yes i operate mostly from one base so its MY fault. But if there was a mention that it cant fly anywhere i would build it at all. Missed a Terror mission in Brazil due to that (My main base is in Siberia).
Well, you said it, that was your own choice
I don't think having one base is a strategy worth tailoring the entire mod to, so I won't do that, sorry.
These are just some notes that i would like to express on an otherwise great JOB on a great MOD that i VERY MUCH ENJOY. Thank you for reading.
Thanks for your feedback!