aliens

Author Topic: First Impressions of Openxcom  (Read 4410 times)

Offline Morken

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First Impressions of Openxcom
« on: October 30, 2014, 03:54:59 pm »
Hi Im an old hand at Xcom.
Some of you may recall me on some old forum years ago when I posted at 300+ image cartoon story of my Xcom Ironman campaign...

Anyway recently I bought Xenonauts and tried it but could go on as the maps were repetitive.
Then I tried Open Xcom

openxcom_git_master_2014_10_02_0537.zip
openxcom_git_master_2014_10_05_0319.zip
openxcom_git_master_2014_10_08_2221.zip

... one of those above versions, I cant recall.
plus
Final Mod Pack_0.9.5.zip

Anyways....
I'm about in July 1999 but wanted to post...

1) Bug UFOs shot over Australian desert have no tileset matching, error.

2) Dogs are way too good, they do too much damage per bite.
You should make the bite a 2 * attack for armour purposes. (2 half damage attacks)
Dogs are high bravery which makes them resist alien PSI- this is wrong
as animals panic more than trained soldiers.

3) I CAN'T SEE THE DOG as he blends into the brown dirt tileset.
So... I'm always leaving him out there after scout phase,
Or he gets caught in rocket blast.
CHANGE HIS COLOR

4) Dogs can prime grenades...
I use them to dump smoke grenades on turn 1-2

5) Anything in dogs mouth at end of mission is lost forever.
Does the dog swallow it that Heavy plasma? I think not

6) High explosive is bugged.
Timer=2 does not last until end of your next turn,
but blows up at end of the next alien move.

7) Snapshot damage MAY have some bug,
as I recall two strange incidents.
One, a purple MIB boss took over 10 dart snapshots and kept running around.
Then, I hit him once with an aimed and he went down.
Secondly, a crysalid trapped my men in the skyranger.
A heavy cannon was snap shotted, dropped and used again & again.
I think the alien took about 10 shots at point blank before going down.
yeah I only play superhuman ironman but I don't recall aliens being this tough before.

8) You begin the game with some HC ammo, but HC hasn't been researched yet.

9) Havent you guys realised that HC looks like concrete mixer or a 14th century ship cannon?
Change the bloody graphic to a recoiless rifle.

10) Memorial page should look like tombstones,
and have a caption you can edit.
Method of death would also be good

11) Improved skyranger should be deleted.
Firstly it is designed like a copout, with a frontal shield.
Secondly this makes no sense as later you get the elerium MIB craft that doesn't follow the same design Idea.
Makes no sense eh?
And seeing as you get instant smoke via the grenade launcher, the frontal shield is actually bad for you.
Any why would boeing reduce the monthly rent just because you vandalise their stuff?
Stupid idea, and it's design is intrinsically less interesting than that of a plane which is off the ground by 1 level.

12) Guass pistol should be deleted as the electro-magnetic rail tech needs room to accelerate the bullet.

13) The sniper version is too good relative to the assault.
Why on earth would the long bolt action rifle take less TU to do aimed shot?
It should be same time, but more accurate.
The game is about aimed shot too much.

14) Autofire is hardly ever used now, if you know how to play.
The way you should do autofire is this...
The first autofire is almost same accuracy as snap,
The second bullet has a further penalty,
The third bullet has another penalty.
And so the first bullet tends to stray less than the last.

I found a use for Heavy machine gun.
You make the dog carry it so that he has zero TU and if the aliens mind control him he can't kill you!
haha

Flamethrower has 1 use.
Base defence scenes.





Offline ivandogovich

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Re: First Impressions of Openxcom
« Reply #1 on: October 30, 2014, 04:12:24 pm »
Nothing quite like jumping into the deepend by starting with FMP. ;)

All of your feedback is related to FMP and not OpenXcom, perse, and should probably go in the FMP thread. :)

And welcome to the OpenXcom community!

Any chance we'll see another awesome Comic series?  even a couple one-offs?  And can we get a link to the original?

Cheers, Ivan :D

Offline kkmic

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Re: First Impressions of Openxcom
« Reply #2 on: October 30, 2014, 04:19:07 pm »
There still are some bugs in OXC.

1. Do you have a savegame?
6. Will try to reproduce.
7. Ditto
14. Vanilla

Everything else, report to the mod authors. Mods are the responsibility of their authors, not OXC developers.

Question: While bug reports are always appreciated, I'm curious about the things you like about OXC.

Offline NoelBuddy

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Re: First Impressions of Openxcom
« Reply #3 on: October 30, 2014, 05:18:39 pm »
9.) There are alternate graphics out there, but if you don't find one you like feel free to make your own, making a good picture is the hardest part.

Offline Warboy1982

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Re: First Impressions of FMP
« Reply #4 on: October 31, 2014, 03:28:38 am »
all these problems are specific to the FMP or non-existant, except possibly 6.

and yeah, what kkmic said.
« Last Edit: October 31, 2014, 03:52:24 am by Warboy1982 »