Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.50)  (Read 347499 times)

Offline andre2

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1335 on: February 06, 2020, 05:39:41 pm »
:/ Right. I havent played for 2 weeks and forgot that. Sorry for the additional work caused. I just checked it by aborting the mission.

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1336 on: February 07, 2020, 11:55:42 pm »
Seems there is a bug - Locust cannot be hit by melee attacks. I tried with Squid Light Drone stun, with Fabio Fuentes armed with laser cutter, and Galen Pavlakakis Gauss rifle melee attack provided by mod - neither of these attempt were successful despite high chances of hitting the target, and reloading the save didn't changed output.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1337 on: February 08, 2020, 08:46:14 am »
Seems there is a bug - Locust cannot be hit by melee attacks. I tried with Squid Light Drone stun, with Fabio Fuentes armed with laser cutter, and Galen Pavlakakis Gauss rifle melee attack provided by mod - neither of these attempt were successful despite high chances of hitting the target, and reloading the save didn't changed output.
Have you tried to hit bee swarm with a stick? It is not a bug, it is intended.

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1338 on: February 08, 2020, 01:29:44 pm »
Have you tried to hit bee swarm with a stick? It is not a bug, it is intended.
In such circumstances at least one bee would be hit, so it's not good analogy.
I suggest to change behavior - remove 100% evade, but put very high melee resistance for Locust Shell, like 20%, or 10% even. Result will be identical to what you intended (melee ineffective against Locust), but without that bug-like behavior.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1339 on: February 08, 2020, 01:51:41 pm »
They are not immune. Other weapon with melee damage type (like tangler) will hit them with full strength. They just use tiny loftemp. Number 78 actually. You can look here: https://www.ufopaedia.org/index.php/LOFTEMPS.DAT

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1340 on: February 08, 2020, 02:37:30 pm »
I see. Well, from player's perspective it looked like something was wrong, as few dozen attempts with near 100% hit chance failed - therefore the report. If you insist to keep the current mechanic at least mention something like "Locust swarm can greatly evade melee attacks, it's very hard to hit them this way." in UFOpedia for topic "Locust" so no one else in the future will be surprised.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1341 on: February 08, 2020, 06:25:48 pm »
If you insist to keep the current mechanic at least mention something like "Locust swarm can greatly evade melee attacks, it's very hard to hit them this way." in UFOpedia for topic "Locust" so no one else in the future will be surprised.
Ok.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1342 on: February 08, 2020, 09:48:46 pm »
Any plans to make jelly weapons tradable after the treaty? If you keep them hostile you can farm easy missions for score and special weapons, while all the treaty gives you is 3 technologies only 1 of which is at least somewhat useful. Almost feels like the game punishes you for being a good guy and acting diplomatic.
« Last Edit: February 08, 2020, 10:04:44 pm by Amoebka »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1343 on: February 08, 2020, 10:05:31 pm »
Any plans to make jelly weapons tradable after the treaty? If you keep them hostile you can farm easy missions for score and special weapons, while all the treaty gives you is 3 technologies only 1 of which is at least somewhat useful. Almost feels like the game punishes you for being a good guy and acting diplomatic.
Hmm. Maybe. For unholy amount of zrbite maybe?

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1344 on: February 08, 2020, 10:10:10 pm »
Hmm. Maybe. For unholy amount of zrbite maybe?

Well, probably not too unholy. My point is, making a treaty should be better than not making a treaty. If the weapons are too expensive then you still leave them hostile to farm and nothing changes.

Oh, and maybe it should be something other than zrbite. Zrbite is already used for tons of stuff, while many other fluff items have barely any uses. Biotechs like jellies would probably appreciate stuff like cloning or implanters more.
« Last Edit: February 08, 2020, 10:12:48 pm by Amoebka »

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1345 on: February 09, 2020, 12:46:11 am »
Found something weird - zrbite ammunition leads to zrbite ammunition in tech tree viewer, see the attachment.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1346 on: February 09, 2020, 04:32:40 pm »
Wait a second, you changed melee weapon TU costs to flat without changing the numbers. That makes them about two times worse overall.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1347 on: February 09, 2020, 08:33:05 pm »
In fact, numbers has been changed. But not to vanilla.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1348 on: February 09, 2020, 08:51:59 pm »
I happened to look at the vibro knife, which was 9% and is now 9 flat. Alien blades seem to lose 10% or less from the cost (25% to 23 flat, etc).
Since aquanauts are on average 65 TU (starting 50, training cap at 70, hard cap at 80), which is 35% lower than 100 TU, this is overall still a huge nerf.

I wonder if nerfing melee further is necessary. Ideally stabbing someone in melee should be more powerful than point blank shooting (otherwise why bother with melee weapons at all).

Offline Mathel

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1349 on: February 09, 2020, 09:25:08 pm »
I wonder if nerfing melee further is necessary. Ideally stabbing someone in melee should be more powerful than point blank shooting (otherwise why bother with melee weapons at all).

Considering CQC does not seem to be implemented, there does not seem to be much point to melee other than stunning.
You could autoshot from point blank and have almost guaranteed hits, or attack in melee and likely miss.

One use I found would be killing Lobstermen before you get powerful enough guns.

Also, termal taser still has 100% hit chance regardless of skill (80% with other hand occupied.)