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Yvain

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Posts posted by Yvain

  1. I'll try to make it as short as possible.

    Sniper rifles are good. The vanilla one looks weak at first, but it have two properties that makes it shine: huge range and being not heavy. My squad was equipped with only sniper rifles and shotguns for ufo breaching until i got some better weapons tech.

    Nextgen sniper rifle is even kinda owerpowered cause it is cheap, fast produced and do massive damage. Yep, it's heavy weapon, but nearly 100 incendiary damage worth it.

    By the way, i couldn't say that all of the weapons are useful. Stats of some of em makes me curious.

    About capturing aliens. Landed ufo = all specialists alive. That might be tricky to get higher tier specialists cause they are not always on board of mid-tier ufos (corvettes, landing ships), but at the time you need them you would probably be able to assault an alien base. Each base tier would surely have most of that tier specialists inside.

    Fire in the hole is already integrated, isn't it? Or you just missing those extremely damaging breaching charges? If so, you could use some of weapons for breaching ufo hull. Everything with incendiary damage cause of x5 bonus against obstacles. Nextgen sniper rifle i mentioned before, flamethrower, vehicle flame canon, that crazy hand canon with 8 grenades burst.

    I can't seem to break any thing. The UFOs in my game are immune to damage it seems. I used a few types of explosives before I just gave up. Perhaps I was just doing it wrong. There didn't seem to be any side areas like in regular FITH

    The problem with snipers is that they only get one shot. So what if it does a lot of damage. It still takes several shots to kill most tougher aliens and a good chance it will miss. With a MG or shotgun I can get a couple rounds of a usually kill an alien before he has a chance to shoot back.

    I know how to capture aliens and I have done it against landed ships before. I am asking "is it fun?" Is it fun in a single game and is it fun over multiple games? To me it very much feels like work. Because everything is randomly generated after X amount of missions sometimes they lose their appeal. Since you literally go no where without certain key specialists it can force your geospace level game play to grind to a halt. You have to wait for a specific alien mission to appear. In the game I played it lasted two months before I saw any UFOs that could help me. The game basically became a grind.

    Also I am not trying to say that too complex is bad. It is not good because there is no purpose to it. The different damage type thing sounds good on paper, but really am I going to bring multiple different guns to each mission? I am always going to look for the most powerful all arounder for 80% of my dudes. This is because: 1) I don't have enough time to build so many things. 2) There is always more than one alien type per mission 3) For most of the game I won't know what I am going ot be fighting until I land 4) I can't afford to make more than one guy a specialist who will essentially do zero for most of the mission. With the way weapons are and damage, I would basically just blob up and gang up on individual aliens shooting them with a few burst shots then shotgun to the face rinse and repeat. Way better strat than trying ot hope I just happen to get lucky and make a weapon to target match.

  2. This is a neat mod, but it really needs balance work. The changes to combat basically make most weapons worthless. Rifles and Pistols serve almost no point. Snipers are weak. MGs and shotguns are the only things that seem to do much damage. Some of the weapons are so specialist I will never use them.

    In addition, the mod is more complicated than it needs to be to the point that it just isn't very fun. There is simply too many things to research and manufacture. A lot of the weapon classes are just as worthless. You should probably cut some of them. It is nice to have a ton of options, but there is a point where it is just watering things down.

    It is the same with research. You have to capture so many aliens it can cause odd research plateaus. You have done all the research to get X tech which seems logical end, but if for some reason you missed a single alien type everything in an entire tree grinds to a halt. Perhaps I need a casearn weapon specialist. Don't get any missions containing that alien for a while. Instead its all robots. I end up stuck in the tree for months. I find myself save scumming just to ensure the single alien survives a fight not because I need to scum, but simply because it is just so annoying to have to track down one alien type to complete research trees.

    Also this game needs to integrate fire in the hole mod. The main alien tactic is to camp at the door and open it and fire shots then close it. So they all just line up next to the door out of cover. My explosives seem to do nothing to break down doors so I have to resort to sending a sending in shield guy to open a door and let them all reaction into his shield and then pick them all off. It has happened nearly ever corvette and landship mission I have done. It hardly feels tactical.

    Again, I like a lot of things about the mod, but in the end it just is more annoying than fun. The changes don't really make things much harder it just forces me to min/max items and use chessy tactics to get ahead.

    I would recommend changing some of the research paths to try to make them more logical. Remove the different types of alien captures and condense them in universal X specialist, officer, commander etc etc. Make different alien types give a damage bonus. Re-evaluate weapon balance and try to give more use to different weapons trees and maybe drop some types. Remove the need to construct replacements of certain items.

  3. So I started playing this mod. I think I have run into a few bugs.

    It appears that enemies holding certain weapon types appear to be holding no item in their hands. And they have no firing animation. They just have bolts appearing out of their bodies.

    I have been playing a while and it appears like the xenopedia has stopped working. A lot of the auto tech (like from weapons and stuff appear to complete and it flashes the xenopedia entry window except it is all black. In addition, nothing new seems to be being added in. I think the problem began after I captured another alien type. So I had the caesan navigator researched. Then I caught a sebillian navigator. Afterwards I started noticing a bunch of black research screens. I now have a bunch of techs that have no entries at all.

    I researched alien alloy fabrication, but I cannot make alloys.

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