Nookrium Posted August 13, 2015 Author Share Posted August 13, 2015 Somebody get me some hedge trimmers!https://www.youtube.com/watch?v=iEkvEG7XxTI Fixing it? If you mean making it more easy to detect, I think I got it covered...Nice! I think a terror site like pop-up is a very good idea. It won't be missed, plus, it can be prepared for. Nothing worse than sending a poorly equipped crew in expecting a small UFO and finding out what you're actually in for Speaking of, what are the chances now that I've progressed pretty far to coming across a merc base? Zombie 1 Link to comment Share on other sites More sharing options...
Hobbes Posted August 13, 2015 Share Posted August 13, 2015 No I meant the fix that bug which crashed my game and Nooks too upon loading the Omega Facility. This was likely because of a missing sound file. Speaking of, what are the chances now that I've progressed pretty far to coming across a merc base? Actually, the longer you play, the bigger the chances of the base mission being generated again. This is because once the a table of possible missions (infiltration, abductions, etc.) is empty since all got generated, the game refills the table to keep generating missions. But will take more months before this happens. Link to comment Share on other sites More sharing options...
Nookrium Posted August 14, 2015 Author Share Posted August 14, 2015 Actually, the longer you play, the bigger the chances of the base mission being generated again. This is because once the a table of possible missions (infiltration, abductions, etc.) is empty since all got generated, the game refills the table to keep generating missions. But will take more months before this happens.Good, I really want to get at least one of those missions. Link to comment Share on other sites More sharing options...
Zombie Posted August 14, 2015 Share Posted August 14, 2015 The Blaster Launcher can be a little tricky to master, because from the outside of the package it looks to be one thing, but once you open it up it's something else entirely. The biggest issue is "drift" between waypoints. You would think that a 120% accurate weapon wouldn't have any drift at all, but guess what, it does. I believe I talked to Seb76 about this one time and he found out the accuracy of the weapon is hard coded to 55% or something shockingly low (not further modified by soldier accuracy either)! So this means each waypoint is 55% accurate, and that translates to horrible "drift". Now, for large open areas this isn't a concern because even if the bomb veers way off course, it'll auto-correct itself when it reaches the set distance to the next waypoint. But for tight areas you'll need to place the waypoints closer together to avoid it flying off and detonating prematurely. I'm sure most players understand this even though it's not explicitly mentioned in-game as we all have our blaster bomb stories to tell. With that said, conserve your Blaster Bombs right now. Only use them in an absolute emergency, as most problems can be fixed with conventional methods (Heavy Plasmas + Alien Grenades). Once you have a stockpile of them though, go nuts! (I know you like them). In the "Gardening" episode, Hobbes didn't have to die. If you would have sat tight the first round and waited for the smoker to detonate you could have easily dealt with everything slowly. But, you get cocky because "they are only Floaters" and another one bites the dust. Don't underestimate any alien race ever. Just because they don't have a lot of armor, it doesn't mean they can be laughed at. Floaters (as well as most aliens in your current game) are all carrying Heavy Plasmas, and they hurt! Why did you try to shoot at the mid-air floater with Horstcm first? Sure, he spotted the alien, but he also wasn't in cover. You could have used Finnur and/or Kaazak as they were in smoke and farthest away. Horstcm then could have been used as an advance scout (with TU for Rx fire) to cover the UFO door in case of more surprises. Always use your troops farthest away/in cover/not visible to alien to shoot first. If that doesn't work, use the next closest person. Keep going like this till you end up with your spotter left. At this point you'll have two options: risk it and shoot with him as well, or retreat and try again next round. - Zombie Nookrium and Space Voyager 2 Link to comment Share on other sites More sharing options...
Space Voyager Posted August 14, 2015 Share Posted August 14, 2015 Another survival for me. In the end, that is all I ask. Nookrium 1 Link to comment Share on other sites More sharing options...
silencer_pl Posted August 14, 2015 Share Posted August 14, 2015 You are easy to be pleased... Link to comment Share on other sites More sharing options...
Nookrium Posted August 14, 2015 Author Share Posted August 14, 2015 The Blaster Launcher can be a little tricky to master, because from the outside of the package it looks to be one thing, but once you open it up it's something else entirely. The biggest issue is "drift" between waypoints. You would think that a 120% accurate weapon wouldn't have any drift at all, but guess what, it does. I believe I talked to Seb76 about this one time and he found out the accuracy of the weapon is hard coded to 55% or something shockingly low (not further modified by soldier accuracy either)! So this means each waypoint is 55% accurate, and that translates to horrible "drift". Now, for large open areas this isn't a concern because even if the bomb veers way off course, it'll auto-correct itself when it reaches the set distance to the next waypoint. But for tight areas you'll need to place the waypoints closer together to avoid it flying off and detonating prematurely. I'm sure most players understand this even though it's not explicitly mentioned in-game as we all have our blaster bomb stories to tell. With that said, conserve your Blaster Bombs right now. Only use them in an absolute emergency, as most problems can be fixed with conventional methods (Heavy Plasmas + Alien Grenades). Once you have a stockpile of them though, go nuts! (I know you like them). I've always wondered how the accuracy worked with the blaster launchers, as many missed shots as I've seen with them 120% seems like a very off number. Does the DPL have the same drift figures? I don't think I ever had a stray one of those through my whole tftd game. I know I should be saving them, especially since I have a pretty small stockpile of them. It so hard to resist!! You are easy to be pleased...He's seen me play before, staying alive more than a couple missions is a big victory Link to comment Share on other sites More sharing options...
Zombie Posted August 15, 2015 Share Posted August 15, 2015 I've always wondered how the accuracy worked with the blaster launchers, as many missed shots as I've seen with them 120% seems like a very off number. Does the DPL have the same drift figures? I don't think I ever had a stray one of those through my whole tftd game. I had a look at the code and from what I can make out TFTD's DPL has a 60% accuracy between waypoints. Not sure if this is true in the final master of the game, so take this with a grain of salt. The devs did seem to muck around with the DPL a bit in order to fix the "dud" shell issue the Blaster Launcher had, so maybe they changed the launch mechanic a bit in the process while they were at it. - Zombie Link to comment Share on other sites More sharing options...
Hobbes Posted August 15, 2015 Share Posted August 15, 2015 In the "Gardening" episode, Hobbes didn't have to die. Listen to the experts Link to comment Share on other sites More sharing options...
silencer_pl Posted August 15, 2015 Share Posted August 15, 2015 This was likely because of a missing sound file. Did you update the current build with that missing file? Link to comment Share on other sites More sharing options...
Hobbes Posted August 15, 2015 Share Posted August 15, 2015 Did you update the current build with that missing file? Not yet because of the major update that is coming. But if you need the file, here it is: https://dl.dropboxusercontent.com/u/18824603/THEYAREHERE.ogg Just place it on /mods/UFO Redux/Resources/Music Link to comment Share on other sites More sharing options...
silencer_pl Posted August 15, 2015 Share Posted August 15, 2015 Nope, that's not it. Link to comment Share on other sites More sharing options...
Hobbes Posted August 16, 2015 Share Posted August 16, 2015 Nope, that's not it. Then I still got no idea of why it is crashing on you. Wait a bit until the next version and see if it still happens. Link to comment Share on other sites More sharing options...
Space Voyager Posted August 16, 2015 Share Posted August 16, 2015 You are easy to be pleased... He he he, I remember times when this simple and reasonable term for pleasure was not met, leaving the cloning machines churn out SVs like nobody's business. Link to comment Share on other sites More sharing options...
Nookrium Posted August 16, 2015 Author Share Posted August 16, 2015 Time to manage some finances... https://www.youtube.com/watch?v=rHFv8gxomgE&index=61&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted August 16, 2015 Share Posted August 16, 2015 First of all, I have to commend you on episode 61 Neptune, it was just fantastic to see you dotting your i's, crossing your t's and getting all your bases set up. If I could hug you over the net, I would. I'm glad to see you finally came to your senses and got rid of the Darkstar. It wasn't doing you much good anymore because the globe had nearly complete radar coverage. As for building a Lightning... I'd actually advise against it for the time being. Yes, it'll save you some cash, but you'll be recouping more once the Firestorms are built. The Avenger isn't too far off the horizon and I think you could weather the financial storm with just Skyrangers until one can be built. The biggest + for the Skyranger and Avenger with average squads is that you can put tanks on them. And right now that will be a huge step in the right direction. I always consider Lightnings to be more of a late-game clean-up craft: get a crack team in there with Heavy Plasma+Alien Grenade+Blaster Launcher, and they can quickly mop up a site in short order. Even more so when/if you get psionics. I suppose for Small UFO sites it wouldn't be too bad for you, but I'd err on the side of caution just in case you need to get to a Terror Site or a Battleship. I don't think your current squads could handle one without losses unless you have a HWP helping out. Pro tip: make sure you have craft weapons ready to go when the craft is built. There's nothing worse than building a craft only to find out that it doesn't have any weapons when you need to shoot something down. As for the mission, you did a good job! My only complaint was that you didn't have enough people by the UFO doors when you decided to breach. For a large scout, I'd opt for at least 3 soldiers at each door depending on layout. One on either side of the door, and another 3-4 tiles away diagonally (preferably on a diagonal that doesn't offer a clear LOS into the craft). Wait a few turns so everyone is rested up and then send one person in at each door to check the corridors and possibly the bridge. After determining the positions and numbers of aliens left you can come up with a strategy and implement it next round. That might entail an alien grenade in the bridge and a surgical strike for the engineering compartment. Rushing in without a clear plan of attack will often mean groups of your men stranded inside without a means of escape or cover. - Zombie Nookrium 1 Link to comment Share on other sites More sharing options...
NKF Posted August 17, 2015 Share Posted August 17, 2015 As Zombie says, the Lightning works best as a transport for elite mop up crews. It's a great quick response ship for local missions, but don't expect to get to remote locations with it. Even with a bigger gas tank, it can't fly as far as the Firestorm due to its speed. Without looking at the numbers, I would even hazard saying that it has the shortest flight range of all the ships. While I have a soft spot for it, I would certainly not recommend getting one if the idea was to use it to completely replace either the interception or transport function of a base. You're better off going straight for the Avenger in that case. If this were TFTD, I'd wholeheartedly recommend going for its Lightning analogue the Hammerhead. It has 60 fuel, and can travel much farther than the Manta/Firestorm and Lightning. Less firepower, but very cheap and has tons of hit points for a fighter. - NKF Link to comment Share on other sites More sharing options...
silencer_pl Posted August 17, 2015 Share Posted August 17, 2015 And I say, why bother with Firestorm and Lightning when Avenger is not blocked by anything. It's faster, stronger and can take Battleships. Firestorm is just to fragile. I've made Lightning once. It sure does look cool, but nothing more special about it. Link to comment Share on other sites More sharing options...
Nookrium Posted August 18, 2015 Author Share Posted August 18, 2015 I already recorded the next 2 but here's my thinking... I'll use Avengers in America & Egypt and get rid of their interceptors, those are my 2 main bases for things like larger UFOs, terror sites, and alien bases (if I ever get one). For the Pacific I put in a lightning, its job is to clean up that area which for most of the game (I realize this doesn't mean it will keep happening) has had several landed small UFO's. Basically they will be the quick clean up crew for that part of the world. Same thing, I drop the interceptor there too (I'll probably keep the cannon only one though)I'm not sure yet what I want to do with Fiji, Hoth, & Andes' interceptors. Right now I'm leaning towards keeping them, that way I'll have a few that can reach around the world but I'm not sure if they'll be needed once I have 2 Avengers around. Also, for a battleship tanking Avenger, do I need to equip it with fusion ball only, or will a the plasma cannons be enough? I don't think I've ever been brave enough to try taking one down, especially since it's full of my crew. Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted August 18, 2015 Share Posted August 18, 2015 Also, for a battleship tanking Avenger, do I need to equip it with fusion ball only, or will a the plasma cannons be enough? I don't think I've ever been brave enough to try taking one down, especially since it's full of my crew. Do you mean shooting down a Battleship with an Avenger? Dual Fusion Balls on a single Avenger will not do enough damage to ground a Battleship (and is horribly expensive). Dual Plasma Beams on a single Avenger is possible to do, but your Avenger will probably be heavily damaged in the process. In order to shoot a Battleship down safely, you'll need at least 2 Avengers or an Avenger and a couple Firestorms at a bare minimum. A full group of 4 advanced interceptors is preferable as you can spread the damage between them somewhat. All with dual Plasma Beams mind you, The Fusion Balls suffer from low overall damage and rather slow firing animation. Plasmas shoot faster and thus damage a Battleship faster. - Zombie Link to comment Share on other sites More sharing options...
Space Voyager Posted August 18, 2015 Share Posted August 18, 2015 If my memory serves me right, I always used two Firestorms for battleships. Well, for mostly everything. In case of emergency, Avengers did the trick but the repair time did bother me. Lightning is a bad interceptor and a bad transport. I only built it once... So I'm with Silencer on this one. Link to comment Share on other sites More sharing options...
silencer_pl Posted August 18, 2015 Share Posted August 18, 2015 The repair time is not that bad, providing you weren't that unlucky and 75% of the avenger was damaged. Also repairing those new ships require alien alloys, so you might not had them, because at that time, who needs alloys anyway. Well at least not in large quantity. Besides in OpenXcom I think you can re-launch even damaged ship, so there is no problem if you have many missions. Link to comment Share on other sites More sharing options...
NKF Posted August 18, 2015 Share Posted August 18, 2015 The plasma beams in this mod appear to have had their range shortened quite considerably. This means you'll be taking on a fair bit of damage well before the plasma beams can return fire. Not so bad for most UFOs. For Battleship busting, something with plenty of hitpoints like the Avenger would be desirable. The fusion ball launcher in this mod seems to have 4 shots as opposed to 2. In the vanilla game, they did pack a punch, but against a Battleship your fire power would be quickly downgraded to a single plasma beam as soon as you ran out of missiles (which can still miss despite the high hit percentage!). Because of this, you were often better off with dual plasma beams, or you had to employ multiple Avengers. Having 4 ammo though changes things a bit. If you have the elerium to burn, go for it. If not, the dual plasma beams may still be the more optimal setup. - NKF Link to comment Share on other sites More sharing options...
silencer_pl Posted August 18, 2015 Share Posted August 18, 2015 Even with 4 shots I still think that Fusion Balls are too expensive. Link to comment Share on other sites More sharing options...
Nookrium Posted August 19, 2015 Author Share Posted August 19, 2015 The proper way to squander money... https://www.youtube.com/watch?v=RM-eK13feAw Zombie 1 Link to comment Share on other sites More sharing options...
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