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Tyro

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  1. Hmm, a sectopod with psi attacks and its nasty armour. I wonder if a Chrysallid or Sectopod will be worse now? If a civvie is given >0 psi skill and stunned (this IIRC turns them to the alien's side) would it start using them against you?
  2. Windows is protecting itself from its users (no offence mate, just a comment on Windows in general). Just like how if you want to see hidden files, you need to set Explorer to see hidden files as it doesn't do that by default. Interesting, AFAIK they're not so easily removed. Perhaps the demo version is toned down a bit. Take a look at: http://www.tgdaily.com/2005/10/01/the_war_on_game_pirates/ Some quotes:
  3. Yes, I multiplied the auto weapon fire by 3. When each shot was calculated independently, by that I mean a 35% accuracy with auto means each shot has a 35% chance of hitting. I didn't use tests, instead I used the equation above. The calculations were done on all weapons. FWIW, I'd still prefer a rifle or autocannon with auto fire at close range because snap shots just invite reaction fire.
  4. Before I let you in on some surprising facts, here are the assumptions of my calculations: 1) All damage types are treated equally. 2) The hit probability given for the auto shot is applied independently to each shot. 3) Grenades were assumed to have 100% hit probability. 4) The effects of splash damage is ignored (so no x4 for large units and damage to multiple aliens). I calculated the "Effective damage factor" using the equation: EDF = Weapon damage*Hit probability*Number of shots The number of shots is int(100/TU cost) Findings, based on the calculations: 1) The most powerful weapon in the game is the heavy plasma on auto fire. EDF = 345. 2) In all cases where auto shot is available, it is always better to auto shoot, except for the rifle (EDF Auto = 63, EDF Snap = 72) 3) You should never take aimed shots, except for the rocket launcher. 4) The snap EDF rating of the pistol is 78, while the highest EDF rating for a rifle is 72 on auto fire. Thus the pistol is better than the rifle. 5) The slowest way to damage aliens is to use a rifle with aimed shot (EDF = 33). The auto cannon is next, with EDF = 34.44 with aimed AP shooting. 6) The best conventional weapons are rocket launcher (large) with an aimed shot; EDF = 115. Although the incendiary rocket & HC get second place, the lack of immediate damage means the 2nd place really goes to the HC with AP ammo on snap fire. When I have time, I will write a mod that suitably balances these weapons. For example, the Heavy laser should have a higher max EDF (currently 127.5) compared to the rifle (166), and in turn compared to the pistol (155). Sidenote: It is fun to set the autocannon's HE damage to 255 :mad: Edit: P.S. You can see how much a university degree helps
  5. Apart from what everyone else said, vs. psi-capable aliens with a psi-weak X-COM squad you must play very aggressively. Aliens won't have the TU to psi-attack you if they're running for cover or shooting at your men
  6. LOL, 0 intelligence for the poor 'toid? How does he tie his shoelaces :mad:
  7. Hi BB. Sorry for the late reply. Have you checked under "Device manager" -> View -> "Hidden devices"? My main beef with SF isn't that it causes glitches (it does, and a quick Google will show you why). Apart from SF re-installing itself after getting removed (which is what malware does in my book), SF needs to be updated if you update Windows. Which means, say, 3 years from now if you decide to play Aftershock with your updated version of Windows, and the SF programmers decide that it isn't worth their time updating SF for Aftershock anymore, your original copy will register as a pirated copy. In effect you need their permission to play the game. Tell me that doesn't piss you off.
  8. OMG, Starforce. Forget it, I'm not downloading the demo. The last game that had SF protection left crappy drivers all over my comp even after I uninstalled it. Looks like the full game has it too, so I'm passing it over :mad: Thanks for the heads up though.
  9. Hi BB. Thanks for your advice. Umm...I don't suppose the demo has any adware/malware/spyware/etc. on it? Also, when I uninstall it, does it uninstall completely or does it leave stuff all over my registry and drive? These are the #1 reasons why I never download demos anymore.
  10. ...Enemy Unknown, should I buy UFO: Aftershock? I hated TFTD, Interceptor, Apocalypse, Aftermath and Enforcer (that about covers all the sequels, I think!) Thanks in advance.
  11. Pff, lobstermen are soooo cheesy. I sniped them with a gas cannon "modified" to do 255 damage. Takes about 3-4 AP shots, on average, to down one. This is on Veteran level too. I mean come on, 255 damage AP shells punch through USO hulls. It should cause a lobsterman to fly across the screen upon being hit, with bits trailing all across the map. One sign a game is grossly unbalanced is when weapons hacked to do maximum damage doesn't kill with one shot . Any ideas how I can hack them to do 65535 damage? Sorry, but I don't have the time like I used to, to be able to spend the time to be super-careful with my missions.
  12. I agree that the rifle & pistol's damage is kind of low. That's why I thought increasing their rate of fire would help (quantity vs. quality). Maybe it is just me, but I always had the impression that bullet-based weapons worked by lead-spamming (i.e. high ROF, low damage, OK accuracy), while energy-based weapons worked by precision (i.e. slow ROF, high damage, high accuracy). Having a 10% TU cost with a 30-round clip for the pistol & rifle would mean that it would be valuable throughout the game vs. the weaker enemies. Of course, later on it would be superseded by laser or plasma weapons because their damage isn't high enough to affect sectopods/cyberdiscs/mutons.
  13. Hi guys. Does anyone agree with me that the Earth-based weapons are incorrectly modelled? For example, take the Pistol & Rifle. I think they should be low damage (as they are), more inaccurate, have clip sizes of about 30 and with very rapid fire. In theory, an XCOM soldier should be able to empty his clip in the time it takes him to spend his TU running across the terrain. We don't have a full auto feature, but it can be simulated using say 10% of the TU for a 3-round auto shot. This makes the pistol & rifle useful in the beginning (against weak sectoids) and even throughout the game against specific enemies (anything except mutons, sectopods, chrysallids & cyberdiscs).
  14. Ah, I thought that all clips in guns at the end of a mission were lost. Thanks for clearing that up. Edit: Yup, I just tested it. Only used clips disappear. Unused ones in guns are still accounted for
  15. Hi guys. Have you all noticed that keeping clips in guns causes you to lose them at the end of the mission? It is a real pain going to every alien corpse to unload their guns for them (other than MC). As well as any clips in your own squad's guns. Is there some means of preventing clips loaded in guns from disappearing after missions?
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