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Author Topic: So OpenX-Com...  (Read 222781 times)

Iduno

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Re: So OpenX-Com...
« Reply #1245 on: October 23, 2019, 01:03:11 pm »

Isn't there some key combo that lets you turn while firing for automatic weapons (like chain guns) so you can try to gun down an entire swath at once? Can't seem to find it for the life of me though...

Is it control? I think that lets you set waypoints.
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Dostoevsky

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Re: So OpenX-Com...
« Reply #1246 on: October 23, 2019, 01:07:34 pm »

It's mentioned in the battle hotkeys section of "mysteries" in the pedia. Shift+control, then click two spots.

(I had to get reminded about these separate hotkey sections recently myself.)
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Aoi

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Re: So OpenX-Com...
« Reply #1247 on: October 23, 2019, 01:46:29 pm »

That did indeed do the trick... 3 ratmen and a dog down in a single rotogun burst, due to tight grouping in a base assault.

Followed by 10 turns to track down the last guy who somehow ended up way in the corner of the sewers, only found when I decided to give up and just turn on debug mode to find him.  >:(
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sambojin

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Re: So OpenX-Com...
« Reply #1248 on: October 23, 2019, 07:16:27 pm »

Since flame throwers are "kind of" automatic weapons, and have pretty low accuracy, I'm wondering how Ctrl-Shift clicking would go at blocking off passageways with them? The AI doesn't usually like crossing over fire, but it's essentially harmless as long as you don't end your turn in it/get hit by it. 8 3x3 square shots should cover plenty of ground quickly when spaced out a bit (they tend too anyway with their low accuracy). All flamers are arcing weapons, so they'll always hit somewhere in the general area, unlike machine guns that will ping bullets off into space half the time. Will also spread smoke around in a semi-controllable fashion, which is great now that you can't carry a bevvy of pre-primed smoke grenades for any situation (this probably explains some janky AI behaviour as much as the fire/burny tiles do. There's heaps better IR vision on a lot of enemies now though, so it may not be that handy later-on in a campaign. Then again, +fire+light+some smoke is probably better on a night mission against them in some ways anyway). 38% TUs for an 8-shot burst is a lot cheaper than priming and throwing a grenade, so you should be able to fire/smoke out plenty of shooting lanes, even on open maps (2-auto-shot, 9-tile away semi-circle-^'s for defense, etc). It's not like reloads are "that" expensive, they're just a bit bulky, but are probably worth 4 mini-smoke grenades for two inventory slots of space, so are worth it. Plus, if you need to actually fire it at someone, cause damage, and *don't* kill them (you don't really want to anyway), they take a morale and TU hit, messing up reactions or their next turn's actions. Maybe not better per-say than a shotgun/blunderbuss for killing, but a lot more useful in Xpiratez, especially now smoke grenades + handles can't give you all your early game thievery and ransoms and tech.

It used to work well in base defenses in older versions even without the ability to spray fire *everywhere*. Time to d/l the new version I guess. It's been a while. It'll be good to see if it breaks max-range with the weapon as well, because it's handy if it does, but it's also handy if it doesn't (there's situations where you want all your fire-globs landing exactly 9-10 tiles away, like pre-smoking lanes, or dropping them all on an enemy). Bigger flamers just keep making it better (they're one of those "good, side-utility-use, amazing, absolutely unbelievable" style weapon upgrade paths/niches. Apparently there's even Hand Flamers pretty early-on now, so you can have an X-grog or bandage or rum medic/smoke-layer/light-assault in a bikini, with a handle on her belt, for *all* the utility from a new gal that rolls lucky for strength. Or even one that doesn't).

Simpsons Hank Scorpio reference here:
https://www.pinterest.com.au/pin/529384131171884979/

(and yes, Bikinis and Gym Suits are amazing early on, for handle or shotgun/flamer work. It doesn't seem like much extra energy/TUs, until you realize you've been sprinting around the map for half the game, bopping/shooting/torching everyone. From behind half the time. There's better, but they are a stargod-send in the early game. Who needs inventory space? Nobody, that's who. You'll find that you've got plenty with either outfit anyway.) 
« Last Edit: October 23, 2019, 10:12:45 pm by sambojin »
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Iduno

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Re: So OpenX-Com...
« Reply #1249 on: October 24, 2019, 08:24:55 am »

It used to work well in base defenses in older versions even without the ability to spray fire *everywhere*. Time to d/l the new version I guess. It's been a while. It'll be good to see if it breaks max-range with the weapon as well, because it's handy if it does, but it's also handy if it doesn't (there's situations where you want all your fire-globs landing exactly 9-10 tiles away, like pre-smoking lanes, or dropping them all on an enemy). Bigger flamers just keep making it better (they're one of those "good, side-utility-use, amazing, absolutely unbelievable" style weapon upgrade paths/niches. Apparently there's even Hand Flamers pretty early-on now, so you can have an X-grog or bandage or rum medic/smoke-layer/light-assault in a bikini, with a handle on her belt, for *all* the utility from a new gal that rolls lucky for strength. Or even one that doesn't).

Simpsons Hank Scorpio reference here:
https://www.pinterest.com.au/pin/529384131171884979/

(and yes, Bikinis and Gym Suits are amazing early on, for handle or shotgun/flamer work. It doesn't seem like much extra energy/TUs, until you realize you've been sprinting around the map for half the game, bopping/shooting/torching everyone. From behind half the time. There's better, but they are a stargod-send in the early game. Who needs inventory space? Nobody, that's who. You'll find that you've got plenty with either outfit anyway.)

Make sure you check the discord for the .rul updates as well, when you get the K version of the game. I think Dioxine posted them. Upgrading to it also causes some issues.

Also, that was the last good season of the Simpsons.
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MCreeper

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Re: So OpenX-Com...
« Reply #1250 on: October 25, 2019, 07:15:11 am »

I shoot the dog trough chainlink fence with a light machine gun. No bullets hit the dog, fence breaks. Can't shoot again - broken chainlink fence is in the way. This game is so fucked.
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Iduno

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Re: So OpenX-Com...
« Reply #1251 on: October 25, 2019, 08:01:31 am »

I shoot the dog trough chainlink fence with a light machine gun. No bullets hit the dog, fence breaks. Can't shoot again - broken chainlink fence is in the way. This game is so fucked.

Yeah, that's a good argument against light machineguns. They take too many TU, and if you hit you'll probably kill something. Why would you want to kill your loot? (Dogs sell for a pretty reasonable 7,500).

And fences are assholes who should be destroyed with black powder bombs. I've heard the next version of OpenX-com is supposed to allow melee attacks against fences and other objects, which might help.
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Rince Wind

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Re: So OpenX-Com...
« Reply #1252 on: October 25, 2019, 10:08:32 am »

I don't like the "stun everything" game, for me it is just not fun. I want to use all those nice toys, and playing optimally isn't my style anyway.
$7500 isn't really worth it even in the early game, so once you have that one dog saved for the point bonus just kill them, imo. Ratmen as well, they are not worth the effort once you've exhausted their research.

I still stun people that can be enslaved or are worth a lot, or can tell me something I don't know yet, but unless they aren't a bottleneck I don't go out of my way to do so, especially if I send the b-team.
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Iduno

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Re: So OpenX-Com...
« Reply #1253 on: October 25, 2019, 11:01:17 am »

I don't like the "stun everything" game, for me it is just not fun. I want to use all those nice toys, and playing optimally isn't my style anyway.
$7500 isn't really worth it even in the early game, so once you have that one dog saved for the point bonus just kill them, imo. Ratmen as well, they are not worth the effort once you've exhausted their research.

I still stun people that can be enslaved or are worth a lot, or can tell me something I don't know yet, but unless they aren't a bottleneck I don't go out of my way to do so, especially if I send the b-team.

For me, I want to capture everyone possible reasonable because it makes sense in-game. I try to keep my accidental (and "accidental") kills to ~10%, but I'm not going to risk my life for them if I just can't get close enough. Also, civilians are fair to take down if they're in the way (but I keep stun weapons, so it won't kill them). Having a pile of blue chips sitting around from robbing everyone doesn't hurt when I want to build a casino, either.

I want to use a lot of the neat toys, but I also stash anything that looks useful for later. With the exception of plasma weapons and rockets/LASSes/Panzerfausts, later generally doesn't come up.


Also, I had a firebat (which appears to have power armor) show up in a shot-down bandit ship. I was only hunting bandits, so I don't have a ship with trained gals/real weapons. This might get interesting.
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E. Albright

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Re: So OpenX-Com...
« Reply #1254 on: October 25, 2019, 01:46:37 pm »

The "stun everything" game is a bit annoying. It may be thematic, but it dramatically changes how the game plays even though the mechanics are mostly unchanged. It really doesn't quite feel right, even though I usually play that way.
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Iduno

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Re: So OpenX-Com...
« Reply #1255 on: October 25, 2019, 03:30:06 pm »

That's why I allow myself ~10% (unenforced). Stun everything that's close enough to me or otherwise not worth the effort. I let dogs live about half the time, but blood hounds only live if they don't bleed out before the mission ends. I won't put special effort into shooting ratlings, but they'd better be standing on the ground. Flying enemies get shot unless I have a lasso and extra TU.
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Dostoevsky

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Re: So OpenX-Com...
« Reply #1256 on: October 25, 2019, 04:02:28 pm »

Gotta say, I usually don't bother with stunning everything. Stunning as opportunities arise is fine, but otherwise as long you're not packing serious overkill there'll be a steady trickle of wounded hostages and the like. And there's a decent selection of stun-focused weaponry at many of the tech regions. Ranged stuns are a tad sparse/persnickety in the beginning, but could be worse.

Only situation where it becomes an issue is with VIP targets, but having that be vexing makes perfect sense.
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Soadreqm

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Re: So OpenX-Com...
« Reply #1257 on: October 25, 2019, 04:53:28 pm »

I feel like it's more thematically appropriate to kill some people every now and then. It's a cruel post-apocalyptic world out there. Can't have the victims thinking I'm soft.
I do still stun people when the opportunity arises, since it's usually more profitable. And the opportunity arises quite often. Just fought reaper cavalry for the first time in my latest game, and discovered that the most damaging weapon I had against them were bare fists. Have the one gal with a gym suit sprint into melee range, and pummel the enemy to submission with a Flurry of Blows. I don't think reapers can even dodge melee attacks.
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Aoi

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Re: So OpenX-Com...
« Reply #1258 on: October 25, 2019, 05:17:25 pm »

I subscribe to the "Burn, then pillage." line of thought, especially at higher difficulties. Unless it's a particularly high value target like the taunted-for bounty gnome, I'm not even putting one of my newbie members at risk. Having said that, it's often faster and more consistent to just walk up to somebody and hit them with a stun baton a few times than plink from a distance with a pistol or rifle, so I have a fairly healthy supply of prisoners.

And the opportunity arises quite often. Just fought reaper cavalry for the first time in my latest game, and discovered that the most damaging weapon I had against them were bare fists. Have the one gal with a gym suit sprint into melee range, and pummel the enemy to submission with a Flurry of Blows. I don't think reapers can even dodge melee attacks.

I couldn't even straight up kill them when I tried. Laslock pistols, exploding cannonballs, rotogun, clockwork gun... and the things kept falling over injured. Even the point-black rotogun salvo merely injured it.
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Rince Wind

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Re: So OpenX-Com...
« Reply #1259 on: October 25, 2019, 05:35:03 pm »

Reaper Cav is easy to capture: just use a molotov or an incendiary grenade. They'll panic.
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