I have quite a set of mods
Oooh, I use Resound too!
What does Hyper & Trajectory, Facility Expansion and Super Bughunt do?
So, some numbers:
Colt .45 DPT: Snap 125 (range 15), Aimed 75 (range 20)
Glock 18: Auto 95 (range 14), Snap 105 (range 15), Aimed 79 (range 20)
Magnum: Snap 126 (range 13), Aimed 98 (range 16)
Glock is just worse than Colt, especially considering even weak enemies have about 5 armor which will hurt it much more. Magnum is kind of only good against heavy armor but also more close ranged, I'm not a huge fan.
You misunderstand me. Yes, Glock is worse than Colt... but in that case,
that's a good thing! Because you see, the point of the first use for glock is not to kill enemies, but to wound, weaken and bleed them. You can literally plink a cultist once and then avoid them until they fall down on the ground, dying. You can decrease their HP, making it easier for the stunners to nab them non-lethally.
The other use for Glock is after getting the Ext. Mag: It's a pretty nice early 1h gun for shooting multitudes of weak low-hp enemies without running out of bullets mid-fight.
I agree that Colt is better than Magnum, range-wise, but you shouldn't be using either at long range for very long. At medium range and beneath, the Magnum owns because it has far better firepower.
I need to try the two Shotgun Revolvers sometime, I suspect they can be very good as 1h pistols for zombie missions.
I agree, problem is that to train melee you have to use melee and using melee when untrained can quickly lead to death. But definitely melee is better than some of the shit ass weapons you have to deal with on restricted equipment missions.
Yeah, melee on untrained agents is very hit-or-miss. Literally.
Dog: 15 visibility at night, 20% thermal vision (seeing through smoke), 2 anticamo at night and 3 by day (important for those shitbag black lotus assassins who can otherwise only been seen at like 5 tiles)
Rat: 18 visibility at night, 70% thermal vision, 5 anticamo at night and day
Bat: 20 visibility at night, 100% thermal vision, 3 anticamo at night and day.
Rats and Bats can't be armored like dogs though, they are strictly spotters. Seeing through smoke is hilariously powerful though.
Wow, that really looks worth it, looks like Rats are like Black Lotus Assassin-B-Gone. Always hated dealing with those sneaky ass mfers.
Didn't know there was a music mod, I like that every cultist faction and others have their own distinct track but it wouldn't hurt to look.
Yeah there is, I know the two authors myself, they're two brothers and pretty cool dudes. I even helped them with some good tracks from my stash.
Having a melee specialist sounds cool but it's too sketchy for me, most armors have ass CQC scaling and melee isn't 100% reliable usually. Most engagements are solved by shooting from the maximum range possible. Now that I have a helicopter it wouldn't hurt to have a dog though, they're actually good at melee. Too bad they die in one hit...
Yeah, most of the time, shooting from maximum range is the way to go, due to the fact you're out-numbered on most missions. But there are missions in which you pretty much need to be ready for melee fighting, like Arachnoquake.
Yeah, dogs are pretty fragile, but they're meant to be hit and run melee attackers. You can kill multiple cultists per turn with a single dog. Obviously, they have little chance against high-reaction melee shit like Chupacabras or fat stacks of HP like zombies.
Sort of what I was saying before, it feels like all Xcom mods must eventually implement everything ever invented for Xcom mods. Melee focus makes sense in mods like Piratez but feels badly out of place with how XComfiles is balanced. It's definitely theoretically huge DPS but you never level those stats the way firing accuracy quickly skyrockets to 100 or so just taking potshots at things in safety.
True, yeah.
To be fair, X-PirateZ is fairly different from X-COM Files in how melee is used.
Melee is great in PirateZ because the gals are way stronger, faster and tougher than X-COM agents, it takes a while until you actually get your hands on some good ranged firepower, and even then, PirateZ's morale system greatly rewards aggressive play and punishes cautious, methodical snipers. Melee is also excellent for can-opening against armored foes. Hell, once you get start getting stuff like Warrior Armor, you can ignore many guns the enemies shoot.
Melee in X-COM Files is usually a reserve weapon, desperate last-resort, protection against melee foes or for the odd forces trained in the stuff. You can't do mad gal charges in the dark with a fuck-huge axe in X-COM Files. Methodical sniper gameplay pays off more in X-COM Files, unless you're in one of those missions where you lose sanity every turn or the like.