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Skitso

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Skitso last won the day on April 1

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  1. Hey! I had a blast playing 1.0 with tons of memorable situations and fun missions. That said, the game does lose some of it's lustre towards the end, not gonna lie. One major balance issue I'm having is that I'm not properly challenged after day ~220 forward. Nothing is pressuring me to complete the UUO missions and I can just wait and focus on making my assault team even more OP, just clicking and auto resolving UFOs. At that phase of the game I should really feel the alien campaign ramping up and starting to get a proper stranglehold of earth. Multiple alien bases around the globe, UUO strikes getting more and more frequent with higher panic damage, terror strikes and reapers swooping whole cities. Currently I'm just skipping single terror missions and waiting for my next tech upgrade... and with nano fabricator, $7 million in bank and super effective, supporter boosted nano-workshops, I can easily generate unlimited exotic materials and skip all the crash site missions. I reached operation endgame with only 2 bases. One with 3 geminis and one with 3 phantoms. That was all I needed and I went with pretty much 0 panic around the globe. It was easy to down even a battleship with just 3 phantoms. I didn't need mind shield, didn't even research it. Didn't use focus mind. Didn't have a single mind control where I wasn't able to kill the controller immediately. Stalker armour felt weak and enemies one shotted my snipers from long distances. Weapon tech tiers felt like there were maybe one too many. As I only needed to complete maybe 3 tactical missions between starting to research UUO and Operation ENDGAME), the gauss tech felt a bit unnecessary step before fusion, especially as there's so few missions I felt I needed to complete. I wish I had more combat against eternals. All 2 contacts I had against them before endgame ended before they had time to do anything. The tactical gameplay starts to get a bit stale from day 200> as aliens struggle to keep up with the player. Regular gunplay is a bit "been there, done that" at that point of the game and at least for me the challenge just isn't there any more. And then the tactical missions start to become quite one note and stale. (Even if the first third of the game offered a nice challenge) So adding more and tougher mind control gameplay would make aliens feel threatening again and add new gameplay challenges where my 100+ TU, high acc, high hp soldiers need to adapt. As aliens level up, they should all get a new ability towards the end game. Currently they just receive more stats, which doesn't add much as the player progresses at ~same pace. Only exception are psyons that get mind control, which would be perfect if it was more potent. Maybe mind control needs squad view and longer control time? Other 2 main races need similar new mechanics to keep the player on his toes as the game progresses. Later wraith could have teleport + better invisibity cloak and sebillian could have shields and symbiote grenades. So TLDR, evolving challenge, more mind control, tougher mind control, more eternals, tougher eternals. Tougher final battle, tougher high eternal with some unique twist that makes me adapt. Now I can just rush in and shoot it dead.
  2. Advanced medkit doesn't have a sound effect tied to using it.
  3. There is a hull part on top of the Advanced Cyberdrone that has this see-through red striped effect.
  4. ATLAS base blast doors are seen from both sides. I wonder if that's a bug actually, but what if all the doors worked like that?
  5. Agree. That said, some limited customisation in some future (paid) DLC would be welcome!
  6. I would: Increase UUO orbital strike panic damage to 20 global + extra 15 to the target region UFOs that are left flying around should generate a lot more anomalies/panic. Some UFO missions should be able to kill supoorters too. Alien bases should be more important: they should be more numerous, harder to find and they should be a LOT more difficult to clear. They should be like a tier more advanced than the player is so it would be really tough to clear immediately and would require proper planning and gearing up. Bases should cause more panic, kill supporters, generate more infiltrators and anomalies around them and spawn extra UFO missions in it's region. It'd be cool to see all the increased regional alien activity and then send planes to scout area to find the base.
  7. I've played to day ~280 now and I fully agree. I can skip terror missions and manage panic with ease - even with only 2 bases with 3 planes eacb, while letting lot's of UFOs run amok around the globe, even the UUO orbit shots give me no worries. No pressure, no hurry, no dread.
  8. Roof destruction frills have some minor displacement issues
  9. Aircombat UI has some slight UX issues: Mouse hovering aircraft panels on the right highlights the corresponding unit on the map. This is the correct behaviour. However, hovering the same aircraft on the map doesn't highlight the corresponding panel on the right. Selecting an aircraft by clicking it on the map doesn't select the aircraft panel on the right. Also you can end in a state where multiple aircraft panels are selected at the same time. This can be done selecting aircraft #1 by clicking it's panel on the right, Then, click aircraft #2 on the map and then clicking aircraft #2 panel on the right -> both aircrafts are selected (only visually) Additionally, activating the afterburner should disable weapon buttons visually.
  10. user_ufo_visible-12.json Also, later it doesn't seem like the UFO door functions as it should.
  11. I killed the Psyon Elite that controlled Cpt Morgan. While I did regain the control of him, his FoV didn't update. Loading the save or moving the unit fixes the issue. (night time mission if it matters)
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