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Showing content with the highest reputation on 09/08/2017 in all areas

  1. @Corsnake I haven't tried it yet in .41 but in .40 i found that the green androns were vulnerable to close fire from a hunter with gatling laser (or other vehicle), 1 or 2 squares away always did the trick. Emp also works well, e.g. shock rifles or even stun batons, although with high hp it's not much good unless you have a stun baton per person. I tend to use alenium grenades on them and alenium rockets.. and take down the cyberdogs with my vehicle.
    1 point
  2. @Charon I am liking the changes to the AI, it makes much more sense now, they are less likely to just run out of the ufo, instead they guard it much like what would happen in reality. My first encounter was a normal scout which i intercepted whilst landed, sebillian, was a difficult mission because those flamer rifles are pretty accurate in sebillian hands; i ended the mission early to just capture the ufo because the remaining guys were way to strong and i was running low on ammo. Second mission was caesan normal scout once again, light scouts seem to be pretty uncommon so far, although i guess that is random - this one was very hard (caesan are usually easy for me) but I managed to grab a lightning rifle, capture a medic, a technician and a couple of xenomorphs. Not bad! all my units are in the infirmary now though. Comparatively it feels harder than before, which is great - previously on veteran I blitzed through phase 1, now I can see it taking a while to do the ground combat, which is how it should be. Excellent work ;-) EDIT: Thanks for the changelog, sorry I missed it!
    1 point
  3. @jayc82 Well that could be because .41 changes the AI a lot. The Changelog is under the 3.4 Latest Patch. Here is a copy paste. DAY 256 Version 0.99.41 "Make Thy Enemies Stronger" The AI made an 180 alien weapons got totally revised for accuracy and aim sets The UFO crew has been revised - created stage 2 and 3 for UFO GroundCombat, the fight for the UFO and the command room New armour class system: Scout Class, Soldier Class, Tank Class, Scout-Chemical Class. Different armours provide different bonuses to contemplate the role the unit takes on in the battlefield halfed the selling price for alien interceptors Grenade throwing mechanisms have been revised - more accurate but lower range Psionic units capabilities have been capped for phase 3 and 4 units ( lowered ) finished the human heavy interceptor design, the aircraft should now work as expected ( untested ) added view range and night bonus to the armour in the xenopedia changed how androns spawn dogs appended drops from andron terror units to the appropriate robodog units added robodog death sound revised defensive AI, thats the AI responisble for defending the UFO or alien bases hyperions ground images got fixed increased alien numbers in alien bases decreased all human and alien interecptor anti missile coodlown to 0.3 seconds, they should be a fun and fast weapon only limited by the maximum ammo now decreased and changed all long range aircraft weapons and engagement ranges for UFO encounters, this mainly concerns long range torpedos and mines Increased fear damage from 50% to 60% Increased fear strenght from 1.4 to 2.0 Decreased paralysis range from 6 to 1 Decreased mind control range from 6 to 1 Decreased xenomorph sound effects from 1.0 to 0.7 increased shield hitpoints Added Phase 3 and 4 alternative mk3 weapon requirements Weapon manufacture revised, mk3 weapons now need additional cores to get constructed
    1 point
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