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Showing content with the highest reputation on 03/15/2018 in all areas

  1. Some feedback her. So I am in late oktober on my second run, whit Korvets starting to show up, shot one down and I am about to do raid it, another one whit eskorts (maybe my first base attack). I have already done a succesful terrormission whit androns, thanks for making them feel like real terminators now and there (stupid) dogs too. I lost 2 privates, 1 corporal and my defender (no big deal) and 1 revived luetenant (Løjtnant), I had to scavange for alien weapons in that mission to succeed, after I had used all my ammo and explosives, what an awesome mission. I have 6 bases covering everything landmass, whit 2 striketeams to salvage all the loot, which is even more worth it now, since you can sell the datacores and weapons for lots of money if you need to, I have captured everything there was to capture and got all the new weapons division and laser. I was a little worried about the low stats of privates but they gain stats insanely quick, 1 of my guys got +10 acc on that terrormission! This makes you feel like there is a big difference between experienced soldiers and privates, as it should be. That decision I made about airplanes being permanently lost has turned out even better than I thought, it makes you more careful and pull out sooner, you can still kamakazi but it is real kamakazi this time. How many of you guys have F-17´s in the 40´s number when you buy a new one? I have money probelms now but I am doing great whit relations, already + 500.000 since the beginning, but all these bases and planes are expensiv, I migth have to fire my scientist and sell some of the datacores I have, so I do not go bankrupt, but it is fine, I have so much loot because of 2 striketeams. One little issue whit no recovery airplanes is when you set a location for your planes, if they get intercepted and you lose, that location marker will never ever go away since I can not set new location because no recovery. Question: Where do I change the TU cost for kneeling/standing? I want to keep it at 20 TU total for kneeling and standing op, but I think it should be 8 for kneeling and 12 for standing op, it feels more rigth this way as kneeling is faster than standing op. Maybe 6/14 TU, I do not know, needs testing. When I do more than 1 groundmission before heading back to base, all the ammo are restored and my vehickel are fully repaired, why? That should only happen when I go back to base, not between 2 groundmissions. Her is my example, first miision my car got hit for around 80 damage and pretty much all my soldiers used a clip and some grenades, when I started the second groundmission rigth next to first one, all the ammo and grenades (regular ones) where restored and my car was fully repaired, my injured soldiers where still injured. I had to drop one clip from all soldiers and all the grenades I could remember I had used in the first mission, and when I got back to base I had to decommission the car, because it took around 100 damage in the second mission, I did this because it feels like cheating. Is there are way to fix this? Overall a great game so far, I have had zero crashes and zero bugs. Sorry for spelling but it takes my forever when I am not wrinting in my native language.
    1 point
  2. Respectfully declining, but the airgame is anything but about reaction and quickness. In the shown airfight against a Terror Battleship i spend 45 out of 100 minutes having to design a strategy, building the correct aircraft weapons and having to build some additional aircraft, especially used for THAT fight, and THAT strategy: https://youtu.be/9d3piT0zxhg Since you can stop the game literally anytime, any second, the skills of reaction and quickness are virtually completely taken out of the equation, as you literally can just pause the game for however long you want. The only quickness skill you might have is the skill on how fast you can press the space bar AKA how fast can your brain tell you fingers to press a button. The UFO vs xenonaut aircraft functions much like rock paper scissor. Bomber aircraft beat big UFOs which beat interceptor which beat alien interceptor which beat bomber and hybrid aircraft which beat drone UFOs which beat Bomber. So before you even start the fight you need detailed matchup knowledge. After that your experience determines what kind of aircraft weapons you can EFFECTIVELY use in combat. After that you technology determines what kind of weaponry is available, and after that your resources determine what kind of weaponry you can build. When everything is set you look at your weaponry, make an estimated guess of what needs to be where, and with what squadron you expect to take down what kind of UFO. You estimate bases and country in danger and fly your aircraft where it is needed, or where you expect most UFO activity from. When the wave comes your skills in aircombat ( not quickness or reaction, but a battle plan as i show in my videos ) and your strategy earlier deviced will determine which kind of UFOs you will be able to shoot down. The downed UFOs represent a choice of the missions you can take on at the moment and the success of Ground Combat missions again determine what kind of technology and resources you have available to better shoot down UFOs next. And the circle continues, its the diablo principle, get better loot to be stronger to get better loot to be stronger to get better loot. The airgame is about creativity, freedom of expression ( since there are so many aircraft and weapon options available for the same task), geopolitical, strategic and tactical decisions, about success and mistakes, about oversights and resource management. You can say that you dont like it, or dont want to try it, but dont compare it to trash you have played 30 years ago. This here is the real deal.
    1 point
  3. *Imitates Solver* The recover mechanic has a long and dreadful history in X-Division. Drages decided the airplanes to be recoverable, but than somebody with more evil intentions decided to make them permanently destroyable. He put it in a mod called "Charons Changes, Psi, Sounds". After some dreadful incidents with a lot of lost hair even he had to admit that this may have been too much for people to bear, and removed it again.
    1 point
  4. While playing as the alien invasion would be fun as a "what if", I think the truth is, for most players, it wouldn't be very challenging. I mean, if the human (played by the computer) never shot your ufo's down, or killed your aliens to capture your tech, their tech tree would not improve much. They would have more beginning resources than you...but if you were to play realistically, the alien invasion seems to have near limitless resources to throw at you when you're the player... so having that ability as an alien player would be ridiculous. If you mod that out to make the game challenging...then you lose credibility to be the invading aliens... then you lose the feeling of the game. You'd also start with a ridiculous tech advantage that would make the game absurdly easy, especially if computer defender faction was limited the same way a player defender is... and if it wasn't, well, then you'd question why you don't get those resources and abilities as a player. For balance, you'd have to be inconsistent. But if you're inconsistent, then the setting fundamentally changes, and with it, the game. Like a possible balance would be letting the computer defender have more troop[s on a mission (a wave of 24-32 xenonauts... entire platoons, rather than squads). But then as a player, you're limited to sending 1 Chinook with 1 squad, rather than a wing with 24-32 soldiers...so inconsistent and unfair and changes the styles and feel of the game. I can see the appeal...I just think it would either be too easy, or else, require so many changes as to make the setting and background of the game seem completely different to the point of being an entirely different and new game. But that's just my thoughts and opinions.
    1 point
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