Jump to content

greendiamond

Members
  • Posts

    24
  • Joined

  • Last visited

Posts posted by greendiamond

  1. First thanks for the this great mod. I am using it as part of the slayer ultimate mod pack.

    Question on Multi Ammo weapons. Are they working as they should? I built a couple. Then I gave a soldier a multi ammo rifle. 4 clips of standard ballistic ammo. and 3 clips of AP ammo.

    I encountered androns so I was like ok time to get some AP into play. But it would not let me load said AP in midst of combat.

    I know not to load the rockets into the weapon as that is a bug. But am I being dense in understanding the role of these weapons?

    This forum does not recognize xenophobia based mods unless you specifically state it all replys assume you are running just xnt

  2. Ok so decided to restart the first few rounds are unfair in every way gargoyles have so much freaking health the first ship I shot down I saw one right out side the door. I snipered it shot it fired rockets at it the house it was in collapsed the whole damn thing was gone yet it was still alive and to my dismay there where two others right out side our vision and they killed half the team the other half couldn't do much in one turn

  3. Personally i think the Panic and flee Rate is too high. I got soldiers fleeing just by seeing a UFO. Thats not what i expect from John Rambo... and i got a full Team of Rambos...

    That's what I'm talking about four of my guys got flash banged turn one and two of them panicked and one of them fled, maybe it's my fault for picking units souly on the TU stat but I feel it should take a little more then a loud noise to scare off "the best in the world".

  4. i tried looking around on various websites but all i could find was some suggestions made earlier on production of the game. adding in binos is something i was hoping to see sense i started playing i would be great to have useful snipers without having to through cannon fodder out in the middle of nowhere.

×
×
  • Create New...