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Cortlendt

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  1. So 8kkk is ok? How many bases optimal from the start? 3? Thanks!
  2. I have a question - how much money are you supposed to have at the start of the game? On any diffculty I have 8 000 000. Which is enough to build a lot of bases from the start. Is it actually ok?
  3. Hm, I've got Plasma rifle and pistol, Alenium, Alien Alloys, Alien Plasma Weapons and Alien Alloy Fabrication and still has not unlocked Energy Weapons. This mod has changed the requirements for lasers?
  4. Can anyone give me some advice please on what aliens can be captured? I've tried bashing on Gargol with 3 stun rods to no effect. Can you capture a Viper? How does stun grenade work?
  5. God, someone please pack Apoc music for Xenonauts.
  6. Cold War setting was a big selling point for me. Using M16s and Mig-31s against alien threat, what can be cooler than that. And then USSR could defect to aliens, its pretty epic. Starting equipment is really believable and coherent.
  7. I've found a weird issue concerning starting equipment build times: Ballistic rifle : 2 man-days Combat knife : 6 man-days (!) M4 Carabine : 20 man-days (!) The M4 stand out from the other starting weapons a lot. Seems like a bug to me. Knife and some other stuff is unreasonable to me.
  8. Thanks for the answers, guys. Btw, where I can take a look at the tech tree?
  9. Wow really great mod! Though I've never thought the Jaguar is an interceptor though. BAC Lightning on the other hand... Is it possible to get a limited late Cold War interceptor only edition of this mod? Just for the immersion all blocs provide 1-2 most advanced interceptors of 80s. USA F-14/F-15. USSR Su-27/Mig-31(25). EU - Tornado/Mirage 2000. Effectively removing outdated planes, light fighters, recon and ground attack aircraft from the picture.
  10. I can comment on the early game - minor Vipers are ok, they re mobile but concentrated fire from 2-3 soldiers kills them. On the other hand 2-3 Gargols will wipe the ground with unprepared player on the first mission. I think the problem is their mobility, they can cover too much ground, making them just like a tougher version of minor Vipers. I think you can balance them by reducing their mobility, so they will provide a nice alternative to the Vipers. For now options against them are quite limited, best way is to reduce their cover using rockets and have 4-5 soldiers concentrate fire on them. I consider them a bit over the top for the early game. A question: When new mods weapons will get updated tooltips in soldier equip screen? Its hard to see how Zephyr is better than basic ballistic rifle.
  11. I'm playing on normal Veteran and mid second month first Corvette proves that I need fast tech to lasers or something, cause Zephyrs make no damage against green aliens and only sniper rifles can damage them somehow. Also I still consider Gargols too fast too be balanced. Their great hp must be balanced by a bit slower speed.
  12. What about difficulty curve? I've tried this mod today and I'm having trouble dealing with Vipers and Gargols on Veteran. Aren't they supposed to be auxiliary troops? They pose far more greater threat than intelligent aliens with advanced weapons. Gargols hitpoints require like 4-5 soldiers to bring in down one turn, which is a bit WTF.
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