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wufame

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Everything posted by wufame

  1. Is there any way to separate Ajaxial balance mod from 0.98.2 Hotfix 7. I'm really not fond of the weapon changes, I liked them how you had done them initially. They feel too much like vanilla now.
  2. After having a game for months I've yet to see a terror attack. In one game I had 3 Alien Bases discovered (which I let grow out of control and had to end the game) and still no terror attacks. Is that normal. Are terror attacks dropped from the game? Edit: I looked back through the pages in this thread and it seems like the terror missions are just really really rare. Is that correct? I played through to like March or so and never saw one.
  3. What I meant to say is that a private seems to max out at 60 strength, which I do not recall being the case in vanilla. Because of this, it can be difficult to find fresh recruits that can hold a lot of items up front, which seems to be almost a necessity in the mid game.
  4. Did you install all 4 downloads in order? Do you have any other mods in place other than map packs?
  5. drages, you are continually psyching me up for 0.99. Please stop that. Edit: I will take drages side in that I really enjoy the different damage types. It avoid a one weapon fits all scenario. The 12.7mm on a scout car should at least eat through the ballistic armor the Androns have and open up for other ballistic weapons to take over, though the best option would be to have energy weapons. Side thought: Does anybody have any suggestions for mid-game loadouts? I never know if I'm going to be fighting robots or fleshy aliens when I land a dropship. Should I just always be having my guys carry energy and ballistic weapons and switch out on when we land? It seems like the max strength of any soldier (except for the starters) is 60. This seems low given that the equipment they have to carry is more than vanilla and a lot of the equipment is heavier. I really wish you could like store gear in the dropships and be able to have the soldiers re-equip from there. Any suggestions?
  6. I wouldn't mind helping test your starter weapons build, Ajaxial. Just let me know what to change out and I'll play through a month or so. Whatever you recommend.
  7. I've had a lot of success with this team build in the early game: Shield with pistol and lots of flashbangs 2 Machine Gunners 2 Snipers 3 Riflemen with grenades. Hunter Scout for near constant supression. I generally don't shoot the aliens directly but aim nearby Snipers are the main killers in the early game for me. Their damage in this mod is insanely high, though they get an aim penalty it seems if they move before their shot, so there's some positioning finesse to be had. Xenomorphs and Reapers are still a pain but I just don't play games of luck with them. I'll have my snipers take shots at them (they can usually down them in one hit) and if that doesn't work I toss grenades on top of them and be done with it. Once I get flamethrowers, I generally have a couple high strength Riflemen carry a flamethrower in their backpack to deal with the reapers and xenos.
  8. I've spent about 60 hours playing your mod over the course of the last week or so. Just want to say thanks for the creation and I look forward to 0.99. Your hands are completely full I'm sure but have you considered organizing or requesting someone organize a Wiki for the mod? There's so many things I've just now discovered after reading through this last few pages of posts that just aren't obvious in the game. Thanks again for the great work!
  9. Really enjoying the mod so far. I think I have it installed correctly, however I can't seem to use the vehicle cannons I built. Are they not available to mount on the Hunter Scout and Seeker Armored? The weapons also don't appear in the X-pedia.
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