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Alienkiller

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Everything posted by Alienkiller

  1. Kommandos, that Troop-Numbers you will get with the best R & D-Transport later on. But it makes like in old X-COM etc. no Sense to get the big Soldier- / and Assistance-Vehicle-Numbers directly in the Beginning. That you have a bigger Number of trained Soldiers incl. Assistance-Vehicles at the final Stage of the Game, I aggree with you. In all Games of that Gerne I have played (fully old X-Com, new XCOM, UFO Extraterestials-Row (both Parts) you get the high Number of Soldiers Step by Step for advanced Transports. Like said, the Idea to involve the AI-Friend-Troops as an Team with your Soldiers is interessting for an DLC or if we get Lucky in the later Stages from the Early Access for the Main-Game later on for some special Missions (special Missions, Defense from Outposts, Military Posts, Rescue VIPs etc.).
  2. @Bobit: Nope that make me very angry. And People which insulted me (and boost it to threatments) got the Consequences, which for them are not funny. Esp. if it´s an Platform which they can´t use anymore and loosing all the invested Money. So I can only request to neglect that on me and others which give Documentations Infos and similar from documented historical Facts.
  3. Very nice Ideas which get collected here. Some are realizeable. Where I agree in Komandos Ideas are the following 2: 1. Send only the best Trained Soldiers in the final mission = that´s what I do in most similar Games too (like new XCOM, old X-COM, UFO ET-Series) 2. the Reintegration of the Stress- / Tired-Mechanism = that have teste already and I hope with the 3rd Rework it work like it should at final Where I and many Main-Beta-Testers disagree fully is the Tactical Team-Part which is an bigger Micromanagement as it is now, the fully use of Maximum Soldiers / Support Vehicles direct at the Beginning [would make the R & D for Transport Planes obsolete] and the increasing of Enemys to much. Otherwise we would have mentioned that already. But evtl. that could be an Idea too [expect the tactical Teams and Maximum Soldiers / Support Vehicles direct at the Beginning] in an DLC. The Idea is to have then for special Missions (like Outpost-Defend, Securing important VIPs and similar) to work together with the Security-Personal / Army / Police in that Mission.
  4. Interessting Idea Komandos. That would be something for an upcomming DLC or if we get lucky later in the Base-Game-Production-Phase. But I personaly think it will be more for an DLC.
  5. Have you done the previous Upgrades from the Platings? From Ablative to Alloy from Alloy to the next one etc. If you don´t do that Steps then you can´t upgrade to the next higher Platings.
  6. Yep, there is an similar Weapon integraded, the Grenade- / Mini-Rocket-Launcher.
  7. That Idea from Komandos goes for Chess or Football / Soccer, where you don´t have an Storyline or similar. For such Games that Idea is integrateable. But not for Games with important Storyline and / or similar like here. I´m tired to discuss that out again and yet again with People who don´t understand that.
  8. I suggest you can make an Upgrade from the Accelerated / Alien-Gauss-Weapons to the normal Gauss-Weapons for Your Soldiers. You have so many Alien-Gauss-Weapons / Ammo in Storage and it´s not worth to sell them. The same for the Alien-Plasma-Weapons / Fusion-Weapons and Ammo.
  9. Yeah, more Maps we will get earlyer or later. Some before the Early Access and the remaining during the Early Access Phase.
  10. Most of them are nice Ideas Kamehamehayes. Some important Points you mention are already integrated in the Game with UFO-Pedia-Infos / Building-Infos and set fix in the Difficulty-Settings, which don´t need such Options (f. e. Starting Amount of Money). The Points which aren´t set fix in the Difficulty-Settings and under the Disagree-Points (Cheating and if the brain get used Unnessecary) are very interessting. Disagree in the following Points like every Main-Beta-Tester and Main-Crowfounders from beginning on: 1. changing the cost decay on Items as their Sold = you need an Market to sell items on your Crowfounders (North and South America, Europe, Asia etc.); there is much you can implement (Events, Requests and similar on the Geoscape, that their special Units can be upgraded [Fighter-Planes, Specialists which help you f. e. to hold Outposts). The only thing where I agree is the Cost-Decay, which need an much better ballance to each of the Founder Country seperated (with growing up again if nothing get sold). 2. Option to remove the Endgame Laser-Event = absolutly NoGo (untuchable); you need in such Games Heartbeater, otherwise they are only 08/15-Scrap; What the Gamers instead like more importantly is an Option to raise the Game-Time: Instead to Remove the Endgame Laser-Event (which causes in the atm. Daytime Limit at Day 320 / 330 from maximum 360 Days) is to give the Gamers the Option to Double (720 Days) / Tripple (1.080 Days) as an much better Alternative. 3. having a setting for autowin all Air-Combats / Ground Combats = absolutly NoGo; that´s Cheating and completely forbidden; everybody which think about it, is completly wrong in Computer and Palour Games. 4. option to make the Dropships / Planes go to their desteniation instantaneously = absolutly NoGo; thats Cheating too and completly forbidden; everybody which think about it, is completly wrong in Computer and Palour Games. 5. Soldier Growh-Rates: absolutly NoGo (untouchable); nothing more to say! Very good Points Pold. The last Point we tested out 2x already and we hope that this Feature come back again. It´s an very good Feature in Phoenix Point and the new XCOM-Row (beginning in XCOM 2 and integrated in XCOM: Chimera Squad too). Sadly in Xenonauts 2 it didn´t work correctly as it should, so it´s in an 3rd Rework / Refit again. But in 2 Points I have to disagree: 1. A setting to slow down Research Speed. = Absolutly an NoGo if you don´t want to have an similar End like in the first Part of new XCOM or the outdated UFO After-Series. 2. An Option to increase the fequency on assaults on player Bases. = don´t get needed, there are more cooler Options with implemented Outposts (Tested already with Air-Battles), friendly Bases (like an military Post or similar) and much more which can be done on the Geoscape to increase the important Defense-Missions. Some important Points you mention are already integrated in the Game with UFO-Pedia-Infos / Building-Infos and set fix in the Difficulty-Settings, which don´t need such Options (f. e. Starting Amount of Money, Building Costs etc.) and don´t need to be cheated with such Options. The Quantum-Thing need only an stable Bugfix to work like it should (if not already done for V.26.3) or in Progress (V.27). But where I aggree to make the Game more interessting are the following Points: 1. more Quantum-Oriented-Effects from the R & Ds. In what shape I have no clue atm. about not gotten the more advanced Techs in the Game (Day-Limit is to short to get them atm; therefore I said it´s an must have to get the Double (720) or better Tripple (1.080) Time-Limit) to integrate such cool Feature-Effects. 2. Building Base Stats: That don´t need such Options [the most Gamers would cheat]; the much better Alternative is to bring back Workshop-Upgrade-Projects back (like in the Tutorial explained for Radars) to upgrade the Storages, Radars etc. like it is already integrated for some Buildings (Power-Generators, Defenses etc.) 3. Aircraft Fuel Use: That don´t need such Options [the most Gamers would cheat]; there to is an much better Alternative in Progress: Plane-Upgrades with modular Builups (like Engine-Refits in the X-25, better Maneuverability in the X-25 etc.) up to an Point where Upgrades are not doable anymore 4. Ground Combat Rewards: Yeah, there I agree. Like in the UFO ET-Series / new XCOM-Row you get Specials (Armour Constructions, Research Boosts, Workshop or Upgrade Boosts or whatever), esp. from bigger UFOs. Monthly Report Rewards: Yeah, there I agree. There can integrated Bonuses we discussed already for the Geoscape and Management-Part (like Outposts for special R & D, Storage & Dismantle UFOs / UFO-Parts, outdated Xenonauts-Bases which have to be reactivated with limited Buildings). What I like to have is an more easy to bring in Option for the integrated Crowfounder-Soldiers (secured with the made in-Thing, which make them untouchable for unauthorized People). The Problem is that you can´t see in the Menu weahter the selected Soldier is showing up correctly or not (showing the Face-Parts). Therefore you have to start atm an new Game and look at your Soldiers you have. That would be nice and reduces the Time to bring them in and check them correctly showing up in the Game.
  11. Tested the standard V.26.3-Version yesterday evening with the Tutorial and fully fresh normal Gameplay. Couldn´t see any big Problems there. 2 small light Doorfarme-Issues in the Barm (Farm Map) were there, what I could see in my new Campaign.
  12. Drew, there has nothing Changed yet about that Info. Seems to be fix, dind´t read anything else (and is not changed in the readable Infos I can check).
  13. Short answer: Yes, they should. The Devs haven´t changed big Datas and similar and with the last 2 Patches for the Beta-Version the Saves worked too. So yes, it´s an light bugfixed V. 26.3-Version.
  14. Hi Chris & Dev-Team. Thanks for the nice Update. I think I will test the Stable V.26-Version with the new Bugfixes until V.27 comes out. What the Translation belongs, there you have right. The Translators from Hooded Horse are great. I play too the in Translation and in Early Access playable Terra Invicta from Panovis Interactive. But I think we will get for Xenonauts 2 an Translation-Beginning at the End of the Year about the Translation-Work from Terra-Invicta, which has so much Text like a Book-Row. I only want to mention that, not that the Translation-Hype will be to high when Early Access from Xenonauts 2 will start. What the new Gameplay-Changes for V.27 belongs, there I hope I speak for all Main-Beta-Testers and Newby-Beta-Testers: We will wait for them and test them as best we can, after they come out.
  15. We will get more Maps for all Typs of Missions earlyer or later. Atm. we have to life with that we have for Testing / Playing (esp. exisitng special Missions). The Early Access-Start will come this Year and other more important Parts of the Game need to be done first. The secondary / tertiray Parts (more Maps for the existing Special Missions or similar) will come later. The Main-Parts which need to be finished first are filling the Gaps (more special Missions, more Parts on the Geoscape, Xenopedia etc.), more Stability to the Game (lesser CTD´s, Hangings etc.) and last but not least an longer Gameplay (2x Minimum, better 3x) from the maximum 360 Day Process we have now for Testing out for the Early and Midgame-Features.
  16. @Kamehamehayes: Your Points are interessting too, and in some I give you right. But therefore 1 big Problem to be solved, which we Main-Beta-Testers already discuss with the Devs (the 1 Year = 360 Days) time Limit until the final Mission have to be started. In UFO 2 ET / UFO 1 ET Refit you have 2,5 Years (about 900 Days) until the big Overrun beginns. An similar Timeline you had in UFO 1 ET Standard- / Gold as well as old X-Com "Interceptor / Apocalypse" and if I have that correctly in Mind for the outdated UFO After-Row with 2 Years (720 Days) until the big Overrun beginns. The 1 Year Time Limit (360 Days; up to 320 normal and then with orbital Bombardements) makes it impossible to fullfill that whishes yet. You have to minimum make it 2x (720 Days) or better 2,5x (900 Days) / 3x (1.200 Days). The 3x get used in Battletech for the other Challange-Part (not Storymission). 1. "Plasma Weapon"-Research: The Problem is the short time you have atm., which means you need that Armour as fast as Plasma-Weapons come up very fast 2. "Laser Weapons" are more accurate, are lighter and have a little bit more power then the accelerated Weapons. There I give you right and it´s very needed. They have the same Problem with the Accelearted Weapons / Standard Weapons with the limited Ammo. 2. "Advanced Laser Weapons" are very fast researchable. But you have the same Problem with the short time you have atm. like in Point 1. 3. "Ground Combat" is with the cool Side-Storyline an big Upgrade. There I give you right, that this is done with the enemy Base-Rush to fast and it´s going back to the Standard-Ground-Combats to fast. There you answerd the Ground Combat Question yourself correctly, that there come more Upgrades for that before Early Access will start. 4. "Sebillians" will come more often in Ground Missions and UFOs at the Beginning. Either you have shoot down to many UFOs over water or you let do the Missions from National Military to fill up your treasure Chest. I do the 2nd only with lesser UFOs later on (Scouts and Destroyers) to grab the more important UFOs (Observers, Harvesters, Cruisers and similar) with more Ressources. But only if there are no important Special Missions (like Terror, Abductions etc.) need to be done. If that is the Case, I let do the National Military the Crash-Site-Missions to fill up the Treasure Chest. Short said: we Main-Beta-Testers get in the first 100 to 120 Days many Sebillians to fullfill the Standard-Medikit Upgrade-Research. 5. "Air-Combat": Yeah, that we have found out too. That´s why I upgrade my Torpedo-Fighter with 2 Torpedos and 1 Gun. With the Gun he fights the Escort, then he attack the Main-Target. While the other 2 Interceptors fight the Escorsts and then the Main-Target too. But the Air-Combat and the Fighter-Equipment / Upgrade-Screen isn´t final too, so we will get some more Features here too earlyer or later. 6. "Laser Sniper / Laser LMG": I use both about the many advantages they have. The Snipers have the best Damage from all Weapons, the Laser LMG makes a lot of Shocking and fast firing Death / Destructions. The Difference to the Standard-Weapons / Accelerated Weapons are the "Easy Aiming" for all normal Soldiers (Rifle, Pistol, LMGs, Shotgunners) which bring them a lot. The Sniper mostly won´t get that Advantage about it´s high Value of Shooting-Skill or so. But all other Laser-Advantages he / she get too with the Rangefinder-Equipment. 6. "Advanced Lasers": That I hadn´t had used yet, so I can´t say anything about it. Either I was on the very short Time-Limit alraedy and couldn´t use them or had tested out other Equipments up to the very short Time Limit we have atm. 7. "Economy": Yeah I do the same atm. if I test the Game. That´s not final too and get adjusted too to have the best "Econony" for the Base-Game in the finished final Game.
  17. Twigg, yeah some Points you mention need some more ballance, others not. 1. MARS Repair: Nope you won´t have the Ability for that. It will repaired after you get back to base. To protect it much better then the Scout-Version is to give it more Steel / Alloy-Plating. 2. The Teleportation is easy, It´s only Up and down like an Elevator. Some of the Aliens are faster and you don´t see them during their turn (either they are Cloaked or to fast for the Soldiers sights). 3. The Air-Upgrade costs are not final yet. There will come some more ballances before the Early Access will start. 4. The Advanced Gauss-Blaster is an Upgrade to the Gauss-Cannon. Should be fixed, but don´t seem so when I look at your Pictures. You need the Gauss Cannon for it like the Cannon for the Accelerated Cannon. 5. Hadn´t the Electroshock Grenades yet. But the advanded Stun Weapons are for the later Game an must have, that´s for sure. 6. That´s interessting. Should be adjustet too. 7. Yeah, the Economy isn´t good, there we all agree. We will see what get done in there before the Early Access will start. 8. The Laser-Weapons are your first Main-Upgrade. You will understand why, if you try to destroy an attaking UFO with only Underdog Rocket-Defenses. After that it´s free to you if you mix the Other Defensive-Upgrades with Plasma- or / and Gauss-Defenses. 9. / 10. The Fighter-Upgrades / Weapon-Upgrades / Armour-Upgrades are not linear. You can take them or not (like the accelerated Weapons / Alenium Weapons) or play with the older Versions / Armours. Short said you get different results in the Techtree with several Gameplays. It´s not linear like in the Predecessor. 11. You will ever be the underdog with your Soldiers. Dosen´t matter what you do. All experianced Testers from beginning on can agree with me. 12. Yeah, the Map with big UFOs are not Changed atm. But it will, there is an Report of that too from Emily about that Theme. 13. More of that special Missions will come in. But that need some Time and more of that I think we will have to the Start of Early Access. 14. You need the MARS Vehicle and it get Upgrades with better Armour, Weapons and hover power unit Step by Step. Later on you can refit the MARS to the much better ARES. The Soldiers get more expensive when they grow up in Ranks. As well as Soldiers can´t so easy replaced then the MARS / ARES.
  18. You get enough enemy dead Bodys in Ground Missions for Research. That´s not the Problem. There you can switch from automatic Research to manual Research, that´s no Problem and get tested out in an earlyer Beta-Version too. You wont get an Option to kill the Enemys after interrogation for several Reasons. The Game should be sellable in the World to generate Money for more Upgrades, Bugfixes etc. and an evtl. Successor. The Translations which it will get is an important Reason too. @MARSHalMELLOW: Nice Ideas for and 3rd Project (evtl. Successor or an DLC). The Development-Time for the Early-Access Release is not long anymore and the important missing Features will come in with the remaining Programming-Time (Geoscpae- / Base- / Soldier- / Aircraft-Management) incl. all the Gapfillers for R & D etc. We (Devs and Main-Betatesters) already made an big Refit after the first Beta-Test-Versions which took with everything about 1 Year / 1,5 Years of Development Time about Features which didn´t worked correctly, broke the Game in differnt Parts etcpp.
  19. The small UFOs generate normaly an automatic timed Crashsite, where after the Timer runs to 0 you will get the Salvage. There you don´t need your Soldiers. The Xenopedia haven´t all Entrys yet, but will be upgraded Step by Step to fill the Gaps and missing Entrys.
  20. @Kamehamehayes: It´s very good that you give an Report to the V.26-Version. Haven´t played it yet fully (the Demo of course) to test the new integrated Features out. I made such an similar Report for an older Version (V.24 I think), but there I played to Day 280 and longer. OK now to your Points: 1. Ground Combat: - the Sniper is very precisse and an important Soldier. He / She can´t shoot as fast as the others, but the precisse Shoot and highest hit per Shoot makes the Sniper esential as Specialists like the Grenadiers (same Stats) / Shield-Soldiers (Close-Combat which is lighter attackable like the fast shooting Soldiers). It´s one of the first Soldiers (besides the Shield-Soldier) which gets the upgraded Accelerated Pistol and later Laser-Pistols first. There you have very less of them, which is the Disadvantage. You can´t rotate them as easy as the fast shooting Soldiers, which is the big Disadvantage. - the fast shooting Soliders (Rifle, LMG, Shotgunners) are very important too, that´s correct. They are the biggest Soldier-Parts of your Team, so you can circle them lighter then the Specialists. Yeah, they have fast shoots and special Abilitys with the Weapons (like Shocking with the half Time-Units for the next Round if you make salvos), but they are short and middle Range, which make them easy targets. That means they have to be equiped with more protection (Protection-Plates, Cevlar-Protection with first Warden-Protection-Upgrade and later the first full Protection-Armor), which means lesser Equipment or Ammunition. - Grenades you can´t use very often if you move your Soldiers. Otherwise you can use them twice if you stand still like with the LMG-Soldier and get an better Accuracy (LMG-Soldier / Sniper / Grenadier). In that Case you have the Option, which is good. - The TUs / Strengh is very important. If you don´t have the first, you can´t move, if you don´t have the Second your Soldiers are unprotected / unarmed. Yeah, the other Stats are important too (Shooting, Throwing etc.), but they aren´t worth if the both Main-Stats (TU / Strengh) aren´t enough. I testet that out several times an the Result was always the same: You lost either through no Protection or to less Equipment. Where I give you right are the following 2 Points in the Ground-Combat: - the Autopsy shouldn´t be an automatic Research; I like it too to research manually like in XCOM-Series, Phoenix Point and UFO-ET-Series; if that´s not possible, the Chief of Sicentist have to ask first per Autopsy - Yep that with the Medkit and the Reaction-Shot is strange. That shouldn´t be. The good thing is there, that this Part is still in WIP with new Upgrades, Bugfixes and / or Rework-Changes per Main-Version. 2. Cleaner Hub Mission: - you have played it in the first 3 Monthes after you had the Information. There it´s easy to manage. But if you make it later (4th Month+) it will be harder and harder. That´s already implemented in V.25. - you will get some light or bleeding Wounds, that can not be avoided. - the Trick here is to make that Mission in that more easy Timeline. 3. Cleaner HQ Mission: - the Point is that your Soldiers don´t panic. Use Cover and the MARS as Protection as well as attack only if you are Ready with your Soldiers. The only Problem are the automated Defensive Cannons, but if you use your Soldiers wisly (Sniper, Grenadier, LMG, Shields, Riflemens) and the MARS wisly, and make it Step by Step (means Room for Room incl. the Main-Floor) then you don´t come in the Misery. - you will get some light or bleeding Wounds, that can not be avoided. - we all had to learn that this is the first Mission which is very hard and adjust our Strategy / Tactic to it. If not you will loose. 4. Air Combat: - you can´t say that with the significant differences between Guns and Rockets / Torpedos all-inclusive. There are hughe Differences. - Torpedos: they are slow, easy to outmanouver from fast UFOs, have maximum 2 Torpedos and get fired as salvo; therefore they have the longest range and Damage-Potential - Missles / Rockets: they can be outmanouverd from fast UFOs, have maximum 4 Rockets, are not so effective against bigger UFOs and get fired as salvo; therefore they are fast and have an good Damage-Potential against light and medium UFOs - Cannons: they are the low-damage Weapons against UFOs, Close-Range-Weapons which make the Fighters vulnerable and the Ammo is limited; therefore they are fast firing Weapons and have the best hit Potential to shoot down the UFOs and break the Armour before Rockets get fired. - the Ablative Plating is the first Armor you get to have an light protection for your Fighters. The first 2 fighters have it already, but it´s buildable for more fighters (f. e. 4th Hangar in the Main-Base); in the Tests with the new Beginn R & Ds you had to research the Ablatie Plating first, which means the first 2 Interceptors were completely unprotected. - where I give you right is the Jump in the Air-combats like you announced. There everybody from us have Problems. But the good thing is, that the Air-Combat incl. the Parts behind it are still in WIP. That isn´t final yet and we will see more Upgrades, Bugfixes or an Rework there too. 4. General Geoscape: - there we are on the same Wave. I and an Comrade have annouced that several times too and give many proposals to make it better. - X-COM Apocylypse-Stile: there you will have some places to choose from and they are much smaller then the Main-Base for 3 Fighters, upgradeable Radar, upgradeable Defenses, Storage, Sleeping-Rooms, and either Researches or Workshops. - UFO ET-Stile: like the prevoius one, but with big limitations in Buildup (3 Hangars, upgradeable Radar, upgradeable Defenses, Storage, Sleeping Rooms and an big Hangar for UFO-Storage incl. R & D-Development) - Phoenix-Point Stile: Your Organisation had already outposts and you have to find them with reactivation (small Bases like announced X-COM Apocalypse stile). - Outopsts like the annouced UFO ET-Stile, which are moveable, if they are in to much Danger to places which an UFO can be storaged and R & D.
  21. As an Beta-Tester from beginning on I agree that the Game is very good after the Refits, Reworks, Upgrades and Bugfixes it get already. Now to your Points: 1. Yeah, the Balance for Difficultys get in since that Version, which were very important. Some light balances they still need here & there. 2. Yeah, the Warden-Armour-Upgrade and Guardian-Armour you get very fast for your Soldiers and are a must have for a long time. That´s cool Stuff, esp. if you combine the first one later with the upgraded Suit (Stealth Suit) to get the Snipers and other Specialists an more advancement. The Weapon-Upgrade to Accelerated- and Laser-Weapons is very cool too in the Beginning for your Soldiers, esp. the Accelerated-Upgrade for your Standard-Weapons directly in the Beginning. 2b. If you use your Support-Vehicles correctly, then you won´t loose them. Where I give you right is that the light Steel-Plating / Alien Armour-Plating-Upgrade gives not to much protection at the beginning. If you use the full Steel-Plating / Alien Armour-Plating-Upgrade you will loose some APs, but it can be used as an barrier for your Soldiers in open Areas. 3. Yeah, that´s an Problem, where we discussing and experiment for longer. Either the Weapon- / Protection- ect.-Upgrades for the Aircrafts are to cheap or to expensive. An Middleway we haven´t found yet, but we still looking for it before the Early Access-Release. 4. Yeah, that´s an new Feature. With other Features for the Economy in that Game it will get more Upgrades before Early Access. We will see what the Devs get done for it in the next Versions (V.27+). 5. Yeah, I play only with manual Air-Combat. I love that challange. 6. The Cleaners are very good Opponents too. That more of them get shown is not only the big Whish from the Community, it´s too an big whish from us Main-Beta-Testers / Crowfounders. We got already the Promisse, that the Devs will integrate more of them as Missions, Specials etc. on the Geoscape to make the Storyline we have now from the Aliens, Xeononauts-Organistion and Cleaners much more exciting. In that Upgrade the Cleaner-Base-Mission will come later too. 7. The MARS / ARES have atm 2 Choises for Armors. Either the light Version with more APs (f. e. Steel- / Alien Alloy-Armor) or the heavyer Version with lesser APs (f. e. Steel- / Alien Alloy-Armor). We have to see what there for Upgrades or light Reworks come up for that Problematic in the more advanced Versions (V. 27+). We already testet an other Version of that in V.23 or V.24 already, which was nice with the heavy Protection as Standard. Hope that comes back again with the remaining modular Upgrades and switching between the Armors (like it is possible for the Raven in UFO 2 ET). 8. The Maps are very good. If you have ever played similar Games (like old X-COM-Series, UFO ET-Series, UFO-Aftermath-Series, new XCOM with more Outside-Parts of the UFOs) you have to controll the Map or Outside-Parts first until you storming the UFO. That´s realistic. I suggest you play this announced Games first to get the feeling for it. You won´t get an shortation of the Maps or similar. V.26 will be similar to V.25 but with more Advancements as well as Gap-Fillers (like the Tutorial). Much more Ballance and Advancements we all will get in V.27 first.
  22. Then you seem to have big luck in that. Belongs on the Crew they have in the UFOs. Sebillians, Cesans f. e. are more often alive after a crash then the Mantids or Reapers. Such a Luck that you have to manage very little Alien-Resiticance after an UFO-Crash is very seldom.
  23. I haven´t used the Plasma- and Fusion-Torpedos yet, but that could be a Feature. The Plasma-Torpedos have mor Damage in Armour-Penetration and direct damage, while the Fusion Torpedo have more direct Armour-Destruction and therefore a lesser Armour-Penetration and direct Damage. In UFO 2 ET the Rockets have similare Features in their Stats. The one is better here and there (f. e. more Damage, therefore lesser Range and Hit Chance), the other here and there (more Rockets, Range, Hit Chance therefore lesser Damage per Rocket).
  24. Emily, you have right, that some Maps need an overwork. From what I have seen is, that the Biome-Map you show isn´t finished with the new Overwork yet. The Devs announced several times, that they are overworking the Maps Step by Step with special Differiations where possible and bring in more Variation.
  25. Point 1 an Feature. It´s to announced in the Mission-Screen. Point 2 is an Feature too, if you don´t in the Line of Sight / the Aliens aren´t in Line of Sight. Point 3 could be linked to Point 1. Haven´t used that about the direct Movement to the Rooms where the Aliens are sightet.
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