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Frothy_Mikhael

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  1. In no particular order, here's what I think (1) Tanks should have a bit more HP. One of the good things about them in the X-com games was that they could take a few hits before dying. Right now they die in 2 hits. I think it should be 3-4 hits instead. (2) Right now the MG tank is vastly more powerful than the rocket tank. I've never had it fail to kill an alien in one hit, and that's after taking it on several missions. It can also take 3 shots per turn, or more realistically 1-2 after moving, whereas the rocket tank frequently doesn't have enough AP. (3) You should be able to scroll down by putting your mouse anywhere along the bottom edge of the screen. It's annoying to have to move your mouse into the corners before you can do this. (4) Moving things around into or out of your inventory is too easy I think. X-com punished you for rummaging around in your backpack during a firefight, but this game lets you swap weapons, ammo, etc, quite easily. (5) Were pistols intended to have autofire? (6) I would like my guys to be able to move a few more squares per turn with snap fire reserve on. Otherwise battles slow to a crawl, since you can't really advance at all with snap fire reserve on. (7) If I turn snapfire reserve on for a unit, it should remain on in subsequent turns, I should not have to turn it back on every turn. (8) If I give a shoot order while snap fire reserve is on, this should override the reserve. I'm okay with the reserve telling me I can't move any farther, but it's clear that if I'm telling my unit to shoot this turn, this takes precedence over shooting next turn.
  2. I still think auto-selling is a terrible idea. Why can't I hold on to an alien plasma rifle in my base, even though I'm not able to research it yet? As soon as I research the pistol I can research the rifle, so it's annoying and pointless to deprive me of my captured rifle. I found that a very frustrating aspect of the game because it (a) takes control away from the player; (b) makes no sense... why sell your only copy of an artifact simply because you can't use it yet? You can't use the pistol either, but you keep it for research. Rifle should operate the same way.
  3. - MG ammo was listed as only having 5 shots, so that each belt ran out in one autofire burst. - Some weapons and ammo (particularly sniper rifles) seemed to gain weight between missions, so that soldiers who were within weightlimit prior to missions would be overloaded after returning to base. This problem could be fixed by taking their weapon away, returning the weapon to storage, then re-equipping them with identical weapons. - Every time I reloaded a battle mission, it would return me to the starting position with a new map. - Are pistols supposed to have autofire? - Every once in a while after reloading, all my team members guns would be switched from the large area of the left of the infobar, to a small area on the right. Attempting to click on the small portrait would crash the game. The problem went away if I cycled through guys or ended the turn. - The "Engage Mission?" button for Chinooks would show up even after starting the mission, but only if I was looking at fog-of-war terrain. That is, if the middle of my screen was black fog of war (not grey), then I would see the Engage mission option.
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