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Ruggerman last won the day on August 13

Ruggerman had the most liked content!

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About Ruggerman

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  1. Ruggerman

    Game Price

    If you have bought into the kick starter, then you have all ready paid for a copy.
  2. Ruggerman

    Assigning loadouts quickly

    Why mush the weapons load-out be hard, just create a job roll, and sign weapons and load out to that roll. As new weapons become available, just up date that load out.
  3. Ruggerman

    V6.3 Balance Thread

    We are all entitled to owner own opinions, and I have said mine, so thank you for your response.
  4. Ruggerman

    V6.3 Balance Thread

    There is a great deal of difference between a well drilled professional soldier, who re-acts instinctively, and a novice who has to think through all their actions. So I am not in favour of a % base TU system, because that difference would be so small, as to be neg-suable. Experience Counts!! Go and see "Danger Close" there is a fire fight!
  5. Ruggerman

    V6.3 Balance Thread

    We can argue about the pro's and con's of these devises, but are they possible, with in the constraints of this game?? Is there the will to make it happen!
  6. Ruggerman

    Risk and Speed

    When moving, if you select a large number of titles to move across, you would be considered running, but if you are moving in short hops from cover to cover, that would be considered, stealth!!
  7. Ruggerman

    Unrelated Advert Pop-Ops??

    Why all of a sudden are there all these adverts for unrelated products and service, that have nothing to so with this game, can they be blocked??
  8. Ruggerman

    [V1.6.37] Endgame Too Literal

    All games play through to a finial ending, it is not like real life, that why it is a game. You can then go on to the next game that takes your fancy!!
  9. Diversity of battle grounds, make this type of game a lot more interesting. At this time you land in the Osprey, and some kind of cover is right there, in a similar place each time. So your deployment is similar each time, and it becomes routine, and lacks that situation pressure to get safe, and return or initiate fire, on the enemy.
  10. IN Xeno 1, I would arm a scout with a pistol and a shield, and tip toe through the combat area. The pistol gave some but not a lot of fire power, as it was the shield that would make the encounter, less deadly. Then you would bring in the fire teams to deal with the target?
  11. Ruggerman

    Mind war balance

    They do seem to be aware, of this problem, and hope that when the next pre-build is offered up, it will be on the mend.
  12. Ruggerman

    V6.3 Balance Thread

    This concept of waiting for your weapon to recharge, in the midis't of a gun fight, may have some interesting outcomes, but who would go into battle with a weapon that only shots now and then!!. I was not aware that the game, was creating suicide squads, as that is the sensation we get with these types of weapons. If the weapon can be recharged, can't it do that in your back pack, as you load another charged battery pack, so as the continue the fight.
  13. Ruggerman

    Mind war balance

    Hopefully the next build will fix this little problem, or get the mind shield to work?
  14. Ruggerman

    Risk and Speed

    With the system in place, the longer you take to aim the more TU's you use, so is this not already part of this game or should it be increased.
  15. There was a mod in X1 that add voice to your troops, I don't think it worked as well as the mod maker, but it was a good try!!