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Ruggerman

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Everything posted by Ruggerman

  1. 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.
  2. Hopefully the next build will fix this little problem, or get the mind shield to work?
  3. 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.
  4. 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!!
  5. The mind shields are off completely NO use, you have to have the trooper drop their weapon and run out of the others sight, or they will blast the guy??
  6. If you are going to reduce or limit the number of shots a weapon has, you would be well advise, to have a good secondary weapon, while waiting for recharge. I think that most gamers would just avoid such weapons and go into combat with a weapon with better ammo capacity, as you could use a number of troopers to target the most dangerous alein! "Quantity over Quality"
  7. I had a similar problem with the larger alien craft. I would stop and load an older game and avoid the mission.
  8. Unfortunately the lasers do not seem to carry reserve ammo on the belt or on the ready ammo slot, you only get one load of ammo, regardless of ammo in the ready belt?
  9. In that first move, were you are told that a trooper is Mind War, First drop their primary weapon and move to were the other troopers can not see him, then move or shoot the other team mates, but moving them out of sight of the alien controlled victim, until the next turn, as the effect only last for one turn. In the subsequent turn return the trooper to retrieve his weapon, and do this until the psyon is naturalised?
  10. Talking about knifes, why is the combat knife so large that it takes 6 slots in the back pack to store, when it should have a scabbard on the belt??
  11. The mind shields do not work at this stage of development in the game, as I have had my troopers zapped with alien mind control, by the psyons officers. It has to be placed in the secondary weapons slot, and you are unable to move it from that slot to the back pack, so as the use the medic pack.
  12. I have had a similar problem, a number of times, and you can still fire your weapon, and throw grenades, but you are stuck, and can't move at all.
  13. I have manufactured mind shields for all of my troopers, and it does not seem to give any protection from being taken over be the psyons officers. I am not sure if it has to be in your secondary arms slot, as it does not work in the back pack, but you are not able to move it from the back pack during the game. Is this a bug, or is there some other consideration, that needs attention!
  14. As the screen shot shows all teleport tiles are covered, and no uplift to the next floor! Maybe there are aliens on the tiles above, but in the past they would have shot at you, from above!! This is a farmland landscape.
  15. I have entered the Harvester alien craft and as you expect that when you move onto the blue ground tile teleporter, your trooper would be teleported to the next level, it is not happening in this craft, on any blue tile! and also the auto countdown on the turns to victory that flashes up when you enter an alien craft, is not working, as it gets to 0 it stays there for as many times as you are willing to press the end of turn, until you get fed-up, and load an earlier game save!!
  16. I will play each update about twice, and each time until it stops working. Call it as you may!!
  17. All I was trying to say, was, that at that time I had not seen the new camouflage suites, as before I could eye ball them in a ground combat, the game cashed. I now have seen them, and it is much better design. The cash was fore another reason!! Thank You
  18. A machine gun is an area denial weapon, and meant to suppress that area, so when you fire that weapon in this game, if you don't hit the target, it should be aware that it is being fired at, and take evasive action, or be suppressed or both!!
  19. I can understand, that when a alien craft is hit by AP or HE that the walls of the craft should be blown away, but with small arms, it should only put bullet holes or partial destruction.
  20. I have also had a so called base attack, which was conducted on the temperate zone farmland terrain, and not inside the base as you used to have in older version of the game. There was a very large number of aliens, one could say that it was a target rich environment, and then something flashed up on the screen, and you win/lose in a number of turns, to fast to read properly. All in all not a good outcome, I did survive, not don't know why? this needs a rethink in the future!!
  21. I have played the new experimental build 6.2 and I have not got the the new nano thread amour, as the game CTD before hand!!
  22. Yes, I have had a similar encounter with these beasties, and they must have there own name?? It is problie an over site, that will be fix soon!
  23. When the secondary weapon is clicked it should then move to the primary slot, and the primary to the right hand slot, as not be confusing to the player
  24. Thank you for the hot fix, but it still CTD when trying to engage the Terror missions
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