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BigityBalzworth

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  1. jimbob, I like the idea of not having effective armor initially. And after the fact, i had considered the fact that i could have/should have sent a fight escort, but why/how would an unarmed vehicle attempt to intercept a ufo in the first place?
  2. I always thought soldiers going berserk was pretty cool. when face to face with terrifying aliens they would lose control and start firing wildly into the darkness. however i never understood why they would turn their guns on their own squad.
  3. i was trying to get a soldier to walk up some stairs and i'm not sure what happened but he kinda got locked up and kept trying to walk. i ended the turn in this position and the footstep sound kept going for several minutes through multiple turns
  4. I remember when playing X-com on one of the harder difficulties, it wasn't uncommon to lose half your squad securing early ufos. very unforgiving. You would be replacing soldiers about as fast as you could hire them. you know very quickly that you are up against a vastly superior force. hence the need for quick research into better combat gear to level the playing field.
  5. playing the kickstarter demo shows a game that still needs a lot of work but is coming together nicely and shows some serious potential. If I tried to play it any longer though, I probably would have thrown my laptop out the window. enemies can apparently shoot through closed doors. trying to right click anything in the combat UI menu will cause you soldier to look towards the spot on the map behind the menu spawning reaction fire and getting him killed. I did have an enemy fire at one of my soldiers and miss, hitting a the now dead soldier i just mentioned causing him to scream "Argh!" as if he was still alive. It was awesome. Biggest gameplay issue: the unarmed chinook should not be able to attempt to intercept a ufo. if you send it out towards a grounded ufo and it takes off, it should lose it's target, stopping time and prompting the player to select new orders. otherwise when you send it out and hit the fast time button the ufo will take off and the chopper still intercepts and is instantly destroyed and you've lost your whole strike team. game over. I hope the final game will be much harder. You should be getting slaughtered initially. after several missions on veteran i had only lost soldiers due to issues i mentioned earlier. I am glad to see you guys using kickstarter. I have a feeling this game will be very successful there. as i'm writing this it is very close to being funded already. Any idea what will be considered if you raise, say, 100k? 250k? 1,000,000? people will want to know these things if you want them to fund past 100 percent. keep up the good work and good luck in your kickstarter quest!
  6. I actually came here to mention this and saw this thread. I played the demo today. JA2 and X-com are probably my 2 all-time favorites. I actually think the "real-time" setup is pretty cool. its like frozen synapse but consistant and pause whenever you want instead of trading 5 seconds at a time. we don't get to see the rest of the game, just the tactical combat. i agree its a little tricky but it shows tons of potential. I'm not sure if it will a good one to mod if the pros drop the ball. A game like this should strive for maximum realism, i think. but anyway it looks like it may be pretty good. the camera is a little awkward but i can adapt. i wish it would zoom out some more, as it can be a little tough to keep track of line of sight and things. plus it can just be hard to tell whats going on at even medium ranges cuz you can't really see it all at once. there is no fog of war which boggles the mind. you are all-knowing and all-seeing. even indoors, and through doors, around corners, etc. you know where they are and how many there are. this is why i think no mortars. i'm not sure i approve. The environment is not destructable. yes there is still explosives and stuff, but apparantly you can only blow up certain walls and stuff. and it seems even though so much has been improved, others parts have worked hard to directly copy JA2 without any thought to making improvements that even official updates and expansions have made. many text descriptions are copied striaght from the archetype. but i see promise and i hope to not be disappointed. this could be a good one, and even if isn't i hope they do a proper Jagged Alliance 3 that kicks the worlds ass! BACK IN ACTION. (and if you guys really pull off Xenonauts in the same year I will feel like a little kid again!)
  7. rocket launcher/riot sheild. that. is. awesome!!! i still can't envision this not hitting something 2-3 squares away and killing you and destroying everything in the UFO. but i guess sometimes you gotta do it like that! riot sheild/demo charges!!! how far should you be able to throw those?!?! I'm sure Im not the only one who has done the suicide bomber, either. especially in Apocalypse. explosions will set off other explosives, right? but you know what would be fantastic? if you truely wanted to make weapons unusable without both hands: a tastefully drawn red "X" right over the weapon when something is in the other hand.
  8. -many points and I hate multi-quoting- one by one... -using weapons effectively has nothing to do with carrying things in each hand, commando is not reasonable as i've been stressing -how many situations should i have to imagine? if i can think of them all day, i think my point is proven - it is the maybe/occasionally moments that need to be stressed to acheive greatness -more medkits? shit happens. and according to [unnamed] the best solution is to make it difficult to carry all desired items -the quick throw/2 handed ideas are becoming (in many cases) one in the same as it seems to be a cheesy sneak around the 2 handed weapon idea. in and of itself i see nothing wrong with the quick throw as long as the rest of the inventory functioinality is included -it is the proposed system that is one weapon, nothing with the other hand, not mine. im not sure how to respond to this. If you understand what im saying, I don't want our guys running around with a rocket launcher in one hand and a machine gun in the other(and i think you realize that). yes that should be possible, but not in a way that they should actually be used effectively in combat this way. check out a brilliant DOS game from 1993 called x-com that had it figured out perfectly. *sarcasm anyone?* And who would want to play like that anyway? it's stupid and should be so penalized in the game -"All of a sudden I have a way of effectively using grenades!" ok i realize grenades were terrible in x-com but that's because it took half your turn to prime them. it has nothing to do with how you put one in your hand and then threw it. a quick throw doesn't make them any more effective, just arguably uses less brain power to use. and again i have no squabbles with a quick throw button that does with 2-7 clicks (cycle, cycle, cycle, cycle, cycle, throw ,aim) what people who use the inventory system can do with 6(open, get grenade, put in hand, close, throw, aim). and if you were carrying two rifles (or even pistols) at the same time, you probably SHOULDN'T be able to throw a grenade or anything else. gorlom - decreasing the number of AP involved sounds like cheating, something to be done on the mod side of the game, not a well polished release. and in or out of the backpack wouldn't matter, you would still have to take it off, stow/remove it, put it back on. putting items in a backpack is supposed to take time, and thats what action points and the turn based idea is all about, time. dropping my rifle to save a mans life and then braving the same enemy fire that got him killed, unarmed, just to get it back doesn't sound good. ideally i wouldn't want to drop the weapon at all, i'm just trying to comprimise with any 'it takes two hands' ideas, which i may be willing to do in the medkit's case. but then you wouldn't have a combat effective medic, just a medic, pistol as backup -weight restriction is absolutely necessary. ideally you would have plenty of spaces and the limit WOULD be the weight, not the slots. you are thinking backwards, if there's not enough slots, its NOT the weight thats restricting you!!!!!
  9. absolutely not. I think most of the upgrades and additions in Xeno are fantasitic. I only really have a problem with this one. the primary/seconday weapon idea as opposed to a left hand/right hand limits functionality. it makes your soldiers more like chess pieces that can a) shoot , and b)throw a grenade. instead of soldiers being able to interact with the battlefield in whatever way you deem necessary. the pros to the left hand/right hand are countless. Reason #476 that 2 hands are better than 1: Frank Rizzo is bleeding out and in desparate need of medical attention. Sol Rosenberg is holding a rifle and is next to Jack Tors, who just was killed and was holding the only medkit in the area. so we need Sol to grab that medkit and get it over Frank ASAP. what are our options? I could simply pick it up and run it over there and even if it took two hands to use the medkit i could drop my rifle while saving Frank's life. But with the new system I would have to a)drop the rifle in the middle of a field and get the medkit instead(bad idea). Or I could stuff my rifle in my backpack and get back to...oh wait now I'm of of AP and I'm probably gonna die too(bad idea). As for dual-wielding rocket launchers, thats just rediculous... Until half your squad is gone and you run into the uber-alien and need to send big-ol-bad-ass-bob-the-cattlerustler out to fetch the 2 launchers your fallen brothers were carrying to help your unit take him down. carrying and using are completely different. GA's insight is right on the money, no safety scissors. shooting yourself in the foot? thats what you get. how many times have we all put plasma through the back of our buddy's heads because we were trying to do too much? I hear a lot of 'well I never did that so i don't see why it should be in the game' on these forums. thats what makes tactical strategy games great. you can devise and put into effect any battlefield plan you can come up with. we aren't all going to use the same strategy or tactics, some of us will push the envelope, even over think a situation. there's nothing wrong with that. some of us will carry too many weapons, bad weapon combos, poorly thought out attempts at gaining an advantage. we will all put our own style on combat planning. I'm not on here spreading hate speech. I am more excited about this game than any I have heard about for a good while. I'm just trying to get my point across. I want this game to be the best it can be. not a streamlined, simplyfied, "padded room" version of the one that brought us all to this forum.
  10. easiest way to keep track of accuracy in xcom was to just look at the percentage when selecting a fire mode. if you put something else in your hands while using a rifle you will see it drop. if you use one properly, and crouch before you fire you will see it shoot up. This was also a great way to keep track of whether or not that soldier was a good shot or not. eventually you would end up with a soldier with a 115% chance to hit though and still miss you target. I never quite understood that, but it was funny. and yes, maybe it wasn't communicated and some of you never realized, but what in x-com was? x-com never told you anything. you were just dropped into the game and had to figure it out. if thats an issue I think adding some tool tips would be a much better idea than changing the whole inventory system around. maybe while the missions are loading, you could flash tips on weapon usage and other items
  11. I not sure I agree with that ^^ I think that pistols, being one handed weapons, already have their special capability. If you have a riot shield(nice addition) in one hand, what are you gonna put in the other? A stun rod, or pistol, or some other one handed weapon. The pistol doesn't have to be any stronger, because the fact that you have a riot sheild equiped makes the soldier more defended, and gives him the special attributes. Isn't that the tactical descision to be made? by raising the defensive ability, you may be reducing the attacking power. your scout might be holding the motion scanner, giving the whole squad a tactical advantage. he may just want to stay very low weight in order to carry lots of support items.
  12. GA, I agree. I wouldn't mind the different inventory slots for different armor. im not sure its nessecary and it may make equiping soldiers a bit more complicated. I just woudn't want to have to research my way towards an armor set that actually has vest pockets. As we are supposed to the the best of the best, it seems silly to have to wait for the ability to hold whatever equipment you want. like working as hard as you can to get the 5-pocket vest in jagged alliance. and pistols are what they are. twisting the game mechanics to make them more viable doesn't really make any sense to me. they are great if you are carrying something else in the other hand, and they are absolutely necessary as a backup weapon for soldiers carrying rocket launcers and such
  13. what about throwing other items? to redistribute weapons and ammo. some sort of "throw" button in the inventory, perhaps? and would it be possible to throw an unprimed grenade? i would hate to try and throw another soldier a grenade if it exploded at his feet!
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