Jump to content

Suave

Members
  • Posts

    80
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Suave

  1. I concur - it certainly is most fun out of all the mods I have played! Keep the updates coming...Thank you!
  2. Hi there, I suppose you are right, it probably just depends on the play-style - I usually try to suppress aliens with machineguns than charge with another machingun soldier and shoot at point blank range. Not arguing about it I suppose, I just thought I mention that and see what other people think. I do like the challenge (well, apart of reapers lol). Back to bug reports - I mentioned earlier that civilians on terror mission run straight into fire and die - I noticed recently that it applies to the aliens as well and basically on all types of missions. I never was a big fan of incendiary grenades, but they work like a charm in this mod - good suppression, fire is deadly and it has huge AOE (+ aliens occasionally try run through it, even with different routes available). Also, please let me know what the bandages are for (sorry I am at work and cannot check the proper name of them - the grenade size medkits that heal only few HP ) - I have tried using them as a cheap way of stopping bleeding, but after I have used 3-4 on my soldier and it did not work - I stopped using them completely. When you finish (I think) Ceasan Medic Interrogation, you get improved medkits - that is cool, but a) there seems to be no pop-up notification of it and b) they are really heavy and replace regular medkits. Would it be possible to keep them both in game? Sometimes I have rookies with low strength and they cannot carry the improved ones, while bandages (?) do not seem to stop bleeding...Or did I get it wrong? Thank you.
  3. Hey Charon, I am not too sure if this was reported before, but it seems that civilians tend to be blind to fire - at least on terror mission, they run straight into it and die. One less potential reaper to worry about I guess lol. Thank you.
  4. Hi Charon, Thank you my good Sir for elaborating on that - I thought I would report it since I like the strategic aspect of the game almost as much as the ground combat (by the way - air combat is hard - and no, I will not use the Easy Aircombat submod, I rather loose all my interceptors trying lol). I was not aware that it was intentional for the beta testing - it makes perfect sense now. Coming back to my observations so far - I must admit that Reapers are a bit of a nightmare in terror missions - sometimes there are 3-5 of them and after a while the infect all the civilians around (and my soldiers - recently I lost 3 captains this way and I play in Ironmode...wtf...one hit-one lost soldier, no matter the armour - perhaps there should be some "save roll"?). At times it is quite tempting to just start using alenium rockets in Hunter to kill the groups of civilians around to stop reapers from multiplying. Do not get me wrong - I love the challenge, and I am aware that reapers have been like that since vanilla, but perhaps it is a bit unrealistic? At the end of the day, armours have got chemical resistance. Just saying... Starting weapons could use a bit of...hmmm...balancing perhaps? It does not matter that much once you research some division/laser stuff, but initially, they are quite useless - I found myself using only heavy machine guns and shields/pistols to attract attention: Sniper rifles- they used to be a backbone of vanilla but now they do not deal that much damage to make them viable with such high shot requirements. I do not really miss them - just think that there is no point using them now, even the improved versions are still weak/too tu consuming. Shotguns - I appreciate that they are meant to be used to capture aliens rather then kill them, but they are useless - I usually spend all magazine to kill/stun a ceasan (mostly kill, perhaps stun dmg could be higher?). Using them against reapers or sebillan guards is pointless even at point blank range. On the other hand - improved shotguns perform quite well, but the still mostly kill stuff (not stun). M-16 rifle - well, they are ok...ish, but no point using them (even with low strength it is better to take machingun and shoot at close range - with more shots per burst, you are still more sure to hit anything). Again - just adding my ideas, perhaps some thoughts for you to consider while balancing - I appreciate modders work too much to complain at their end results lol. Thank you again!
  5. Hey guys, First of all - well done on your mod! I have just recently started playing again (I have been through vanilla,XNT and Xenophobia - each with its strong and weak sides IMHO) and I played X-Division 0.97 (I think...), but then I though I would just wait for a more complete version. And it has paid off to wait. Just to continue kissing your bums (I mean - showing you respect), I have just created this forum account to share with you few experiences. - research projects take to short time - seriously, it takes few hours to research alien weapons with 10-20 scientists - workshop - even shorter - these guys are amazing - they manage to assemble a Foxtrot in 12h. It does take away the feeling of accomplishment and reduces workshops only to a formality.... - money - ok, so I have been starting few times, each time on Normal difficulty (following your advice) and it seems that whatever I do/build, I never run out of money. Again, this mod is supposed to be "hard" and the economy seems really basic.... - ground combat - nice and challenging, but probably because I use Ironman - it seems that aliens have got a good chance to roll "kamikaze" mode at times - instead of shooting and hiding (as they do sometimes) , they would just run straight to your nearest soldier (and no, they do not shoot - they probably would next turn if they were still alive...). - there are few minor bugs (already reported) but altogether - a fantastic mod!!! Soooo....are you going to re-balance the economy side of it? I mean - I think I have seen that stated somewhere, but can you elaborate a bit more on that? Thank you!!!
×
×
  • Create New...