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Selvhan

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  1. I think the psion are there to test the mind control. I'm pretty sure we won't meet them that fast in the official release.
  2. They could panic if you kill the leading officer.
  3. As title says... It seems to me that the geoscape music didn't stop when the tactical music started.
  4. But since this guy got a sniper rifle, he is suppose to receive a penalty if he moved ? Also he is at short range... Am I incorrect ?
  5. You are comparing a china rookie to the best soldiers available on earth ? It can happen to anyone but it seem that our soldier are not the best at throwing. Might need a baseball trainer
  6. Yes the catch is nice but doesn't really help you prepare your recruits. Since the soldier you can recruit will most likely have 1 stat at 60 and all the other between 40 and 50, they will be totally useless on the battlefield. In the OG, your skyranger could not get intercepted ( which was a flaw but ... ) this mean that you could only loose soldier on the battlefield. Now you can loose the game because an alien interceptor destroy your dropship. The other reason is because alien will come in greater number, better equipment and better quality. Why can't we prepare our soldiers to face the inevitable ? Using technology to simulate terror mission, crashed ufo or alien base eventually ( in the training center ). It should not change a lot to the gameplay if rookie can't become too good.
  7. Over time, you have to expect the death of many soldiers ( except if you save/load or you are damn lucky ). The recruitment of new soldier is... bad. You had a soldier with stats around 80+ to soldier that merely have a 60 somewhere and 40 everywhere. This lead me to think that you should have a training center. What should it do ? Well, train your recruit to reach a certain number in each stats, maybe 60. This would not be overpower but this would really gives player the ability to recover a little faster. The reason why is simple, have your dropship intercept by alien interceptor and see how many soldiers will be alive after... then try to do a terror mission with rookies. It's simply over.
  8. I've been experiencing random crash in mission and in the world map. I did not notice anything particularly. I can't provide more information as it seems to crash for no apparent reason...
  9. Pistols : - Should be average at short range and bad/impossible at long range. - Should automaticly replace the current weapon if that current weapon cannot allow a reaction action and if a reaction fire is triggered of course if you have the Time Units require. The primary weapon should go either on the ground or in the back backpack. That would make the pistol more useful. because right now I prefer to have grenades and/or more rockets instead. Shotgun : - Should be good at short range, and average at medium range. Long range impossible. Assault rifle : - Should be average in all range. - snapshot ( should be called the Double Tap and should fire two bullets ), full auto that should fire at least 5 bullets and the normal shot/aimed shot that should fire only one bullet. Machine gun : ( It depends on what calibre you're using... ) - Should be average in short, good in medium and average on long range. - Penalty to reaction fire - Burst ( 2-3 bullets ) and full auto that currently fire 10 bullets and it perfectly fine for me. Sniper Rifle : - Should be average in short, very good in medium and good in long range. Rocket launcher : ( Rocket launcher should have a backfire effect... ) - Bad in close, good in medium and average in long range. - No reaction fire possible - snapshot and aimed shot. You should also be able to able/unable reaction fire based on the % chance to hit. Why ? Because the shotgun reaction at medium range is currently terrible and it would be really better at shorter range.
  10. Some weapon are slower than other to use. Machine gun should only apply a penalty to reaction. And by the way, you should have two rate of fire : Burst, fire 3 bullets, and full auto that fire 10 bullets.
  11. It happening to me on any kind of alien. Even with plasma rifles. ( Veteran ). If the alien would make a move because of the impact but resulting in 0 damage, that would be fine. I would also suggest to simply remove the damage indicator. If you miss, it should be written miss, and if you hit, maybe there should be an indicator on where you hit ( even if it's random ). Blood should be the indicator of damage, if any.
  12. To me, psychics powers should require LOS. Why ? Because otherwise it's really not enjoyable. It's breaking the game. But in other way, they were the only aliens that were really challenging. Alien with psychics power should boost their own troops rather than been offensive. Give them defensive powers : harder to hit, harder to see, etc...
  13. It happened to me again with a lot of laser auto fire on a Seb. I decided to not play iron because of this weird situation. A weird thing happened in my last crash mission. I had a guy in a house ( no window , and the 2 metallic doors were close. ) and he got suppressed because my heavy weapon fired outside the building. I have no clue how this situation can be fixed. Does the sound of the weapon is enough to scare your own teamate from your own weapon ?
  14. Being able to bring more stuff in your dropship would be very nice and very useful.
  15. I just failed my 1st terror mission. But there is three things I would like to say about it. 1st, the AI seem to be more intelligent and it seems to work as a team. That's nice to see. 2nd, I previously posted that alien gun need to stop suppressing all the time, well I say it again. I spend the entire terror trying to shoot back but when you are always suppressed, there is nothing much you can do. One of my soldier got suppressed 7 or 8 tiles away from the impact... that's really too much. 3rd, armour. Is it normal that light plasma rifle one shot most of the time my guy wearing wolf battle armour ? ( Veteran )
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