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craftomega

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Posts posted by craftomega

  1. Canadian military action?

    "You guys remember when we shot that bear?" :P

    Just kidding, don't hate me ;)

    No I dont hate you... I live in Edmonton the capital of Alberta.

    Our SWAT say something like this. "Hey guys remember that badger we had to deal with?"

    This acually happen -_- apearnently they had nothing better to do.

  2. Jeeze... Trying to find info on when canadians military actions is hard... We barly have any xD Here is what I got.

    Canadian Airborne Regiment:

    Cyprus 1974

    October Crisis 1970

    Royal Canadian Regiment:

    October Crisis 1970

    Cyprus 1974

    West Germany 1955–57, 1962–65, 1953–55, 1965–70, 1977–84, 1988–93

    Royal 22e Regiment:

    West Germany 1967-1993.

  3. Overall

    -Normal is to hard because it costs to much to build new bases.

    Geoscape

    - Returning to base after mission results in equipped 2-handed weapons having weight doubled/counted twice.

    - Core topics (plasma tech, laser tech, etc) sometimes not showing up for research even with pre-requisites complete. Belived cause realated to saving or loading.

    Ground Combat

    - Forced flares during night missions weight to much.

    These are things that i find make the current game very unenjoyable... Mainly the fact that I have NEVER been able to research laser weaponry and wolf armor even after having researched everything I would recomend that you fix these problems before you send them to journalists to test.

  4. Chris,

    Been playing around with v10 tonight and very happy with the stability so far. Only one crash to note and it was because I was trying out something unusual.

    I have some suggested balance changes to make it possible for people to play the game until around September without having to resort to cheats. Most of these revolve around maintenance and wages, as well as construction costs and times for certain ammos.

    1. Set wages to: soldier = 15k, tech = 18k, scientist = 22k. (down from 20,25,25k)

    2. Set command center upkeep to 50k (down from 100k)

    3. Set hangar upkeep = 8k (down from 10k - as your going to need a lot of these initially)

    This should now put the cost of running two bases in the $1.5m bracket instead of nearer $2m meaning you can run about $1m profit for the first 3-4 months (before negative relations start to take their toll) and allows you to manufacture missiles and replace the occasional aircraft.

    4. Set Alenium Missile to 3k (down from 5k as you are going to start chewing through these as fast as sidewinders and you don't want every engagement to cost in excess of 30k!)

    5. Set Alenium production between 10-15 (25 is far too high given the much higher tick rate set currently and the almost reliance on these once you are up against groups of 3).

    Why? There are several scenarios that absolutely require the use of alenium missiles now that fighters can dodge the first missile.

    3 F-17s armed with 1xside, 1xalenium vs 3 fighters. Side winders are used to cause enemy to dodge and the alenium missile causes about 70% damage - still require a fair skirmish to kill all.

    2 MiGs + 1 F17 armed with 3xsides, 7 aleniums vs 2 fighters and 1 corvette. 2 sidewinders to force the reaction from the fighters, 1 alenium and 1 sidey to kill one and then 1 alenium and some cannon to kill the other. 5 aleniums left - might just be lucky and take out the corvette (but probably not). Still this is gonna happen quite a lot come mid August, but your not going to be managing anything close to this if its taking you more than a day to produce each alenium missile! Sure you can get in close and dirty before firing missiles to make more count but your going to take alot of damage and probably lose one aircraft to that corvette cannon.

    Ahh you dont have to make new missiles after you use them once.... as long as the fighter surviives you should still have the missiles... unless thats changed.

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