therealdantheman

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About therealdantheman

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  1. @grossiber also remember to bring extra shields for your shields 150/270 hp is just not enough to get through a mission as scouts give extra shields to your damage dealers and just have them drop them in the ship at the start of a mission for swap outs as it goes a scout without a shield is just dead weight.
  2. @grossbierMy general load out for this point in the game is 3 shields for scouting 1 laser rifle man for holding utility items smokes, grenades, incinds, grenades, medpacks etc. (more so then other units) 2 ballistic minigunners and 1 laser minigunners for damage output and one laser sniper for clearing out weaker units at a distance or finishing off what the mini gunners suppress. as for strategy i just hide my close range damage dealers behind my tank and smoke it while moving up. everything dies fairly easily to 3 mini gunners when they get into the enemies face. I've only run into one queen before and i just kept my soldiers away and used my tank to kill it. the ai for melee units is pretty stupid in this game and easy to play around. most will either run to civilians or focus to your vehicle over your soldiers if you leave it available . same goes for reapers. just use your tank to bait it out of cover. your tank is your strongest unit on the field and you need to play around it. as for base defense i've only had one base invasion at this point in the game and dont have much to offer in terms of help here. I let it play out and just one of my base defense turrets appeared to kill half of the attacking force judging by the bodies in the spawning zone of the aliens when the fight started.
  3. Heres a short list of bugs I found while playing. When using a chem grenade on a knocked out alien it will leave the original knocked out alien and spawn an additional corpse with it. This happened during a alien terror mission with a sebilian unit. haven't tried recreating the bug but did notice it happened this one time. The Phase two large alien ship doesn't hide the roof on the first floor of the ship when moused over only showing the inside once a soldier is already inside the ship, and the second floor doesn't remove the roof at all on the second floor once teleported to. the only way to see anything on the second floor is to hide terrain. Linking a some images to show whats going on. Finally noticed a few missing textures. the ones included in pandi's post and in addition some missing floor textures in a city map. didn't remember to get a picture for this one. the ground that didnt load any textures had a group of picnic tables around it. hopefully that is enough to help.
  4. Loving this mod so far just thought I'd give some feedback on my thoughts on balance. I am currently only a few hours into the second phase of the four phases and here are my thoughts. First suppression in this mod is a double-edged sword. though being suppressed causes aliens to lose half their TU they are put into a crouch position. while this normally isnt a problem enemies with burst weapons can still use their bursts like this while in the base game enemies cannot. this leaves the enemies still very dangerous despite being "suppressed" not sure how moddable this game is but i would consider adding a hefty aim penalty to being suppressed as the current form of suppression in most cases just makes the enemy more dangerous to fight. an alternative to this would be to just increase the TU lose from being suppressed so burst fire on weapons is no longer an option. Second I'd reduce the vision range of light drones I've been suppressed across the map by these things in the jungle and swamp maps and the spread on their shots at that distance makes it so its almost a guarantee that its going to suppress multiple soldiers. I can tell for first hand that having half your team suppressed every turn by an enemy you cannot see was an experience that made me want to pull my hair out. Lastly android and robotic dog enemies just have too much armor across the board from my experience. these enemies can quickly overwhelm you in alien terror sights or make for deadly situations in alien base assaults where the enemy can hold positions where you cannot burst them down before they can walk up to you with a point blank burst and kill your soldiers. I would imagine shock weapons make killing these monsters much easier considering how well they do against my tanks but I haven't finished researching the weapons. Without access to this tech they are just too much in most cases. I'd consider toning down the armor on these units until the player has access to the weapons that are effective against them or just giving the player a weapon better suited to dealing with them earlier on.