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Coffee Potato

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Everything posted by Coffee Potato

  1. Not sure if bad luck, but 3 burst LMG shots and 3 shotties weren't enough to suppress. Didn't go so well.
  2. Please don't make LoS on that thing one way, though. I know I mention it a lot, but I've seen a good few people complaining that they died to those safe-feeling tiles that don't feel like they should have sight from outside.
  3. I'd assume they gotta wear the thing somehow. Unless it's like a wifi jammer that works in your pocket.
  4. Folks. There's something really obvious being overlooked here. I don't know if the base game silently used this system....but in X-Div and possibly CE, your higher units give a hefty morale bonus to underlings within 10 tiles. It's simple, feels good, and works just fine, since it's just a bonus that trickles down instead of worrying about trying to fit into some military specifics. P.S. I want to outsmart a computer leading laser monkeys and Rambo Iguanas, not figure out chains of command. Save that for Total War : Space, please.
  5. Turrets would be nice, but they'd probably have to be actual units. Certainly feels like they have full TUs now, lost rookies from the ship more than once. Wonder if something similar to WOTC Sitreps might happen, where you could land in a guaranteed clear zone, or just have different spawn conditions.
  6. While the initial starting positions definitely suck in terms of getting out, the new ship is dang stylish, for what it's worth. Maybe they just need a better pilot to stop LANDING IN THE SEBILLIAN HOLES. Also, the Charlie may have been ok sometimes, but it had quite a few tiles where you would definitely die, but had no LoS to fire back from, or even see the potential assistant to your units' afterlife. (Especially those 3 tiles by the pilot's door. Jeesh) I don't suppose there could be an effect of the landing that the parcel in question auto-suppressed all nearby units? It would be neat to have more entry options, like a gunship that suppressed the area, a ship that had cover, or even just parachuting in at the cost of having no evac tiles. I'm not sure the TFTD Sub that spawns on the desert map is much better in terms of anything, to be honest. I can't see a scenario where I'd ever want to use that thing, just because of the inconvenience of the doors. Sure, they might get close (cue TFTD waiting 3 turns and hoping not to die rules), but can you imagine opening a door and getting a cannon reaction in there? Instant spaghetti can. Maybe pull an XCOM Files and deploy in a car? No victory lap like letting the Fury take care of the sky and showing up to a raid in a convertible.
  7. I definitely hope the map editor comes with this one too. I remade a bunch of weird maps for my own games just for the hell of it. Like remaking the Resident Evil mansion, Tactics Ogre castles, and random stuff like highways or areas I remembered from traveling.
  8. Will there be an option, whether just in the engine, or the game itself, to allow some of the aliens to get the bleed status? Additionally, the same question for them needing to reload (Aka nerfing the almighty gatling cannon of end game). Lastly, has there been any thought as to somewhat randomizing their loadouts? Like say one sebby comes in with 3 grenades, but the other has a couple weapons, or something like that?
  9. Would be kinda neat if there was ever an RPG-esque means of auto-assigning things based on space available and best stats. Always seemed odd to me that the X1 starting soldiers seemed to be sorted this way, but there was never an attempt for the game to auto-categorize people into the default classes. If this ever does happen, I'd love to have a menu that just was a series of "if stat is <> this or the other, make into Blah".
  10. What's the story on plans for the armor system? Will there be the same wear-down system? Will there be more of a Threshold system like XDiv? Will our rookies be able to outlive the average fruit fly?
  11. Once suppression is working as intended, they'll be less so. In my experience, they're scarier to rookies, but just another pebble on the road for TU trained folks.
  12. For what it's worth, the scariest part of X1 for me should have been the point where everyone was carrying around cannons, but instead was when Sebs started carrying around shotguns, and being unable to tell who could fire, or who couldn't. Hopefully you can tell the tell apart this time. Don't suppose the aliens will be able to reload in this one?
  13. Random idea here, but have you considered a shopping mall/airport raid map? Seems like they would be an awesome maps. (Unless avoided for modern reasons. I just always remember the mall and AP fight from Saints Row 2 being some of the glowing moments from that. Amazing for neat set pieces.)
  14. Sebs recover total? Never realized that, seems pretty jacked. Been going with the strategy of "shotgun in face 6 times" or "drop a small country's worth of grenades at the feet ", haven't seen them regen in ages.
  15. Huh, I thought that was always there, thanks, CE! [You are solely responsible for the ease of which I force fed rookies into the 28 bases that needed destroying in my first XDiv run 0_0] Also, is there any way to switch between the two systems? I love the idea of dropship assigning for certain parts, and standard loadouts for others.
  16. True, it would be nuts to start running into some crazy diplomatic situations all Dwarf Fortress style. You looted the jet engines and guns from the UFO, the US feels stymied, and sent a were-tank to attack! (it's just a random night manager that happens to transform into a tank at exactly 3PM every day.)
  17. Apparently the noncombatant Wraiths are asserting their dominance. This has happened on it's own at random almost every Wraith battle.
  18. Balanced or not, this is A-super amusing, and B-surprisingly not breaking the game engine. C-Barely even lagging on a potato of a laptop.
  19. My vote would be for raising nade costs to 40 for damaging, 20 for support/flash. This TU system is fun to play with, but needs limits, like maybe an increasing cost, or the Vagrant Story approach of lowering accuracy and evasion with every attack taken (aka the Risk system). I kinda want to see this explored more, but love both. The meta leans too hard to TU training right now, since shotguns can annihilate everything with no accuracy. Another idea might be to allow remaining TUs to be used as a dodge roll of some kind, giving a reason to not just use them for overwhelming spam fire. X1 suppression would be nice to have back, I'd love to see a sort of dead zone to the friendly fire of it, in order to allow HMGs more freedom. I like that HMGs cost less to fire in relation to other weapons, XDiv style, but them dealies can't hit anything even 2 tiles away, I'd assume this is due to the point blank thing not being in yet?
  20. Definitely. That mess should be like 40 for hurting nades, 20 for supports. Until then, I'ma enjoy that a have a unit that can throw 6 grenades a turn, despite never being in a mission before XD
  21. Inwas a bit iffy about it at first, but this all-in for TU freedom thing is definitely bringing me back to the Silent Storm days right now. Hop out of the drop ship onto a raid map, throw out 15 grenades, watch as the map just erupts. GLORIOUS.
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