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Judy

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  1. Add tutorial or graphic on soldier equip Screen prior to launch explaining where Soldier in slot 1, etc. will be positioned in the dropship. I did not even know you could change order until I went to this forum. A pop-up Dialog Box on the first UFO mission prior to launch would be an easy addition to add to the game. ======================== Another thing. Some research is marked as plot. I assume this means that researching this accelerates you to the next stop of the game. So if I don't want to progress so fast does that mean I should hold off on researching that? (Just a point of confusion I noticed)
  2. I noticed that in the video he was at day 38 and already had accelerated weapons. When the Docks showed up for me. I only had lasers. Mag weapons were not even available for research yet. ============================================= Whati noticed in his docks mission. Turn 1 he got lucky and killed 2 guys. Turn 2. He lost first guy at from enemy long range 20+ burst fire in one burst. (Even the vidoe guy said it was stupid accurate) Turn 3. He lost 2nd guy at from enemy that just walks out and fires at long range 20+ burst fire in one burst. (Now the guy is saying this is crazy accuracy.) In the end he was 9 units vs 17 enemies by the time he killed the VIP. That was with only 1 reinforcement. He lost like 1/2 the soldiers.
  3. When you do a new release, does GOG automatically patch our game or do with have to uninstall and redownload it? I also want to know what if it is intended for us to attack the cleaner sites as soon as they are present. It was not quite clear and the dialog makes it seem that it is timed so you can lose if you don't rush the cleaners. When I did the Cleaner Docks, there were very few missions to level up my soldiers. I think 3 UFO missions only. I was hoping for more UFOs missions before Cleaners.
  4. I moved my soldiers to the concrete barrier in front of the building, but burst fire makes the concrete worthless. I don't understand how cover works, I thought I was under cover. I may try the mission again with tons of explosives and blow my way through to the leader. You can't use flashbangs unless you get close and probably breach the building on the side rather than the front, but then that will waste an extra turn or two and risk getting overwhelmed. Cleaners have good accuracy vs my green troops (3 missions at most). Grenades weight quite a bit too so you can't carry much. Even my shield guy barely has any weapons because the shield is so heavy even with warden armor.
  5. I disagree with your statement that Warden armor is too powerful. I have all Warden armor for the Cleaner Dock base. My guys probably did like 3 missions each before docks showed up. 1 guy in the building back wall shot through the window across like 15 squares and at my guy behind the concrete (kneeling) with burst fire 2 times in one turn and killed him. Tried the reload and same death. I gave up on the mission and decided to restart the game. I don't know if the cleaners can be delayed but those cleaners hit Warden armor like nothing is there and they are really accurate. I think i was either soldier or recruit. Plus if they get reinforced every single turn after 7, it is near impossible once turn 8 arrives. Another thing is that the shield only takes like 3 hits and breaks.
  6. The biggest problem i have is that the stun weapons to capture an alien has only 3 shot!!!! And ammo weighs a lot in the beginning for a shield guy. To get my first stun, I had 3 guys shoot with stunners at range 1-3 but 75% missed. 1 clip only has 3 shots so next turn they were basically out of ammo. Laser weapons only have a few shots per clip too.
  7. Dear developers, please add a tutorial section to explain how to arrange soldiers in the drop ship. I was not aware of the above features mentioned int he comments above, but I guess maybe you were still working on the tutorial. Maybe add a tutorial section after the shoot down tutorial that discusses setting up and launching the dropship and equipping the soldiers.
  8. The Dock mission (2nd mission with cleaners) is hard. I was on Soldier difficulty and my guys die even behind cover from 1 or 2 burst fires from enemies!!! As for the stun guns, I had 3 guys shoot from range 0-3 and they all missed in one mission. You should really improve the melee and extremely short range weapon accuracy and add more ammo to the stun gun. Most of them had the accuracy booster module too. I think the difficulty is way too far up there for the cleaner mission. 9 units vs 9 enemies that have unlimited reinforcements is too much. I was getting flanked. My guys had Warden armor and were dying to long range burst fire by the cleaners. 2 burst would kill most since their accuracy we so good even with crouching behind cover. MY guys only had like 5 mission prior to engaging the Cleaners at the Docks. The game implied that I had to get the Docks fast or I will get overwhelmed.
  9. How does the programming determine where each solder is placed in the dropship? Once we know, I could possibly have an idea of how to implement solder placement somewhat easily.
  10. How is ammo going to be handled for inventory purposes? Is ammo going to require slots or is it just part of the weapon and you don't need to place it in inventory. I did not see anything in the inventory thread. My squads in most games carry a primary weapon and one soldier usually has a rocket launcher or autocannon in the backpack for special situations. In most X-Com games my favorite setup usually includes carrying High Explosive and Incendiary ammo in at least 2 soldiers to clear out enemy cover(Or just to blow up everything if the enemy tries to hide) and then switching back to primary guns. The incendiary was especially good when I need visibility for night missions. I also carried explosive ammo if the enemy had a good position and I did not want to risk getting killed to flush them out. So my squads always had versions of autocannons and rocket launchers in at least 1 to 3 soldiers.
  11. It would be fun if we had a Combat knife in the game. Kill enemy with combat knife, strip claws from enemy. Sell claws for cash like psiclone from X-Com Apocalypse!!! Or have an organization that we can sell enemy body parts for cash(this will solve your "claws" problem and make it a bit more interesting then using explosive weapons and wiping out all the loot)
  12. Please implement an option or even consider a default that allows players to pick up everything on the ground after a successful ground combat mission. I hate having to run around after killing most things just to pick up what I want, including dropped or unexploded items such as proximity grenades or items you dropped on purpose since you think you will be mind-controlled. Oh and tool tips for weapons would be great too. Can we also have auto restock of soldier items after a missions? I hate having to manually reload a soldier with grenades after a mission like in X-Com Apocalypse.
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