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stewpidbear

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Everything posted by stewpidbear

  1. Just started a new play through and on the second crashed UFO mission set in a farm one of the xenonaut troopers walked through a wooden wall of a barn. Sorry if this has already been reported my search-fu is dreadful. Closed beta v6.2 8th july 2019 Predator Laptop G3-571 Windows 10 Home Nividia Geforce Gtx 1060 Intel Core i7-7700HQ @2.80ghz 2.81ghz 16gb ram
  2. Totally agree with this, small arms fire should not cause a breach, heavier weaponry such as vehicle weapons, missile launchers and explosives are the way to go.
  3. Just remembered ( senior moment there!) that in UFO , one of the influences of these games, they used tracked vehicles against downed ufos.
  4. Depends on the game.........and using tanks, which you can develop in the X games, as breachers or heavy overwatch is a legitimate and fun tactic.
  5. Blowing a wall to breach is not “cheesing it” it is a legitimate real world tactic. If you can achieve tactical surprise and keep your men alive then you are being a good leader, not only in morale terms but in not wasting your highly trained and expensive soldiers.
  6. New research tree and one of it’s resullts...........
  7. Hell yes! Fur missiles would be an excellent idea. The aliens may never have come across canines and to begin with would probably ignore them, well until they were hanging on their throats! Subdued alien equals easier target for the team!
  8. Must admit parked a vehicle at the end of the hallways, blasted any doors out of the way and then poured as much firepower into the rooms as possible! Took me longer to get certain stuff and research it, but kept my troops alive!
  9. Do like the idea of airsupport, couple of A10 runs or two turns of Spectre Gunship fire support!
  10. I assume ( sorry if I’m wrong) that I’m one of the older players as I remember playing the original Laser Squad when it came out. The progression of all the Xcom type games in general have all built on each other in mostly good ways. For me the tactical part of them was the main attraction and the more options the better. Art is a very subjective area and one persons Rembrandt is another’s knock off Jackson Pollack. But it is just a game, buy or not, it’s your choice. Me, I’m looking forward to it warts and all.
  11. Sorry totally disagree with you mate. As a tactical game being able to breach a wall is a prime requisite for me. It was one of my biggest bugbears with the first game. Aesthetically, the ufo’s are fine, a bit blocky, but very usable and playable which in the end is the point of a game.
  12. Equipment failure of experimental tech could well be taken into account, it’s the basic competency of your troopers that should be upped. As their the best of the best (black suits all round!), they should have a higher level of competency than they have now. Perhaps as they gain xp their accuracy with more advanced tech could get bonuses?
  13. Xenonaut Troopers are supposed to be the best of the best, and even some “named” idiot would have been weeded out by then or been made a remf, not put on the front line. But even if one did get through, it wouldn’t be half the team, as happened in one game I tried..........gave that one up as a bad idea straight away........two guys standing by doors hit the door frames and blew themselves up. No way would they have passed cqb training.
  14. While I know it’s a game, and it needs it’s progression, the idea of a trained soldier “missing” with a grenade launcher and hitting the square in front of him so often is ludicrous. Perhaps a tweak so that misses are more realistic could be added to the visual cone? Also throwing a grenade through a door when the trooper is standing next to it could have a far lower chance of an own goal?
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