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MrAlex

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Posts posted by MrAlex

  1. 19 minutes ago, Chris said:

    Remember the End Turn button only shows you soldiers that aren't marked as done AND haven't spent any TU. Unless you're frequently leaving soldiers waiting on full TU then this system won't affect you at all (except if you do forget a soldier) even if you totally ignore it.

    I don't understand why we need a Done button. You can just reporting on soldiers who have not spent a single TU.

    Very often I spend part of the TU with one of the soldiers, then switch to the others. And at the end of the turn, I may need extra action from this soldier. Therefore, until all the soldiers have made thair move, it makes no sense to press "Done" button by the soldier who has some TU. If the system responds only to soldiers who has full TU, then this button is not needed.

    • Like 1
  2. 1 hour ago, Alienkiller said:

    What I mean with that is that you don´t let go your Close-Combat Soldiers without an Security Equipment you have on Earth already. If you don´t do it (esp. for Shotgunners, Infantry and evtl. Rifelmans / Heavy Infantry) then you will defenetly loose 80 % of your Troops in Combat. That´s fact in X2.

    We are talking about the beginning of the game. At the beginning of the game, only two types of weapons are effective: shotguns and sniper rifles.
    Although in any case, in 17.1 combat armor gave only 20 extra hit points, which did not give significant advantages in battle (so I agree with CaptainSPrice, it's just a little boost).

    P.S. It's always funny to see screenshots where people use machine guns and pistols at the beginning of the game. Their use is questionable even in the middle of the game, when Gauss and plasma are available.
    At the beginning of the game - they are completely meaningless :)

  3. 1 hour ago, Alienkiller said:

    If you wanna burn Money only for new Recruits, because you loose 80 % of them in every Mission, then do it. We others and the Devs secure our Soldiers (Men / Women / Own Soldier from Designing Tool) with the beginning Security Equipment.

    Oh, if only the problem was really in the money ... In fact, a player is allowed to hire only 10 new soldiers every month, of which only 2 or 3 have a good set of starting stats for the roles I need. Provided that I do not lose a single soldier in battle, only in a few months I can find a suitable composition of one team that will be equally effective in different missions. Given the stress, I need at least three teams in the middle of the game (two big teams). This is a problem even with an unlimited budget and no losses on missions :)

  4. 8 hours ago, Chris said:

    There is now a "done" button you can click to select a soldier as finished for the turn, and it will automatically select the next soldier that is not finished. If you click it and all your soldiers are now marked as finished, the turn Ends. Additionally, clicking the End Turn button will now check whether there are any "forgotten" soldiers (i.e. not marked as done, and have not spent any TU) and automatically select them if there are. This just ensures the player doesn't accidentally forget about their soldiers, and I think in practice there won't be many situations where it's annoying (although you can just Ctrl+click the End Turn button to instantly the end turn if you want).

    I do not consider such a feature necessary. I would probably shoot myself if I had to press the "Done" button 16 times on each turn. It's great that I can avoid this by pressing control + next turn click. Thank you for reporting this opportunity.

    8 hours ago, Chris said:

    Air Combat Rebalance:

    I'm looking forward to seeing it

  5. 23 hours ago, Alienkiller said:

    The first Laser-Weapons (Tier 1) are like Standard- / Upgraded Balistics with the Ammunation.

    I tested all this and took screenshots of the characteristics of all the ammunition of soldiers, vehicles and fighters. I also have a tree of all research for the last patch 17.1. I'm waiting for a new patch, then we can continue discussions about the balance and so on. Most of all I am interested in possible changes in air battles.

  6. 21 hours ago, Alienkiller said:

    If you have 2 Teams you can splitt it, but the Manpower Cost is to high. I tried it and better it is to have a special Team with Reserves then 40 Soldiers and no Money for important improvements and Buildups, Refits etc.

    Now the stress decreases quite slowly, so with the current settings, one team can perform one mission in two waves. To perform one mission for each wave, the player needs at least two teams (24-30 soldiers for new dropships). This is the only way a player can develop without significant delays.

  7. Each mission is available 24 hours from the moment of appearance (perhaps special missions that appear themselves are available for longer, although I doubt it).
    It used to be possible to send a team to all missions, now you need to choose important ones. The developers decided to rid the players of unnecessary gameplay by adding stress indicators. Thus, all missions except the new ships must be delegated, otherwise you will not be able to complete a really important mission due to full stress points of the soldiers.

  8. I didn't like this demo either, although I really like this game. In the demo, the soldiers were equipped with various types of weapons that are not useful in the early stages of the game. It is made on a map that has not been tested by players and contains bugs. This Demo does not reveal the potential of the whole game, so it is not worth evaluating the game only by this Demo. Wait for open testing and you will be pleasantly surprised.

  9. Given that soldiers can now take damage not only to the chest but also to the arms, legs and head. The vest cannot provide regeneration there.

    Therefore, the improvement for regeneration is better to mount in the armor that will cover the entire body of the soldier.

    I just remembered how interesting it was to treat a soldier in the original UFO 

  10. 1 hour ago, Alienkiller said:

    Healing (MedicVest) as an Upgrade.

    Honestly, for me there is a very strange presence of additional bonuses in vests: Regeneration, AP, accuracy, etc.
    I can't explain how this could work in real combat: a vest can only complicate a soldier's movement and accuracy, not improve it.

    If there is a desire to add modules with similar improvements, it should be done as an additional slot in the armor. Slot where you can install an additional module of the player's choice:
    1) antigrav, which facilitates armor and gives AP
    2) Additional sight in the helmet for accuracy
    3) medical installation for regeneration
    4) Additional cameras to improve the viewing angle or reaction of the soldier
    5) stimulants to reduce panic
    6) and so on.

  11. 12 hours ago, Alienkiller said:

    And with the Budget we have as reserve for the next 2 or 4 Months it will be hard

    I do not know their budget. I'm not asking them to do it right now, I'm just offering an idea for improvement. Developers have to decide which way to go, simple or complex. But in any case, it will be better than just the additional HP we have now.

  12. 4 hours ago, Alienkiller said:

    Such an complicated System was testet in X-COM: TftD and about 80 % of the Gamers never finished that Game.

    Why are you so sure that the problem was in the armor?

    Many people just might not like the game. Like me, for example. For me, the most interesting content is air battles, which are too simple in this series and many other similar games.

    I find the most interesting armor system is a combination of shields and armor (like Protoss in Starcraft). There are separately balanced shields and armor. First, the damage is absorbed by the shields, then the unit takes damage on the HP, depending on the defence of its armor. Both armor and shields have separate upgrades. This is the most realistic combination of alien technologies. And it is easy to understand.
    In addition, such a system provides a lot of opportunities for upgrades (fighters, vehicles, soldiers).

     

  13. For me personally, the problem of repair is not relevant, because I rarely get damage in battle.

    Disband is a much bigger problem. I spend a few million to build angels and then just disband them instead of selling when the fury is available.

    Phantoms are useless against most UFOs due to the lack of ability to carry heavy missiles. This is a much bigger problem than a long fighter recovery.

    Players should be glad that it is possible to repair a downed plane for free, because in the original UFO the downed planes were lost.

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