Jump to content

Komandos

Members
  • Content count

    70
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Komandos

  • Rank
    Squaddie

Recent Profile Visitors

99 profile views
  1. Komandos

    Teams/platoon creation

    This will reduce the need for constant re-equipment of the amphibious transport. Not everyone likes to constantly mess around with the replacement of personnel on transport and the distribution of this personnel to combat locations.
  2. Komandos

    Teams/platoon creation

    Each platoon is assigned to its own landing module, just as a combat squad in a real army is assigned to its own infantry fighting vehicle.
  3. Komandos

    Teams/platoon creation

    People who create tactical turn-based games often have very little experience in these games. Developers are often guided by speculative ideas drawn from trendy concepts, and rarely from diverse gaming experiences. Why do the fan-made X-Pirates; Area-51 based on OpenXcom outperform all the new XCOMs?
  4. Komandos

    [v17] Soldier's armor

    I play Xenonauts 1. I reached the appearance of medium UFO aliens with androids. I already have 40 combat missions. Every three game days, their number increases by 3-4. In a month, their number will be 70-80. Ten months later, 340-440.
  5. Komandos

    [v17] Soldier's armor

    1. No one wants to go through a couple hundred small missions that last half an hour, which can be replaced by a couple dozen large missions that last one hour. 2. Those who love the classics want the classic version of the maximum platoon size.
  6. Komandos

    [v17] Soldier's armor

    Individual units are easily marked with colored armor. Red assault group. Blue assault group. Green assault group. Yellow assault group. Black heavy fire support group from the second line of battle formations.
  7. Komandos

    [v17] Soldier's armor

    It's boring when instead of destroying 40 aliens on a single mission with 20 soldiers, I have to fly out on three missions in a row for my 8 soldiers to destroy 40 aliens. And if I lose one soldier with a team of 20 people, I will only lose 5% of my experience. And with a team of 8 people, the loss of one fighter means the loss of 12.5% of experience. It's easier to train a large team. If the developers create an "exact copy" of the first UFO:1-2, then why do they not want to copy the maximum tactical number of soldiers in battle?
  8. I edited the file and gave the machine guns a burst of 12 bullets. Now my battle group consists of: 6-shields with a pistol and a submachine gun; 3 snipers; 2-grenade launchers; 4 machine gunners; 1 scout with a submachine gun. This tactical group is effective against any alien groups of 20-40 units.
  9. Komandos

    [v17] Soldier's armor

    When your squad consists of 20 soldiers, the number of enemy soldiers will be 40 units, respectively. And 5 soldiers will not be enough to control the map space and have enough firepower, against the firepower of 40 aliens. It's enough for me if the game supports 20 soldiers, and the transport can accommodate them. (For creating mods). The necessary parameters: the number of aliens, the capacity of transport, I will edit in the files myself.
  10. Komandos

    [v17] Soldier's armor

    When you are storming someone else's military base or defending your own, the enemy can exit through the corridors from either side. I have assault teams divided into fours: 1 sniper. 1 machine gunner. 2 submachine gunners. There is also a heavy support group, which includes 4 grenade throwers. Perfect tactical balance: three assault groups. Second-line support group. Backup group (4 people) (this is the UFO penetration group). Ideally up to 20 people.
  11. With a machine gun, it's easy to kill your own soldiers walking in front. So the sniper rifle as a second-line weapon will remain. Rifles as weapons of mobile attacking units-also remain. Shotguns as weapons of mobile stormtroopers for close combat also remain.
  12. Komandos

    [v17] Soldier's armor

    At least 20 people. The battle at the crossroads involves a division into 5 groups: 4 to the north. 4 to the south. 4 to the west. 4 to the east. 4 mobile reserve group, to provide assistance in a difficult direction. ( Also replacement of the killed, wounded).
  13. Komandos

    [v17] Soldier's armor

    What's wrong with making sense to me? I only ask the developers to reserve for me the opportunity to take on a task of 20-24 people.
  14. Komandos

    Combat Fatigue

    Previously, the resources of the computer did not allow you to support and process a smaller number of fighters, but now they can master it?
  15. The ability to take a prone position for soldiers will be added if not?
×