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Kamehamehayes

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Everything posted by Kamehamehayes

  1. I agree with what you are saying, at the end of the day the developers have the say in what goes into the final game, but this team creating system would be very helpful for players like me who would want multiple teams using the same dropship so I can maximize alien resources thus making it a nice quality of life update. I don't think it would be hard to implement either (I've never developed a game before so don't attack me if I'm wrong).
  2. Why would you line up your own soldiers in front of your machinegun user, that makes zero sense. While it is true that all of the other weapon types will have their own niche, buffing the lmg would leave it without any significant weaknesses while the others will have significant weaknesses (sniper rifles are tu expensive and doesn't beat out the other weapons at short range, shotguns are really poor at longer ranges, rifles are a jack of all trades but is beaten out by specialist weapons, etc) thus making the lmg the weapon of choice.
  3. With the new stress system you probably would want multiple teams to reuse the same dropship, and even if stress wasn't there it would be a nice quality of life feature.
  4. I used to dislike machineguns since they used a lot of tu and were somewhat inaccurate, but now I really like them. I swear the hit percentage is higher than what is shown to the player, I often hit enemies several times with the machine gun than I miss completely when the hit rate is at 10% which both cases should happen about equally if hit rate is correct. Even when I do miss completely I often suppress the enemy making it easier to go in and eliminate the enemy safely.
  5. The aliens can't win if you just freeze time so this a w for the research department that somehow found a way to freeze time.
  6. I do really like the soldier stress idea, it helps promote different playstyles since "grinding" every ufo you shoot down isn't the best option anymore. Now you can either use only one team to do a somewhat small amount of missions, or you can put in extra resources to have more soldiers to make another team to take down crash sites so you can potentially have a bigger payoff of alien materials which creates a high investment - high payoff synergy which I really like the sound of. This idea would solve the main gripe I would have with this idea, the fact that you have to take time to replace everyone in the dropship in order to do it. Now with a couple of clicks you can replace the entire team which gets rid of tediously replacing everyone on the ship. I do hope this idea gets implemented into the final game.
  7. No, you can't abuse high reflexes to kill aliens before they can react!!! Ha ha, shotgun make aliens go boooooooooooom. (yes I like reviving old memes)
  8. I can understand that people like you can be frustrated that people are criticizing the game without properly playing it (like me), but that doesn't mean that their criticism is inherently wrong. I'm just saying that there might be another way to get to the same conclusion that might solve other people's gripes with the new system. If you don't agree with my or other people's points, you can say so and give reasons why so we can have a discussion.
  9. I agree, you shouldn't have to click a done button many times to end your turn (and you might take extra actions with hat soldier later in the turn), though I do agree that the new system is great for helping newer players get in. We could compromise, instead of having a "done" button we could instead just alert the player if a soldier has 75% or more Tu left when they click the end turn button. This would also solve the issue without having to click a "done" button for every soldier.
  10. @Chris Since it has been awhile since the Open Beta was announced, do you have a better idea of when you are going to release the Open Beta? If you do, are you going to release it earlier or later in the month? I am extremely excited about it so I just got to know.
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