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Knox1776

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Everything posted by Knox1776

  1. I am getting the same issue. Consistently. I have a save game that will show the problem if you are interested.
  2. On day three of trying to get the client to download. Hopefully it will work while I leave for the day. Chris, I sure hope you are expressing our concerns to Desura as well. EDIT: As an update, the download completed successfully when I returned from the gym. Changelog shows version 13.01. Seems the problem is fixed, or I just got lucky!
  3. Anyway, I came to this thread to see if there was any news for a next-build release date... Anything? I am really enjoying seeing the progress being made. I am simply impatient for the next snapshot build.
  4. I would simply make the argument that women in the US Military did NOT serve in a front line capacity during the Cold War time period, which is when this game is set. There is no need to go off on tangents that will likely derail the thread with political correctness issues. However, keep in mind that XCOM is a multinational organization. Other countries, such as the Soviets and Israel, have no such issues with using women a combat troops. Therefore, I would argue that having female combat troops is an acceptable factor in this game. If you don't like it, you are free to selectively dismiss troops that do not meet your "physical standards", whether it be action points, strength, or gender. Multinational organizations generally are not subject to any sort of discrimination legislation either. As a former Army tank gunner during the first Gulf war, I never served with women either. However, I was glad they were around working in the REMF areas like supply. It made evenings at the enlisted clubs a lot more interesting!
  5. In terms of the original post, in many ways I think the argument could be made that machine guns should ONLY be usable in reaction fire. The theory of an MG is a denial strategy. You are keeping a hostile force from accessing a specific avenue of approach. In general, that means you aren't firing at a target that is already there (you have riflemen for that), but rather you are waiting for a larger force to enter the kill zone. Heavy automatic weapons are not intended for single target applications, though they can work for that. The true intention is to saturate an area with a lot of bullets to make the enemy die or take cover. Hence, reaction fire. Just my thoughts.
  6. It is a little counter-intuitive to people who have learned that "red is dead", meaning safeties off and ready to fire, but once you understand the thought behind it, the current system actually works really well. I always have 1 sidewinder in the flight set to fire at will. This not only tells me when I am in missile range, but also will set off the barrel roll for a hostile fighter. Then as soon as he flips, I'm launching one or two more to take him out. Scouts and higher don't seem to roll, so I just determine what it takes to ALMOST knock them out, and set that many missiles to fire at will. I'll finish them off with my guns to make them crash.
  7. I'm in agreement with Oktober, and not just because I too am ex-military and have a "thing" about too many officers hanging around. If the morale system ends up functioning at all like in the original X-Com, having a squad full of captains late in the game is a certain guarantee for morale failures and panic all over. A few squad members get KIA and all of a sudden your squad falls apart. What we have right now is an eight man fire team. There shouldn't even be an officer in the field with that small of a tactical unit. Almost all of them should be PFC or Spec-4, and led by a SGT or an experienced CPL. I am however very glad to read that assigned roles are coming. That will make it much easier to designate my squad heavy weapon (LMG), fire support (sniper), and combat medic.
  8. Where can I find the documentation for the latest build? Thanks!
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