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smoitessier

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Everything posted by smoitessier

  1. pointing a medkit at an enemy will show their health if this a soldier fires on doorway he can kill enemy in the breach room there were some invisible fantom tarquets, and impassable places because of androns like was reported before After reloading the autosave, payed a few turns then CTD after moving a soldier to a spot that might have had problems originally with a xeno not accepting healing, also the hidden movement was a light gray overlay, but i modded my own with the scripts. edit: also some dead adron kept taking damage if shot at, and some other spot's (tiles) would deflect shots (useful for shooting around corners). And one of my soldiers could not get healed, but it worked the next turn in another spot, might have been a problem where he was standing at the time. here is a save: http://rghost.net/47661733
  2. Looks like my mmg has los but the tree is still blocking the shot, hapens with other weapons and trees too.
  3. when an alien base wall get's destroyed, would it be possible to have some dirt/rock tile in the visible black areas?
  4. Scout, Middle East map Alien at the top shoot's n hits xeno, by threading his shot between two buildings, The buildings are barely apart, looks like they are supposed to be joined? Looks like bad building alignment.
  5. There was the research project "Alien Power Source" at the beginning of the game were you needed to secure a working APS to use in your base as a kind of blast furnace to work (shape) alien materials for all future technologies. It was dropped because of time issues, I think the invasion was ticking too fast and the devs felt it was just slowing down the player to have tho research it.
  6. Yea the old terror mission were nail biters, then after the fix it was a walk in the park, hopping around mid game that sense of dread comes back heh. Alien/Xeno bases are are still tense, but probably because of the bugs, I'm still in september in 19.4 and haven't seen that yet tho.
  7. I like all the above, and didn't know bravery was tied to suppression chances, that's cool About the shell shock, that would be a nice way to mix up your squad with low ranked rookies, but I wonder if the campaign last long enough for them to be out a full month.
  8. in my 19.4 the hiddenmove picture always stays over the action, it never goes away
  9. Are you loosing out on a bunch of accuracy boosts from not using rifles so much anymore? I would think that gun accuracy is more important in the long run? or is that a myth?
  10. Let me put it another way, Right now I never even look at the moral bar of my soldiers, it's never been a factor, don't even know if it drops at all, but looking at my soldiers in mid game, I noticed that their moral was usually above their maximum, If it was something I decided to do fine, but I never asked or planned around this, that's the problem for me. I'm not asking that ranks be limited in ground battles, if you want to collect all your high ranks in one base or mission, it should be your valid strategic right to do so. My gripe is unless your playing Irionman, you will almost never be at a disadvantage on the battle field. And I'm playing all my games very realistically, i.e. my wounded get rotated regularly and the skill gains are shared more evenly, but I still reload when a veteran gets killed. Having the OG's rank system would, in my mind, should stop having all top ranks at any one time which is an exploit. When your guys die the next guy down the totem pole would get promoted for the next fight, so everything's cool, it just stops the player having too high of a moral bonus at any given time, unless they invest in more men and play well, which is an added option that enriches the game if you get me.
  11. I have no clue or freaking interest what the "names" of ranks are IRL, and what would be correct, I just care that the game (while minimally save scumming) is unbalanced because the moral boosts are so big that it doesn't effect your high ranked squad if even many die... I just hope this will be addressed, hopefully the way the OG did it.
  12. Pardon me for not reading thorough 5 pages since this post, To my mind a sniper rifle is a big heavy thing with a scope integrated. The pros would be it's got a scope, it's stable because of it's weight so it kicks ass at long range on slow moving targets, if you take your time to shoot. The cons would be because when shooting moving targets close-by, you would have a harder time keeping a target in your scope, or you would forget the scope in such situation, so your accuracy would suffer. Also being heavy and all, a snap shot would greatly decrease your accuracy, and reaction speed would suffer equally because of it's weigh/bulk. Those pro/cons are pretty standard, i'm not sure they differentiate the sniper versus the infantryman, if you wanted to add some flavor I would give them a neg modifier when having to turn facings before firing in the same turn, either a flat penalty or otherwise would be enough to place the sniper in a "support role" to use strategically.
  13. I got to admit gaining 1 point per mission is quite boring, the only replayability variation you will have is the number of maxed soldiers
  14. What is the current subtleties of the ranks system? I know that when you have high ranking officers close to your rookies that they panic less, or rather have more moral, tying the bonus to proximity is good so you can't leave your 1 general in the chopa while the rest of your rookies feel brave entering the alien ship. No I ask if there is more, because I just don't see the above scenario, because in my last playthroughs I've never had a soldier panic, just because everyone on the team was high ranking, hence they all had moral bonus. Seems there are two solutions to iron out the kinks A) Under the current system, tweak the panic threshold very high, which might cause problems down the road. B) Install a new system (sorry devs) that curtails having too many high ranking soldiers at any given time. I think the OG had that figured out, except that the bonuses weren't tied to proximity of the officers.
  15. I'd like to see carbines and shotguns prices go down, and need less TU to fire a snap shot compared to it's lager cousins.
  16. I think Jemar is talking about seeing the hit point losses and healing/regeneration, he feels it's out of context with 1979. Be nice if it was optional
  17. I don't think air combat as it is now is boring or repetitive when we get to fight different ships all the times, it was one of the features that rocked the most for me. The only thing boring about air battles is the waiting period when you disengage and have to wait 30 sec to escape sometimes, I wonder if the afterburners speed could be sped up x2, would that be jarring to most players? As for recoverable high tech fighters, and not Earth tech stuff, Yeah I guess if the GH can't find an easy (cheap) way to make it work, this would be a good compromise.
  18. Would it be taboo to propose that the alien can shoot more then once on a visible target even if the target isn't moving, but other units are? I've played around with reaction fire with my team, and if they do nothing in front of an alien, they will only shoot once each, unless the alien shoots again at a soldier, or moves. But most the times they still have most of their TU when the round is finished. Seems like it's so unfair for the poor AI, that he can only shoot once if the spotted xeno doesn't move or fire @ Dranak So it sounds that in that 1 turn simultaneous move, by coincidence the xeno are always bunching up on the ai, just pure coincidence they are all in firing los positions, every time!
  19. Your idea about reducing sniper damage when it goes through cover is great, wonder if it would be a blanket rule, or if harder cover would reduce it more then say a lawn chair. And your ideas about UFO doors are top!
  20. Is it assumed all xenos move at once in a turn, each covering ground at the same time? Because I can't help raise a brow when a scout goes out and spots an alien (looking his way), and waits for his buddies to get into position and take it out with squad sight, or just move around power leveling. What is going on here? Why doesn't the alien take a reaction shot as soon as possible. The way it s now is like so; soldier A spots alien, shouts "ellite seb at my 4 oclock!" meanwhile 600 TUs later... Soldier B hits with a sniper riffle Soldier C get's into position and missed Soldier D get's into position, misses Soldier E get's into position, misses Soldier F get's into position, fires a rocket, NAILES it. WTF is going on in the Seb's head? "Hey theres an enemy!, odd he's just standing there waiting, he looks like he's talking to some people now, hmm he crouched, I should maybe shoot him now...
  21. Ha your right! I stand corrected. I hit pause and slowed the mig down, he destroyed the bomber with alenium torps a split second before it got into range.
  22. That's so easy to fix, so let's say you have a soldier in front of an alien ready, finger on the trigger, looking over his shoulder waiting for the last of his team to finish his lap,... wait for it... Alien shoots the guy in the face with reaction fire as soon as possible while another xeno is doing his 3rd but crunches in the Charlie. Simple. Alien's reaction fire is not based on the guy shooting him, but on all targets in his LoS.
  23. The only way a mig will survive a bomber atm (v19.2) is if the mig is accompanied by another AC and preoccupying the bomber. on a 1 on 1 both bomber and Mig will die like two scorpions with a stinger in it's head. It's impossible to turn fast enough after firing your payload to avoid the bomber's shot, since they have the same range.
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