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Mathalor

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Posts posted by Mathalor

  1. So, I've heard the beta is coming out soon and we're balancing stuff then. I think the air combat needs a pretty hefty tweak.

    My first run through I focused on research and troops, built a 2nd base maybe a week in. I couldn't raise any more money when the small scouts showed up shortly after and I didn't have any aircraft that could catch up to them.

    My second run through I focused entirely on air power. I build my 2nd base on day one just to get the hangars done earlier. I ran out of money before I could really get it running. My first base had 3 interceptors and two MIGs when it was finally done, though. Unfortunately, the small scouts showed up before I could finish the first MIG, so I still had 3 or four days when I couldn't do anything. I had to stare at my projected monthly income dropping with nothing I could do about it.

    I think the game should be more forgiving in the first month or two. It should accommodate different strategies than a race for air power. My starting aircraft shouldn't be obsolete so quickly. And I think small scouts could be toned down a little. The fighters too. The thing about the aircraft game is, those jets are expensive. If I lose one in the first week after the small scouts show up, it's game over. I won't be able to take out the fighters when they start coming. And the fighters need to be toned down too. I use my air rolls and all my missiles and they sometimes still kill one or two of my fighters. That's 200k down per jet, that's 3 missions worth of money that I can't run anymore anyway if I've lost a fighter too early and can't defend my airways. And reliance on an expensive and all too often defenseless MIG is a terrible gamble in a stage of the game where losing it can lose you the entire game. I was careful never to send a MIG if there was a fighter in the way, but when the small scout started too close to the MIG I'd lose it anyway.

    I was playing on normal difficulty. This needs some adjustments.

    My first suggestion would be to make the small scouts show up after a longer amount of time, and the fighters too. My second suggestion would be to not remove the very small scouts completely. Have the small show up sometimes and the very small show up other times. And fewer or more manageable fighters. I'd lower the time it takes to fire torpedoes, there's no reason why a pilot couldn't have them armed and ready before engaging an enemy, maybe lower the time to 1 second just so they don't automatically fire straight away and I can tell the pilot to shut them off if I want. Lower the price on jets. Finally, I'd suggest slowing the small scouts down to where an f17 can catch them. One week into the game the 2nd class of scouts show up and all my f17s are good for is engaging the enemy fighters, and they kind of suck at doing that, too.

    On a higher difficulty you could get away with forcing a specific build route. You shouldn't have dogfights that end in a jet down and there's nothing you can do about it. This usually happened on 3v3s. I realize that I'm up against aliens and it's not supposed to be fair, but right now it feels like the only way to progress in this game is to load an earlier save every time I lose a jet. Maybe it only feels like I'm fighting a random number generator because I suck at the dogfights or something, but they shouldn't be this punishing on normal difficulty.

  2. I fought a terror mission somewhere in central Asia against the greys, I think they are the caesons. In the southeast corner there was a house. There was an alien in the house who wasn't rendered, and could shoot through the walls and the closed doors. He killed half my squad as I tried to get inside or shoot out the windows. I got a targeting reticule on a square that was part of the bed.

  3. So, once the small scouts arrive, how exactly do I survive? I can send the 1 or 2 migs I've made and hope they don't get blown up, or I can send f17s which are too slow and do not kill anything. And I usually see 4 UFOs at a time. This is very frustrating. Oh and then a terror site popped up outside my Chinook range and killed my funding.

    And does anyone know how to change your grenade/clip keys in ground combat?

  4. I can get to the point where the 2nd type of ship shows up, the small scout I think it's called. They kill my interceptors and I can't seem to beat them. I understand I need a power core from one of them, or a ship that comes later? Any advice?

    I've tried tailing with 2 interceptors at once, but when I hit the engage button, I only get one craft.

    Also, does anyone know how to map something to the quick buttons? The ones that are usually loaded with flares and clips.

  5. If you can't overwrite, you might be playing iron man mode. I also think you should be able to overwrite whenever you want when playing in this manner. It is supposed to save when you quit, but that didn't always work for me.

    As mentioned before, dogfights take more fuel than tailing, so it would be difficult to know when to offer the 2nd chance. I believe you can click on the interceptor and tell them to engage.

    The original game would take you to the research screen whenever you finished a project, unless it bugged out, which was ~1/3 of the time. Sometimes I didn't get research reports at all. I like the idea of automatically bringing it up in Xenonauts, or even better, including a button on the research results screen labeled, "go to research."

    As far as warnings for not having your civilians working, though, I think that that might get annoying, especially if you're at a point where you have nothing to research / manufacture. And automating it would detract from the atmosphere of the game.

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