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Irishguy117

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Posts posted by Irishguy117

  1. The AI can make very detailed guesses about where your xenonauts are at any given time based on the information it has. I actually get the feeling that it can tell how many TUs each of your soldier has sometimes, but its either getting squadsight from one of its soldiers, or is guessing fairly accurately at where you are.

  2. I would recommend building corsairs. A mixed force of corsairs and foxtrots will keep you in control of the airspace until the appearance of carriers if you use them right and stay on top of the tech levels. If you have a bunch of them you'll stay in control until battleships, which is the point you just need marauders(in b4 dranak kills a battleship with a condor just to spite me). Corsairs are the most micro-intensive Interceptor, and they have the biggest gap between what auto-resolve thinks they can do and what they can actually do. But if you understand the basics of how air combat works, you can do some serious work with them.

    The reason you're probably confused is aircraft weapons are auto-upgraded, not the aircraft themselves.

  3. The answer is probably going to be that rocket wielding power armor is kind of a game breaker. I believe it was one of the things that irritated Chris about the original X-com: blaster bombs, blaster bombs everywhere.

    I had the same thought though, it would make logical sense if predators could do it. Heavy Weapons platform and walking resupply station are about all predators can really do. They're the ultimate support role, fire support, ammo support, you name it.

  4. Every country only cares about itself. If a UFO raises hell in the Soviet Union and then gets shot down over Europe, the Soviet Untion will give you less money and Europe will give you more, but if you shoot down that UFo inside the Soviet Union, it will offset some of the damage that UFO did to your funding and may even be a net gain. In some cases its beneficial to follow a UFO around for a while and hope it flies into a country you need funding from.

    As for soldier roles, they cannot be deleted.

  5. I agree, Hunters are extremely useful in the early game for minimizing casualties. You're getting less soldier XP, but you're also losing less to casualties with the end result being a net gain in my opinion. They get less useful as the game goes on, I stop bringing them once I get predator armor and generally never bother with Hyperions, but the Hunter is extremely useful when it can fit out the front door, though it is a legitimate problem when it gets blocked.

  6. As Solver is now the new game dev, it is our sworn duty as fans of the game to bother him with every pet peeve and piece of backseat coding advice we can think of. Go forth and use caps lock brothers.

    Allow me to begin,

    MACHINE GUNS SHOULD NOT BE SO EASY TO SUPPRESS. INVENT AN ENTIRELY NEW WAY OF HANDLING SUPPRESSION SPECIFICALLY TO ADDRESS MY ONE COMPLAINT.

    VEHICLES ARE OCCASIONALLY BLOCKED FROM EXITING THE DROPSHIP. DISCOVER WHY AND FIX IT.

  7. Having 2 shields might be, but two pistols gives no bonuses whatsoever. It says so in the ballistic weapons xenopedia article, but there's hardly any reason to read that unless you go looking for it so its easy to miss. And no, it is not cheating to bring along extra gear. If it hurts it works.

  8. I think Base Attack missions dither about too much. Especially once you have a Quantom Cryptology Center they should come in and just attack you, instead of wandering about three continents like the Navigator was holding the map upside down. Its not like its particularly hard to find a xenonauts base, even if for some strange reason they can't backtrack the radar all they have to do is watch one of your interceptors until it lands and then write down where the base is for future attacks.

  9. Here's my feedback, which got a little out of hand so I had to copy it to a google doc so I could put my comments in context. Half of it is just my opinion too but I tried to avoid just arguing with you and stay focused on being useful. https://docs.google.com/document/d/13sAzkect-pqW387vtTjlFE3sHcqkWk6h1acgZn463H4/edit#

    I really like that you've done this and have been hoping to get a community effort to discuss the more subjective aspects in detail some more as well as the objective numbers if anyone's interested in working up a potential strategy document.

  10. I had this thought about interceptors too. For all their advanced technology the aliens can't figure out a thatch weave, or how to intercept someone properly. You can stay out of range of their guns by turning TOWARDS them. 1 corsair can reliably take out three interceptors without taking a scratch. I think interceptors need a HP boost, they have less than half as much health as scouts.

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