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relkin43

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Posts posted by relkin43

  1. HNnnng! YES please make this, YES I will buy it.

    3D & Cover are both very welcome; R&D improvements with developmental options get me all hot and bothered.

    I'd really like to see R&D expanded upon with branching tech tree decisions (go A OR B but not both). Also mechs & psionics please :3 I really do miss psionics.

    If you do go 3D, please don't make cartoony...I like the more serious aesthetics of xenonauts. Terrain verticality is neat but maybe add water elements? Not saying go TFTD...but maybe that's not such a bad idea given you are going in a very similar direction as micropose did.

  2. lol I will clarify. 3 Foxys with a full compliment of allenium torps can destroy any ship in game ezpz. Just target the main ship while going at min speed to max range between you and interceptors. Once you're payload in on its way to pain city jackup your afterburners and hightail it out of there. Escort your choppah with some condors and you're fine.

  3. 1. Skip lasers

    2. Do all ground missions

    3. Rush your 2nd base in the US (first should ALWAYS be in the mid east covering USSR, EU, parts of Asia)

    4. Cheese the crap out of foxtrots and allenium torps.

    That's how you 'win' V18 the easy way. Foxtrots with Allenium torps can knock anything out ezpz and ballistics do more than enough damage to take most anything out for a few months.

  4. Hmmmm speaking of grenades. Flares. I hate them. Why? Because they light up the map whether or not its in FOW - thing is, you don't actually see it so if there's an alien there you won't know until get LOS. Problem is, theres no way to tell if you have LOS since its already lit up......Flares should just extend view range in that area NOT light up the map as if it was in view when its not because it makes night maps superbly hellish.

  5. A very good suggestion, and one that I will have to try. Again, would be very useful if the game pointed out somehow when your missiles aren't getting through, as I wasn't aware of this until reading this forum! Thanks.

    It's actually in the description of the landing craft BUT I think you don't get that until you capture one.

  6. Great! That was my thinking too!

    Also, could you please continue Lt. Scout and Scout missions throughout the game? The reason being that if your team gets wiped out there needs to be a supply of "easy" missions to send the rookies on until they are ready for the big ships AND we need a way to build second teams in new bases.

    That's a really good point, it hasn't happened to me yet but its only a matter of time....

  7. The high rate of soldier stats increase isn't so much a bug as something we just haven't gotten around to tweaking yet - that will have to wait until after the first pass of Geoscape rebalancing, so we know roughly how many missions to expect in a "typical" game.

    I think you guys are suggesting slightly over-wrought solutions for the LMG balancing. A multi-turn setup time would be a lot of work to implement, as not only do you need to alter the combat code but you also need to add UI elements to explain the system to the player.

    I think probably the first thing I should tweak for LMGs is simply the for moving before firing a heavy weapon, as it seems very weak right now; they probably also need a buff in their effectiveness at suppression. I'm going to wait too hear back from Sergey if there is a bug causing to hit more often than they should before touching their accuracy.

    Also do keep in mind the bulk of the game does not use the ballistic weapons - a big drawback to the LMG later in the game is simply that they cost significantly more per unit than other, less specialised weapons.

    Can you guys give me some feedback on suppression in general right now? Is it too easy/hard? Do any weapons perform too well at it? How does it escalate with later types of alien?

    How about reaction fire? Is it happening often enough? I feel a bit like it isn't reliable enough at the moment to be worth saving the AP for it instead of just using them during your turn.

    Suppresion: On month 4 I see things suppressed by single sniper rounds sometimes, an LMG almost always suppresses. I'm not sure how many aliens are in the game so idk if I'm seeing almost everything out there or if there are loads more to encounter but this is my experince so far.

    Reaction: Nonexistent lol I've encountered it twice, once from aliens and once from my guys. I'll have commanders with full TU's on 'overwatch' and aliens will just saunter on by them no problem lol (I actually had one walk behind my guy and blast him!)

    Also of note, unsure what you mean about ballistics this could tie back to there being loads more aliens but currently I don't both with lasers bc ballistics do plenty of dmg.

  8. Is there a reason that the way stats are gained from LMG's can't be changed? My friend is currently pwr lvling his troops with a full LMG squad except for two scouts.

    If you implement the two turn thing, it won't fix the root of the issue which is the absurd broken rate at which troops stats increase. The lethality ofc doesn't help the situation but the same tactics will be employed 2 turn setup or not :( This is autocannon/rocket squads from XCOM all over again lol

  9. I think there is general agreement among even the experienced player that the ongoing funding is too low right now. Either the month end money needs to be higher or we need more loot $$ from our successful ground mission and shoot downs.

    PHEW! Glad its not just me lol my kneejerk reaction is "give us more monthly funding" but I think I like more loot $ from ground missions and shoot downs (didn't know we got $ for those!).

    Why do I feel this way? 1. It's earned, and frankly that just makes it better and compels me to shoot more ships down and run more ground missions as well. 2. Less reliance on countries, getting bases up and running is batcrap expensive and slow - losing nations seems practically inevitable so if you increase monthly funding (I presume it wouldn't be enough to make bases cheap and disposable) you get hit extra hard from losing nations.

  10. Landing ship is not such a problem even without alienum torpedo`s, i take them down with two raid`s of 2 mig`s, the secret is lower the speed then launch torpedo then retreat at first combat. and just after landing to the base and refueling to enough of gas send them again.

    So, no, landing ships is not such a problem.

    Heavy fighters are.

    Wait. Are you saying I can LOWER the speed of my aircraft 0__0 I knew afterburners but how the heck can I do that?? This changes everything.

  11. I think this is the right thread for this - funding. :( It seems like you need at least two bases to keep your largest funding blocks (americas + USSR + Indochina) and yet the initial capital+upkeep with the current funding rates are almost crippling. In order to even build a corsair with only one lab and one workshop I've had to forgot most all ground upgrades. I do every ground mission I can (losing a condor screws me for a few days its replaced =__=) so I'm getting a little income from that but it kind of feels like whats the point of even having lazors and plasma and armor and tanks if you can never afford to build it?

    How do you all feel about funding atm? I know in page 6 somebody said it was working correctly now which I hope isn't the case because given how expensive everything is (50k for armor or weapon T__T) it seems like you couldn't hope to kit out more than a few squaddies and still keep your airpowah up given the way things escalate there coupled with the attrition rate on glass condors.

  12. You can go a little farther if you forgo lasers (you don't need them really) and just stick to ballistics. I'm capturing intact landing ships with only one laser weapon atm. Keep at it!

    As for keeping your foxtrots alive it IS possible if you have allenium torps (assuming your fighting landers/corvetts w/escorts)

    Make sure all three of your craft are targeting the big ship first and foremost! -->After burner your condors infront of your foxtrot a little bit as a screening force --> Micro your condors away from first wave of missiles (you can select one and hit Q or E to choose the direction of jukeing), when you do this you have two options 1. split to each side to force the medium ship to choose a direction to engage 2. try and micro them away from the fighters (most successful is to sacrifice one to draw off the firepower) --> as soon as a plane unloads its missles B-Line it the heck out of there with after burners (you don't need to kill the fighters) --> now that you've escaped with 2 or maybe 3 planes but def your foxtrot go to base and repair/rearm --> send your repaired remaining craft to escort your chopper to the crash sight bc if you left any fighters they will be hovering at the crash sight (though they don't show up on geoscape) and will shoot down your choppper.

    That should help you survive a bit longer with your meager funds :)

  13. Have hope, it IS possible (at month 4 atm halfway done with my corsair). Just don't get many upgrades for your ground pounders. I have 4 jackal suits and 1 wolf suit and 1 laser rifle. Everything else is stock. Air combat, is tricky to say the least. You need to micro the crap out of your condors bc they're made of glass and have your foxtrot B-Line it the heck out as soon as its missiles are gone (screen with condors via afterburners so foxtrot isn't slaughtered). Aircraft are the biggest time+money sinks. I have 15 scientists atm and have only 2 things left for plasma research (opted not to do it bc monies) buzzard suits are done, shields are done, lasers obviously, loads of other stuff - most research is done in a few days with 15 scientists so long as you only research one thing at a time. Engineers I have 15 and need more but can't afford it (2 bases seems mando).

    Not sure how long I can sustain this off of luck and 'skill' with ballistics and condors but we'll see :)

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