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smith350

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Everything posted by smith350

  1. I'll leave this here. http://techland.time.com/2012/09/19/nasa-actually-working-on-faster-than-light-warp-drive/ Should be interesting to see where this goes. I'm certainly looking forward to being in a space opera
  2. Welcome to the forum Tunza. Keep your head down, the aliens around here like to throw a serious amount of fire-power around.
  3. I was talking in regards to a game like Terror From the Deep. Where you could advance your guys pretty quickly, but you would take more casualties depending on how much faster you advanced.Again, it really came down to how many casualties you were willing to accept with units scouting, and being bait to draw enemy fire. Go run a trawler mission in TFtD, or an equivalent in the old game(or a large ship in one the free Xcom clones like the more recent UFO: AI) and you'll know what I mean. Heck, you may already know what I mean; if you don't want a blood-bath then you need to move very slowly, and very deliberately. This also plays into how the UI was streamlined in Xcom:EU, and how much easier it is to do things quickly compared to the OG.
  4. I didn't mind the thin-men. Especially once I saw some of the concept art for them, at that point the mental image I had of them made them far more awesome than they would have been other-wise. I will say this though, Xcom:EU and the OGs have very, very different pacing. Which is a major, major reason I like Xcom:EU. I can actually play a game "right" and still finish in under 20 minutes. Often times an OG game could last over an hour if you wanted to do it right, and avoid a lot of casualties; especially the trawler missions in TFtD, so many corridors...*shiver*
  5. I like these ideas; if only because they make multiple play-styles viable, and still make the player answer some more serious logistical questions. Although, I would like to point out that it may be best to allow labs across different bases to work together, but at a slight disadvantage(means and methods of communication during that time-period) so that a large central lab can still have a place in-game.
  6. This. is. awesome. Seriously, way to make the troops all bad-ass, and cool. I always found it kind of weird, but personalization like this always made the troops much more likable.
  7. Go in a couple turns, move around, shoot an alien, and then during the alien's turn(right after killing the one alien) the game does a CtD. Difficulty: normal. Alien ship type: light scout. Specs: GTX 660 ti, AMD 4100 FX, 8 GB DDR3 1600, and Win 7 professional 64-bit. Anything of note: all of my troops were equipped with jackal armor. Edit: should be on latest build, unless Desura isn't updating the files.
  8. It's weird, but that little flag seemed to add a little bit of personal flavor to a soldier that text just couldn't do.
  9. I will, to a point, agree with this. Although I would consider it a very minor issue to be worked out when compared to all of the other issues that need to be ironed out.
  10. To a point I can agree with this as things stand. Which is to say that a very cautious, slow, using the goliath-1/2 as cover, and keeping everyone grouped together basically meant that I was never in any real danger of losing people. Barring the RNG just outright deciding to try and kill me, of course However, the air-game still needs to be balanced in the beta. Three weeks in, and getting six different contacts at the same time, on the same continent... yeah, didn't end well. Although, if what I've read is right, the AI for the game has yet to be finalized and is still being finished up. So that may make the aliens a little bit smarter than just rush or retreat.
  11. I'm sorry I just have to do this. [video=youtube;0rUMa8bFbqo] Skip to the part where he's seen some things for the relevant bits
  12. Yeah, they've really got a nice look to the whole system; it makes it a lot of fun to watch.
  13. This was on normal difficulty, didn't want to jump right into the fire without seeing what I was getting myself into first.
  14. Hello all, just wanted to post some feed-back on the air-game. In the beginning, there were only small scout ships. These could be handled by a single F-17. However, as all of you know the F-17 would take some damage if left to its auto-fight mechanics. This of course leads into one of my gripes about the air-combat. Which is that I need to be very active in the management of an air-fight in order to be as effective as possible. However, I have no love for spamming the space-bar in order to figure out which plane needs to dodge. I will say that the air-combat is a big step up from Xcom: EU. It has much more potential involvement that Xcom:EU, and just has a lot more depth with the mechanics for squadrons, and aircraft load-outs. I still would love for an auto-resolve button, so I can get back to the much more interesting bits about breaching space-ships(or just the ability to have my ships use their roll on their own initiative). However, the air-combat by the third week(plus or minus a couple days) just became unmanageable with a single base. Now, why is this a problem? Because the air-combat became unmanageable with-out any warning that it would do so. suddenly getting 5 or 6 different contacts just over-whelmed my 3 air-superiority fighters. Also, the next level up of the scout ships were able to one-shot my F-17's. I don't have a problem with being one-shot, when I have some reason to expect it. Although that just might be the life-time FPS gamer in me complaining about weapon balance At any rate, the escalation in damage out-put by the alien ships came as a total shock. That may be a part of the game, but once it happened the game very quickly became unmanageable with multiple contacts all appearing at the same time. So this leads me to my big question: am I expected to stock up on a half-dozen plus fighters per base?
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