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svidangel

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Everything posted by svidangel

  1. I used autoresolve once and it destroyed China. I was in Europe so I don't even know how that happened. True story. For reals.
  2. Well, at least we got most of the "drop your weapon on the ground to reload it" and manual reloads costing less TUs out of the way already
  3. Kinda the wrong thread for it, but since it was brought up here.... If there is an option for stun resistance, maybe the soldier versions of aliens should have a MUCH HIGHER stun resistance than the non-coms. Sure you can gas a few techs and researchers easily enough, but suppose the soldiers have armor and their own breathing apparatus, or implants to help deal with toxic chemicals... etc. Whatever justification, but in the end it will only be easy (like it is now) to stun the non-coms, leaving it very difficult to actually stun the soldier types. This allows people to get their early research done, but prevents abuse later on.
  4. Pointed this out in my drunken tactics thread a while ago, but 40TU burst fire has always been a terrible option unless your 20TU shot is over 95% accuracy. Basically unless you are jamming the weapon in their mouth, use single shots. The higher TU single shots will also do higher "average damage per round" at standard (non 95%) accuracy if you have to choose.
  5. Inability to select soldier by clicking on him on the combat map. Leaves me attempting to click on him twice too fast thinking I missed, then my previous soldier runs out of cover. Transport between bases bug, if that's still in. Haven't risked it.
  6. Yep http://www.goldhawkinteractive.com/forums/showthread.php/6147-Small-point-on-air-combat
  7. The forum. If you want it noticed, you pretty much need to work it into a Beta thread.
  8. Be lovely to see what multiple soldier's role AND number were in ground combat, at a glance. Probably would need to be toggleable because some people would find it... immersion breaking? Even if just their names showed up under them, semi-transparent, I could at least rename them all Sniper, etc
  9. Would really only help if it showed the selector circle all of the time, or there was at least an always on option. Once I select a soldier, which does't take much more time than mousing over it, I can see what number turns yellow (although that's kind of a weak color change too).
  10. Grenades, sure. Rockets you generally DO pay for, each and every time you hit a non-reaper alien. It's opportunity cost, true, but the weapons you destroy add up. But yeah, what Dranak said. I stopped using rockets in my main squad after that change. I still use them in the Beta squad since, well, they have no chance in hell of every getting statted up properly, so throwing them against a battleship worth of aliens kind of sucks using normal equipment.
  11. Uh oh, armor be useful? What will I spend my money on.... Probably still more planes.
  12. Maybe the sniper rifle accuracy should be reduced slightly, but will go up the more turns you are crouched and stationary? Require new coding again though.. Also having regular explosions through up some smoke wouldn't be bad either.
  13. I think most people's comments were about the mini-map, not locating the UFO before landing. Whole other thread on that. I do miss being able to tell if I killed something in the darkness by looking for those little white crosses! Ah OG... As for getting around in game, at the moment it kind of sucks vs the original. Minimap let me know roughly where everyone was, and the 1-16 bar only helps if I know where each of the 1-16 actually are at any given time, and there is no visual indication of a soldier's number at a glance. If there were a minimap that showed the 1-16 as little icons, then the 1-16 bars would actually be useful. As it is, I shuffle things around too much and react to the environment and opposing forces rather than having 1-4 go one direction every time, etc. Otherwise I would probably get used to "just knowing" a soldier's number. In the end, aside from telling me who has moved, the little icon's are fairly useless as an overall tool for understanding the tactical situation and getting around the map. Some of the suggestions for putting role icons on instead of numbers, or just adding role icons might help a little bit. Would also prefer the Morale be removed and Ammo level be added in it's place, as that information is far more useful at the moment.
  14. He's not asking for more information, but an Icon adjustment. Which would be very helpful actually. It's always annoying in waves picking out which number aligns with which UFO group/size. Three small red triangles for fighter flights, scaling size triangles for single UFOs, trailing Triangles for escorts, etc. It's too bad this forum isn't really noticed much.
  15. http://www.goldhawkinteractive.com/forums/showthread.php/6147-Small-point-on-air-combat
  16. Renaming would be a nice change, if they aren't going to swap it back to the old system.
  17. No. There would be no change to lining up a snap shot or aimed shot, but it would give you autoshot for free, as you move
  18. Hmm, it didn't seem that long when I was typing it. Back to drinking.
  19. Have pointed out several times that due to the amount of income/skillups from crash-sites, the optimum way to play the game is expanding your air power for as long as possible while mostly ignoring your ground troops. This rapid expansion of air-combat potential, and the discovery of exploitable quirks in the system (staggering fire from Foxtrots) has led to a lot of changes on the Dev's end that effectively make air combat "more difficult." In the end, as long as there are more UFOs than we can shoot down, we will be rewarded for holding out as long as possible on giving gear to our soldiers while maximizing the number of craft that are shot down (unless a system is used where shooting down more UFOs results in a rapid advancement of the invasion as discussed in a previous thread). As I see it, finances for the game break down into three basic areas: 1) Air Combat 2) Base Construction 3) Personnel and Equipment Given that a single MIG back in the day would cost something like 11 million US$, it might be reasonable to split the finances for the air combat mini-game off, or at least the massive price difference would be my "out of game" reasoning for the split. Couple ways this could be handled using the current infinite plane system. 1) Simple option: Planes are provided by the country bloc your base is in. Start of the game, the first are provides you with two Condors and a Charlie. If you lose one, they replace it after a while. If you want a supply of Foxtrots, your engineers and a certain amount of cash are invested to have the facilities built to provide that base in that country with Foxtrots. This leaves the balance of planes up to the player. After shooting X number of UFOs down for that country (or a certain funding level, or Rating) they will provide you with Four aircraft, etc. Likewise if you want to upgrade to a Corsair. Costs could be kept the similar, or increased, but it would be a one time cost per base. New bases could be supplied with a set number of planes, and would increase separately based on the funding or rating of that bloc. [Possible exploit, placing two early bases both in the Russian bloc, perhaps it would be based on something else?] 2. Separate budget. At the end of the month you get X millions (25 or so?) to spend on aircraft, and a regular budget that is supplemented by crash sites for base expansion and equipping troops. A similar split could be implemented for purchases of base locations, or for the first months, the monthly budget would so far outstrip cash earned from crash sites that it is the only practical way to purchase a new base location. OG: The increasing number of ships in Superhuman mode etc actually made those games EASIER financially, although more difficult in ground combat. That allowed rapid expansion and tech research, speeding up the game overall. At the moment we are already playing on a Superhuman-esque difficulty due to the waves and overwhelming invasion ideal. Obvious downside, you are reducing the player's choices on how to spend their money. Generally people will dislike a reduction in their options. Upside- Devs can now play with the air combat system and tweak it to a far greater degree without unduly influencing what is being spent on ground combat. Similarly, you can encourage people to actually spend their cash on equipping their troops with new gear rather than waiting as long as possible with ballistics and clothes. I don't actually expect this to be implemented at this point, but if the idea gets picked up by a similar game down the line, I think it might make the development a bit easier. Thoughts comments bashing?
  20. Unfortunately it'd be more work, but I think another way to buff the regular rifle would be to give it a "Fire on the run" mode. You pick the target for burst fire, then pick the target square to run to (40 TUs worth of movement). In effect it would work as if you were shooting while running, but in game I expect it would be easier to implement by having the burst fire go off, then the run. At least it is a way of buffing the rifle, rather than focusing on nerfing the sniping, and it helps with mobility which is a large part of what the rifle is good for anyway.
  21. Not sure which version you mean, but it's been several playthroughs since I hit my own soldiers in the back, now that I understand the one square and kneeling rules. Note that cover that is two squares (distant) in size isn't always safe to fire over.
  22. Heh, given the relatively low number of missions they want to get us down to... I would REALLY hope they implement some kind of scaling curve for recruiting new soldiers. My second squads are usually shit, and end up doing shitty jobs. I've found it's most efficient to just load them up with rocket launchers, as I'm going to get reamed as soon as my beta squad ends up going against large craft groups of aliens toting sniper rifles.
  23. It does partially depend on what you are used to. In 18.x I usually got my third base around the beginning of the second month. 19.x not so much. Some of the money pinch is going to have to do with expectations.
  24. Yep, that was all referring to ground combat missions. The number will vary drastically based on both the randomness of where flights show up and how aggressive you are at expanding, especially with the invasion advancing on a monthly basis.
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