Jump to content

PerfectDeath

Members
  • Posts

    91
  • Joined

  • Last visited

Reputation

10 Good
  1. seems like you don't need to refuel with alenium, so it is just a flat building cost. There are mods that make more expensive alenium missiles and warheads cost alenium part of their re-balancing.
  2. I once beat an andron to death with stun batons. =] They deal very small amounts of damage so it eventually broke. Now that damage is shown we can see the red hp damage and blue stun damage. It may be difficult to program a separate stun HP just for robots to be stunned in a different way.
  3. Proximity grenades? Make them do primarily suppression as they could slow a charge/flank long enough to reposition.
  4. Smoke grenades are great when you want to avoid reaction fire but cannot suppress the alien, everyone brings 1 smoke grenade, even if they can't carry any other grenades. For fire and move tactics smoke grenades are great insurance; however, in the current version there are few aliens who bank enough TUs at the end of their turn to do reaction shots, thus I focus on just suppressing them with burst fire (30TUs vs 42). Same reason I don't use flash bangs, they don't seem to suppress well enough for their TU cost compared to just taking shots.
  5. They try to shoot through invincible base walls... I'm cool with aliens spotting for each other in open maps sometimes they will bombard a wall I am behind; however, they usually try to do it inside their UFOs, firing outside and sometimes even getting shots through.
  6. Yea, I have assaults with either AKs or shotguns, get close, blast em. The M16 is pretty good as well at medium ranges with its burst fire. I found myself using burst fire in the little mod a lot.
  7. I had a city get nuked (anchorage) and didn't see any casualties listed even though the game said "millions died" of course, it is anchorage. =\
  8. yea, the AP is pretty bad, until then it is a go to.
  9. Probably, new updates tend to bring some new things that can break the old saves.
  10. Also if one alien spots you, others on the other side of the map will occasionally try to fire at you. I had all of my hangars at the top of my base, but the medbay in the bottom left corner apparently was a back door for a pack of caesans... =? They were very aggressive, rushing through to the nearby labs while all of the aliens in the hangars just sat there, camping from the barrels. Fortunately, after various save scums I was able to learn how these med-bay caesans worked and contained them in the medbay, dumped stun gas in there and finished them all off. THe hangar aliens were much harder though... <_<
  11. Going to add a bit onto here, the AK carbine does feel very effective, mostly due to the low TU cost of burst fire when it fires 4 shots (its 4 right?) Making it extremely efficient at killing and suppressing from any range.
  12. Yea, Sartha's little mod changes how aircombat works by allowing alien fighters that can roll to properly evade, so foxtrots are not going to be able to deal with them since fighters will always fire their missiles before you can. Also, condors need to go into cannon range against fighters more often since you cannot bring enough missiles to deal with all the fighters. Outside of that, are dreadnauts in the game? I know their image is, not sure if any maps can support one though. =\
  13. You could say, I had to crash land... =P I knew there were large passenger airliners, just pointing out that it happened in south africa, somewhere it was unlikely they flew. But I'm not going to whine about that. I just wanted to know how high event fatalities can go since I had the casualties pretty low until one single event caused my total casualties count to jump 33% (over 150) when most events do around 12-16.
×
×
  • Create New...