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Mordobb

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Everything posted by Mordobb

  1. Can someone explain me why we are humans so exeptionally short sighted in broad daylight ? Even with Scopes ? Can we at least exted sighting range of those that have scope. Scpeare for this for hell s sake. Thank you.
  2. Apart from that this game is becoming very good. Still irritatingly short sighted soldiers people.
  3. The best way to sanitize an ufo is to blow up whats blow up inside. Mainly engines. But when you blow up engines with rockets/RPG game s CTD. I m unable to know if this only happen on last aliens on map or not. Explaining better, it may be that when the explosion kills the last alien the CTD occur. So far 100% CTD when blowing ufo engine with rockets/RPG. This since version 8.
  4. Or for the machinegun... Add some special mode, suggestions: Wide arc fire: "Operator" fire in a wide arc (90º ? 120º ?)forcing the ennemy to hold its head down...low acurracy. and / or concentrated fire: "operator" need to be kneeling (higher TU)and will concentrate fire on a tiny spot shredding any light cover and possibly reaching whats behind it. Plus actual mode, do nothing hit nothing, waste of time... Thats what a machinegun is supposed to do
  5. Alien actually do not open the door of UFO when they exit it. Looks like they teleport. Also a Heads UP in insane: The way insane lvl is now, and i know its not priority, you can very well arm all your squad with rocket launchers, maybe one with a pistol and shield, the rest of the weaponry is irrelevent, including laser. Havent got to next weapon tier. It defies a bit the sense o multi weaponry. Heave weaponry (machine gun) need love, seriously: Damage is way too weak, Spreading pattern is absurd, soldiers can t even hit an alien in a corridor 4 square away, Way to few ammo. Just a comparison: Rifle, 20 bullets, 5.56, shot 3rb. precision mediocre, supress easely Machinegun, 100 to 200 bullet (should be) .30 or .50 (should kill one hit or 2), hits nothing, supress easely. This fallacy of machine guns being innacurate is well over since the 70'. Please: Raise number of proj fired, and/or raise precision and/or raise damage so it becomes coherent with reality so it finds a niche where it has some use ingame.
  6. Althought i would agree that non combatant need to be less effective. i m far more stressed with the medium to long range accuracy of the Sebillian that goes agaisnt their lore. Either change the lore or lower theyr medium to long accuracy. If possible one day i would like to see them go K1 when close as lore said, and not pewpewing.
  7. I like it but maybe this is more near Insane than normal if you understand my meaning. Hard core will like it...newby and casual will bleed their will to play with as the soldiers dies. Have fixed % accuracy display in this version ? i was tired of missing with above 100% to hit shots.
  8. All those were detected while playing "INSANE" lvl of dificulty. In ground combat> Even with more than 100% to hit calculated you miss various time in a row...WTF? over 3 shots pistol 107% to hit i missed 2. Sniping 100% to hit missed.... Quite deceiving Rocketeer: When the guy is afar with a target the other side of the screen he shoots right in or very close, when he must shot a corridor (entrance of scout for example) at 1/4 of the samedistance he hit the external part of the ship 2/3 of the time. There s probably something wrong there too. Berzerk must be reviewed or name changed: Actually it plays as a rolemaster perk: "Secret will to kill a friend" Berzerking xenonauts, instead to shoot randomly shoot at another xenonauts no matter what, even a corpse, even if the alien in in front of them and have to turn more than 90 degree to shoot a xenonaut. Fleeing is not working, when fleeing xenonauts drop all weaponry and are morphed into a rooted carrot on the same spot instead of running away or even wildly to any direction no matter how much TU they have. Xenonauts are EFFING cowards, even more cowards than any homosexual untrained militia.. please adjust the level of loss of morale, no soldier that is considered special forces should loose control of himself because he s seen someone shot of heard someone dying. Those should happen only when the platton has been decimated and there are the 2 left maybe, or they survived many decimation, or they are wounded and more than 50% of the group is dead. Really desperate situations.
  9. yAY FINALLY I CAN ORDER MY SOLDIER IN THE TRANSPORT.!!! Altought the solution isn t the nicer one nor the smarter one its tolerable and i suppose its the faster one. I can play again. The ideal would be the role apearing just above/below the picture of the soldier, no need of symbol just role name would be sufficient i suppose, but i understand that as things are this may be complex to implement.
  10. The Soldier placement panel in the dropship page still doesn t show what each soldiers are carrying, so placement of your troop is a pain. In the airfight the FUEL gauge doesn t select the plane is you click it. No gain of relation in succefully cleaningan area of Aliens. Planes that never crashes and take more times to be repaired than to buy another, and to complement it, its impossible to discard the planes and buy a new one. Bases that cost the same prices all around the world... I stopped there, micromanagement, incomplete interface and i hope only temporary awfull gamewise decisions. Waiting for next iteration.
  11. BAh, old feature of seeing soldier weapon not returned in the transport tab, since this is a game stopper for me..nothing to see there.
  12. I wonder if we will ever have again, in the dropship page, the weapon each soldier carry. I wonder this feature has been removed, nobody ever complained about it. Truly, nobody care of the face of the soldier to organize them, but we care on what weapon is where. Now its just an useless memory game that add micromanagement where there should be none. Thank you.
  13. Any fix for lack of weaponry on the soldier transporter allocation tab ? I guess not then i ll continue not playing... This memory game that has been created since V! is not a really smart feature...Althoug i understand you have other priorities this should be easely fixable since it worked before those versions...
  14. What was bad went even worse. When you want to allocate your troop in the transport you dont even know what weapon they carry..as if one would memorize each trooper to weapon relation... Can we get that feature back since this awfull alocation tab will stay alive. Thank you. Edit: i ll repeat again put the alocation tab in the soldier arming sheet, i wonder why its so dificult to make the game mechanics flow seamlessly, instead of clunkily.
  15. Sibillian descriptions says: They are myope Don t get near they can shred you. Well they are as far sighted as my soldiers at least. (if no more) You can stand near one, he will never choose melee skills (talons and theets) they ll try to shoot you point blank. Either update the Xenopedia, Or make an oficial announcement this part of AI is WIP. Well everybody knows game is wip...
  16. Well it continues to not make sense. Why not randomly orbit bomb cities ? this would bring same fear as well. If you take big cities, usually a % of people are armed, special police squads could bring down grey and sibyllian easely blocking an area. Other aliens could be dealt with RPG and anti tank material easely. Terror site would make much more sense if after X hours aliens be recovered. They wouldn t loose so much asset for so tiny results. Another good explanation would be alien trying to make a massive base from cities (lot of infra), seeing such, government decide to nuke. But we woud need to see some spaceship at workafter X time (area cleaned of humans - X time without xenonanauts/ Xenonauts failure) so the major assumption would be base building. And poor countries could not even be able to nuke, and with such a base alien could multiply attack exponentially on the region. If base not nuked after X time it become nukeproof (energy shield, whatever). That would make SOME sense. 1)We would be hard pressed to root the base build, by day or night; 2) if we fail aliens start constant fast attacks on nearby regions overhelming us in qtt of work. 3) Mutants could appear (human experimentation) / Human used as food. 4) As nuke fail we would need to invade or see government falling to the alien threat very fast in the region. 5) Those base could be huge and hard to defeat. 6) ...It would make some sense.
  17. If you talk about normal OK, if you talk about insane its too easy. Our problem is, looking at it, from another perspective, a weight probem. Soldiers can carry up to ten clip, 6 nades, weapon armor, camel back, and medikit, sidearm, ammo for sidearm, with no problem, a 209 and a bunch of 40mm nades with no problem. Machine gunner usually have 400 ammo or more...and some nades, armor camelback sidearm... Something wrong with the weight system. And laser have too few shots per clip.
  18. Well it may be my game. But i m actually at 9 shot bypassing the shield (not even damaging it) front direct front shot or adjacent lateral tile, shield bearar kneeled, to one shot stopped ratio. Please take a look at the math something must be screwed or maybe i ll have to uninstall re-install.
  19. Agree. After all nuking a city for even two dozen aliens is ridiculous. Bring organized trops and stuff are fixed. Death toll might be high, but we kill the aliens with same weaponry given to average airsoft players (thats the quality or our troops).
  20. If i m not mistaken right now all the game is NORMAL dificulty whatever. I only play in INSANE in hopes of. The AI is in WIP so i think things may evolve a lot in dificulty term. its easy to slap up alien number, accuracy, hp etc...And it hasn t been done. Right now my only grip is with laser weaponry. clips are way too short.
  21. Not in my country, here the shield must be wielded 2 hands and are the kind to sustain few 7,62 shots, seen firetest on them. Wielder never poke up because he can t do shit but carry it, you have the men behind with rubber shotgun, tear gas grenade shooter, anti riot grenade ("moral effect") shooter. They usually walk a bit, stop, walk a bit stop. I understand them, with the number of AK, AR15, FALs, G3, and others stuff you have in the drug dealer possession, you never know. But i ve seen some lighters too... policemen had a bad idea to raise the shield while a molotov was arcing to him landed at his feet putting his boots on fire....Some use nighstick on the other hand just to have some fun...
  22. In the hand of our soldiers Alien weaponry seem more accurate than our native weaponry.
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