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Tacobandit

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Everything posted by Tacobandit

  1. I don't check distances. I just send up a rookie to spot and then have everyone hose the alien down. Or if i'm chunking something, I just count the squares. And that's another thing. How do you "throw" stuff in this game? I had an ammo mule with rockets, but she couldn't chuck them to the rocketeer.
  2. The bobbing of the flying suit would seriously hinder accuracy. Unless you crouched in mid-air, that might fix it. Of course flying and shooting and crouching in mid-air is far from realistic.
  3. Implying X-COM was ever about realism. Unless this game is about a realistic X-COM. I thought that realism was just to apply to all the technology of the time. If realism is to be a part of the actual fighting... well... And yes, I made the mistake of firing an enfield one handed. I will not be trying that again.
  4. The way I see it, it would take the most untactical fight possible (both craft going head to head, kind of like a game of chicken) and then the formula would be based on craft HP, weapons, and fuel. The way I see it, this will cause the most damage to your craft. However, if you were to do it manually, you could use tactics that could potentially leave you with no casualties. Autoresolve could let you always beat the aliens, but at the expense of worse casualties and down time for the crafts. I mentioned TW because they had a system like that (and I don't know their formula) and it was based around your troops and their ranks (maybe # of craft, HP, weapons, alien craft type, etc.). And in the original, once you had plasma beam cannons, you could basically beat any craft in the game save battleships. I doubt you'll have that much inbalance, but my point is that I think the new air combat system is ( in my opinion ) tedious and does not add to the game. I find it boring, as I do not feel air combat was ever a key part in x-com to begin with.
  5. Except that autoresolve would probably be based around a formula. So if you just reloaded, the exact same thing would happen.
  6. Why not set this as a sub-option? When starting a game, have a tab that says "realism?" to enable the guns to have their realistic ammo capacities, and have the other weapon physical stats to balance it. The regular game will enable the default values as currently added.
  7. What is the latest build? I downloaded separately from Desura and currently have 17.1.
  8. The average consumer shouldn't be encouraged to "mod" the game to suit their needs IMO. This feature should be decided on its overall benefit to the game as a whole.
  9. Is there a reason why you can't have a rifle in one hand and a rocket launcher in the other? Sure it's unpractical and you'll be inaccurate, but you could do it in the OG. And once your rookie becomes a high rank superhuman soldier, strength won't be a factor. And holding two weapons would allow your trooper to hold high inventory capacity items (rocket launcher/rifle) in order to have room for low capacity items (grenades/ammo, etc.). Or here's another idea. Chinook storage. Have some things be inside the chinook.
  10. Thoughts on the fatal wound system from the OG? Because honestly, I don't know whether your troops can get fatal wounds. Or how the medkits work. I just select it and click my trooper a bunch of times, and hope it does something.
  11. Now I have no idea in this game if the humans are meant to use alien tech (as it says that the p pistol/rifle are very inaccurate for them) so I am assuming that human technology is meant to be used for a while. In that case, it would make more sense to have different ammo types (at least for the LMG/Rocket launcher, or any Heavy weapon like in the OG).
  12. Is it possible that you guys could make a separate "globe" style map?
  13. The starting kit is a good idea IMO. The costs of basic supplies was almost negligible in the OG anyways (Unless for some reason you bought 1000 rifle clips) and it cuts down on unnecessary item management. Although there could be optional purchaseable attachments for the standard kit (grenade launchers/scope, skins, bullet mods, vehicle mods, etc.) that add small bonuses to the standard kit (but aren't so OP that they make research irrelevant). They could be destroyed on loss of the troop using that weapon, and therefore would encourage careful play with those troops.
  14. Flamethrowers would not be logical in this game (unless they were used to clear out buildings/structures, not individual aliens) unless A) They were housed inside a vehicle or B) Tethered to a fuel point. Because flamethrowers are basically single use (unless you haul a huge ass backpack) it would be dead weight after its use. Not to mention how dangerous it would be for that unit to get shot (fried rookie(s) anyone?) Although I could see it being used on a vehicle (much more fuel storage/harder to detonate). A much more logical alternative would be incendiary grenades. Actually, you know what would be cool? Mortars. Rain down smokes on your allies, or 60mm incendiaries/HE on aliens.
  15. Of course tactics can go to hell once the blaster launcher equivalent in this game is added. Then it's a matter of finding the aliens before they find you (cough stealth AI cough).
  16. Imperial for anything that is about medium size (height of a person, alien, gun weight, approximations) and metric for everything else. Honestly, imperial is good for estimates (Everyone knows what a gallon looks like, but what the hell is 3.785 L?) while metric is good for precision. Murika all the way!
  17. It'd be cool if the random damage roll was included back in. Nothing like getting hit by a heavy plasma in the old game and then realizing your unarmored rookie won the lottery.
  18. I actually pre-ordered this game because chollirem suggested it. And chollirem is troll #2 on the steam forums. Anyways, any chance that you guys will make the hit detection more like UFO Defense?
  19. Eh, the accuracy system isn't that balanced, meaning that right now, the LMG is actually the best weapon IMO. Oh, and taking the snipers stats from EU eh?
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