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Orangehat44

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  1. Bug maybe?: tactical battle sheild freshly manufactured has 0/135 hitpoints (same as the other ones unlocked with alien alloys.)
  2. the buzzard suite has 2 handle/control sticks that your soldier holds on to ( I assume thats how he controls his flight) so no equipment can be used when hes flying cause hes using his hands to fly.
  3. Got a CTD during extesnive xenonauts reaction fire. about 2 or 3 rifle men reaction fired then the LMG guy reaction fired and the game crashed. so not sure if it was a crash due to alot of reaction fires on my side or just the LMG reaction fire in general. havent repeated it yet.
  4. just saw first light scout... I dig the new interior props and art actual pilot command seat lookin thing is really cool game feels good so far but just in first mission still. Edit: I just finished the mission lol nice condensed debrief screen! But interestingly I engaged a landed ufo and after winning the mission the geoscape said UFO-2 (the one that was landed and I attacked and one) has escaped to space...
  5. Im not gonna try to be a smart ass, but I wouldnt be so scathing especially since we are seeing regular balance updates. I do agree with your point on research flavor text not matching the feel of the alien in ground combat. I hope balancing can give the aliens more unique flavors. Right now I'm only concerned with the gun they got and use the same tactic in 99% situations. More flavor to the aliens to inspire different strategies depending on what alien type you face would be nice. But especially the sebillian is an immersion breaker when xenopidia says they have bad sight and favor close combat, and they out snipe your guys from long range.
  6. is there going to be more balance to interception.... still no reason to play the interception game as it does a better job than me most of the time also other immersion breaking things happen: - like if you send 2 foxtrots after one light scout you can auto resolve and both planes have 100% ammo after. - if you catch a ufo even with a few seconds of combat fuel left you can autoresolve... win and still make it back to base, where if you actually played out that fight in the interception game you would have to turn back right after the game starts before your even in range of the ufo or lose the plane. If anything you should have to prove to the game that you can beat that ufo with that matchup or better in the game before it lets you auto resolve. Maybe first time you intercept a ufo type you dont get the auto resolve button and have to fight it out... then any time u use that combination of planes or better on the same type you can auto resolve with 100% or something similar.
  7. How does one orientate their units if right click nolonger turns them?
  8. Well the aliens do have squadsight like we do so just like if your one guy spots a alien everyone of your guys can shoot if they have a clear shot even if its outside their viewing range the aliens can do the same thing. And if its the alien types that have farther sight ranges then humans they could have your guys spotted by aliens that ur guys cant see, but obviously thats harder to prove out. But like ive said i've gotten thru december without noticing these outta nowhere shots. I've had other weird things like not a single terror attack ground combat. I've had air terror missions but no ground ones.
  9. when your guy gets shot out of the dark can another alien see him... and can you recalll if they were cesearians or sebs
  10. Im up to end of december and have had very few insta kill shots outta nowhere. Im enjoying the game quite a bit. Think auto resolve for air combat is abit to op, as it can do waaaay better than I can so theres no reason not to use it other than i enjoy the interception game(i like how its kinda like steambirds, a fun mobile device game). We definatly need more balance and random bug quashes but ive had very little problems thru my campaign up till now on veteran... almost thought too easy at times once i had lasers and wolf armor on my a team but even before that it wasnt too much of a challenge to not loose more than 1-2 guys or less per mission even early on. Look forward to the reaction fire system we had demoed last patch/build somewhere but right now its been very playable and fun.
  11. I like that idea uncovering just the tile or tiles immediatly around a shooter if it shoots at your guys. It could be initiative based if you want a chance for your guys not to detect the shot. Could even ad a shot penalty to returning fire to make it more like a "soldier saw where the plasma came from and they suppressing fire in that direction". But I would first like to see if the shots coming from out of soldier LOS because the aliens can see farther (i thought we changed that range back to being the same as soldiers) so if they are shooting farther than they can see its alien squad sight, but we should decide if squad sight is okay since we xenauts can use squad sight. Again maybe squad sight shots for both sides could have an accuarcy penalty.
  12. if you refer to the inventory screen in ground combat i was on a farm set.
  13. Hey dont know if anyone saw this played most of my first mission before inventory crash to desktop but i was getting alot of camera lockups. wasd keys and mouse pan would stop working for a bit every turn it seemed. Couldnt find a pattern behind it and it would prob go for 5-10 seconds but only way to change view when it happens is selecting different troopers.
  14. 2 for 3 crashes when mission debrief screen tries to come up after killing last alien in first combat mission. Had problems with soldier management all fresh recruits were showing up wounded for 17 days and anyone that survived the first mission shows up with 98% health no matter how long they sit in base.
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