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Dranak

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Everything posted by Dranak

  1. Episode 11: Inching towards victory? [video=youtube_share;lLipckAHAI4]
  2. So that conversation we just had about the practicality of aborting nocturnal terror missions? [video=youtube_share;7LCKXVrAnJI] Here we go again.
  3. I believe you only get loot from the ones you killed, but I'm not 100% on that.
  4. I've been super busy IRL. I'm on trip out of town 2 of 3 for the two week span. I might be able to fit in a stream on Friday but it may well be Tuesday before I get in another session. Next week I should be back to normalish.
  5. My endgame setup is something like 2 snipers, 1 rocket, 3 shotguns, and MGs for everyone else. Predator armor on the gunners, sentinel for everyone else. I also avoid cesean missions to not have to deal with psionics which is IMO far more dangerous than anything the other two races has.
  6. I should have instantly aborted that mission when I saw it was night. That was the practical move, but it would also be less entertaining to watch.
  7. Goldhawk's next big game has been confirmed as very much not Xenonauts (but still TBS). I think Chris has said in the past he would rather do a total remake based on the Xenonauts concept with the lessons learned from making it than a sequel, but that's still a long way from that comment to any possible future plans.
  8. Episode 9: 10 Privates walk into a Landing Ship... [video=youtube_share;R1_zMYcIAzw]
  9. I can't recall the devs ever mentioning a RNG component to reaction fire.
  10. Episode 8: Night time terror mission. [video=youtube_share;FU1V8FmHDlE]
  11. I'll add you into the next round of recruits. Next episode is up. Time for training on a Scout mission. [video=youtube_share;TqTxcA-_Pfs]
  12. The autoresolve does not attempt to simulate combat, it is just a numerical comparison of relative strength. The game simply adds the Autoresove Strength values for weapons/aircraft on each side, randomly modifies both by +/- 10% and compares them. The side with the lower value is destroyed, and the side that won takes damage relative to the margin of victory. If one side barely beats the other, it's possible for both to be destroyed.
  13. Awesome, looking forward to more.
  14. This was discussed during the beta as a possibility, but most players were against the idea of random events happening that weren't consistent with the rest of the game's mechanics. I think there was a mod that rebalanced UFOs to make it far harder to stop terror/base assaults somewhere by having them spawned by Destroyers (and unsused UFO type that has AC assets still in game).
  15. Would shooting at your own troops train reflexes? They don't make a check to return fire against each other, so I wouldn't expect that to increase reflexes. If you wanted to, bravery could be trained (with some risk) by standing on the opposite side of a wall you fire a machine gun near until suppression causes enough bravery loss for panic. Flashbangs could probably accomplish the same with minor injuries (but no real risk of death).
  16. Taking four privates on a Corvette assault? What could possibly go wrong? [video=youtube;LrQ4kWgtDrs]
  17. Latest episode posted, where things go well right up until the point they don't and a new champion arises. [video=youtube;qAQNCFfLBFo] Edit: Well what the hell? For some reason my commentary isn't in here. Looks like OBS decided to disable my mic between sessions. Grr.
  18. Had one earlier today on stream. Was trying to figure out some weird pathing and realized one of my troops now had a Reaper standing next to them. Ok, she had a laser shotgun and full TUs so she was able to kill it. Next alien turn a random seb runs into range and snipes her from beyond cover just as I was talking about how it would have annoyed me if she just suddenly died.
  19. Hey all, I apparently forgot to post this a while ago when I started up. But anywho, I'm running an insane ironman game of vanilla that's currently about two months in. I modded base assaults, terror missions, and base assaults to appear on shorter delays and will probably add in a map pack at some point. Check it out if you're interested, the links are in my sig and I'm always looking for more volunteers to die horribly. Episode 1: [video=youtube;IUF4gDmx1LY] And part 2, because I am bad at recording:
  20. In vanilla at least, it doesn't matter where your dead soldiers are so there's no gain in carrying them back to the ship. The best defensive measure is not ending turns in LOS of the aliens. That can slow your mission completion way down, but it is a heck of a lot safer. There are very few ways to actually lose a soldier "because of RNG". That generally requires making a bad/risky decision to put them into a position where RNG determines their survival. Vision control is huge. I'm increasingly convinced that in vanilla Buzzard armor is more valuable than Wolf because scouting from the air is so strong.
  21. Burns can/do bleed, especially large third degree ones. And we're dealing with enemy weapons that punch cleanly through tanks. In my experience, most battlefield injuries (especially the survivable ones) are some form of shrapnel, it' not infeasible that in the absence of enemy weapons that produce shrapnel there are fewer survivable injuries suffered. You can also just rationalize it as being dropped meaning that soldier is just unable to continue fighting, and you don't get their survive/die results until post-mission.
  22. Seb elites will probably be a much larger problem than androns. They regen about 150 HP per turn on insane.
  23. They've said in the past their next game will not be a sequel.
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