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theothersider

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Everything posted by theothersider

  1. in this mod i haven't discovered plasma yet, possibly make sense to deal against elite or really tough enemy, i have some problems when facing elite ceasans,their powerful armours,united to a good tactical ability and a array of plasma cannons and battle rifles make them the most fearful enemies,and psi abilities of course..seb's e andron are less than a match even with lasers..deal some problems because most are armed with plasma cannons and can vanquish group of soldier easily(most because the last one were almost certainly suppressed and often panics, so a group of soldiers suppressed/paniked,bleeding into flames are often doomed the next turn when enemy replies..i haven't yet understand how a alien can fire a cannon,recharge and fire again in a turn..compared to TU's a soldier use to use captured alien weapons they must have more than 200 TU's.. )
  2. ok,but as you see i no find almost useless a sentelin or a adv machinegun when i have precision or scatter laser or a adv ballistic riflle when have lasers, i prefer to have a scatter laser than a adv machinegun,ok is cheap but agains andron or large viper is pretty underpowered, it's more pratical equipping entire squad with lasers(when you can) and rely on heavy firepower & precision of laser rather than ballistic, a few more hits will greatly compensate some resistance of creatures and bring ballistic obsolete very fast,why i have to use a sentelin?to do 10-15 more damage on a andron?prefer a laser that cost less TU's and make a more precise fire on long distances,cost few little more?ok no problem..flamethrowers are one of my favourite weapons but i find it absurdely useless against large vipers or armoured targets, it incredible for me seeing a flamethrower do more damage against a large andron(mechanical unit) and against a omega or queen viper do nothing because armour absorb all damages(it's a biological creature and a flamethrower will cook him even if have a thik carapace or at least suppress or scare him,never seen a viper suppressed). i have never to say for balance or difficoulty,is very good,and are good even adv ballistics are good so,help a much on beginnings but some of them come too late especially adv machineguns and sentelin,rifles and shotgun are avabile early and are used for a lot of time before being substituded by more reliable lasers,but sentelin e machinegun come too late to do a full support,are little more than a short apparition,i have produced and used both of them only 4-5 times before the full sostitution..maybe if these weapons appear just after adv rifles would be better,counting that i have to discover e produce it are even more antieconomics weapons.. thanks
  3. have some doubts about advanced ballistics..for me they come too late(at least some of them)ok for zephyr,shotguns ecc,but i have discovered hvy advanced machinegun when laser weapons and scatters were already discovered..is normal or i have taken some strange tech walkthrought?even sentelin rifle, i have discovered it only 1 or 2 weeks before laser sniper,ok i produced 2 or 3 and have helped but have sense using them only for one or two weeks?have advantages over a laser sniper?it's heavy and slow and cost a lot,sulphur roket launcher is very good.
  4. i avoid night mission when possible(almost always,save some urgent terrors,happened one or two times in all my playthroughts)end even in normal games i will advance with care against reapers(vipers and alpha reapers have A LOT of TU's)and kill them with reaction fire.especially inside UFO's they tend to rush from the upper levels with the teleports and kill isolated soldiers,i wait them with a mass of guns or if they never come lock the telepoting pods with a man over it, then hunt & kill them,a bit slow but effective approach..against fast e lethal unit work, remeber that reapers attack no forgive..no kind of matter of armour you have..
  5. yes,foxtrots are very good..essentials..but a "transitional" bomber would be more realistic, fox's are at the last almost conventional human aircrafts, marauders are heavily inspired to alien crafts(tech's e materials used)passing from foxtrots to marauders is like passing from a mechanical computer(like one's used during ww2)to a modern PC's..between existed transitional transistor models..for fighters firs pass from condor to saracen and then corsairs..foxtrots haven't such evolution
  6. finded a possible bug.. when engage very small UFO with fighters the autosolve will do 0%..it's pretty impossible because even a single condor will easily win that fight..code error?
  7. it's a part of the mod story.. kill or capture him and a little surprise will enlight you..
  8. yeah..foxtrot are good..however a little "interim" bomber would be good..seeing a foxtrot against a battleship is like seeing a ww1 sopwith camel against a B2 spirit...
  9. ... i keep 3 foxtrots and 3 fighter+trasport on first,same on the 2nd e 3rd + free hangar for disassebly.. and for me is barely sufficent to hold up alien tides..(i shot down almost everything but escorted UFO's are a bit tough)
  10. another problem is mantaining all the stuff...(my global founding,all maxed is needed only to unkeep all..even so i lost 50k)basically i gain cash only by missions,disassembly e selling stuffs...
  11. yes,first base 7 hangars,2 labs,2living,2 worsk's plus radars,med's ecc 2-3 7 hangars each(i rely on heavy air power & disassembly bay)plus AA radars etc.. i have 68 workers(to build equipments,disassembly,aircraft etc) and 38 scientists..i have to increase the lasts..
  12. ok,this is my first playthrougt with this mod.. i have three bases the main base for intercept & recover other 2 for intercept & research/manifacture so in the first base i haven't enough space and so in the others(i have build a lot of AA because i have seen in this mod alien will pretty well attack ma periferical bases) so i will to build another 4th base only to resarch?
  13. thanks Hermano i a bit back on the tech tree..i have 35 scientist(10 just enrolled)in jenuary 80 i have the charlie craft and squad armed with lasers and coyote's, i'm searching alien leader interrogation and next i have to search carrier diss..you mean elettroshock granades no flashbangs right?i have the charlie yet..i have to assault alien bases(no fortress)with squad of 8 man..i can't bring cannon fodder rookie..ok i will prioritize a upgrade trasport.. buenos dìas compañero
  14. have a problem with a preator..i need one alive, but seem impervious to stunG, whats a good tactic? i have to bring a rookie as cannon fodder to depletes it's TU's and than mass charge with stun batons?would be need to shot it until armour fades? secondly,it's possible to implement a tech tree?what is need to unlock the wolf armours? i'm in jenuary and have only coyote's and jackals a bit poor defence against the more powerful alien weapons, and to aircrafts, why i can't equip the foxtrots with aelenium missiles? would be better a aelenium missile rather than a piranha or mammoth one, no?
  15. have the same problem with a man hitted by a vortex(bleeding)and the next turn downed by a viper egg..the medikit seem not to work(healed almost 50hp)no stop bleed and no raise,strange because other times worked steadly.
  16. have a problem,after spending some time reinstalling xeno the auto update to ver 0.30 freeze the entire game..how can i stop this?go offline?i had to reinstall the base game and remod..is not possible to fix to ver 0.30?
  17. thanks mate's! very interesting!i have do a disasemmbling but i have't seen any such things..i was hurry and probabily a haven't watch good!
  18. ok thanks,but to disassembling i have to pay a 10k and need datacore of the given ship(ex a corvette) and at the end of the disassebly i recover alien alloys and aelenium?if i manage to dedicate a second base only for manifacture i had to send from the main base all the datacores(assumed like corvettes wreckages)and than disassembly? thanks for the answers!
  19. i have a question,since i have few time to do a serious playtrough how works alien ship disassembling? for what i have read (rapidly)i have to pay 10k and a data core for have?extra alloys?or i earn 10k for the disassmbly? is important for economy or the free hangar is better occupied by a foxtrot?
  20. yes..is an extreme option but is tryable...at least for the monetary cost..pay 10k for a single use bomb is a bit expensive.. if a suicide unit is implemented i would prefer a cable or radio guided drone with a high exp charge(like goliath in ww2) but i still prefer to see these unit in alien hands..as occupying a one or more slot in the transport for a suicide unit will damper the squad firepower on the middle/long lenght fights.
  21. ..i dont'like these low slaughter tactics..i prefer good soldiers upon cannon fodder...and i indend suicide unit on the alien side..like light drone full of of exp's
  22. good times.. i manage to control a crisallyds,arming them with a blaster shot one times and next go into a group of alien and suicide himself with the last shot:cool: ...but in xeno i prefer the hard trench,inch to inch fights.. a blaster would be too unbalancing for me..but a suicide unit is interesting..
  23. the trouble persist,when i return home i will try to reinstalling the mod..i can do it even with ver XCE 030 without problems?or i have to do some tasks? thanks!
  24. yep..but i cannot fire & kill a good old Blaster Launcher shot..if i see such things a player have to hurry up the elimination or get in serious troubles..
  25. sorry for the stupid question.. just automatically downloaded (i was out) V.030,at the first the game seem bugged(a part of the old screen filtered on the new one(of hellgate))than the game load the saves but no read the new weapons and freeze immediately when open inventory..ideas?tried disinstalling the mod and reinstalling but no work..the mod cannot support the new version?
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