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thixotrop

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Posts posted by thixotrop

  1. Played a farm map that I think is one of Stinky or Skitso.

    1)

    The chemlight thrown by my sniper with buzzard armor on top of a house did not land on the ground.

    I don't know if I selected the ground level to target, but it seems the chemlight landed on first level, though the illumination is correct. Bug?

    The illuminated area (see white circle) seen by a soldier from the ground, no chemlight displayed. Bug or map error?

    chemlight 1.jpg

    When switching to first level, the chemlight is displayed laying on the ground (see chemlight now ion white circle). Bug or map error?

    chemlight 2.jpg

    2)

    Whoever made this map. I really like it.

    However, houses do not grow gras inside!

    Unless they don't have a roof (which this one does) or are a greenhouse made out of glass (not this one). And I don't see any UV-lamps.

    And is this should be hay, it has the wrong colour. :P

    house with gras INSIDE.jpg

    A sand coloured floor is better.

    chemlight 1.jpg

    chemlight 2.jpg

    house with gras INSIDE.jpg

    577e7cd4377e7_chemlight1.thumb.jpg.f1ad3

    577e7cd43cacc_chemlight2.thumb.jpg.3d1a1

    577e7cd449346_housewithgrasINSIDE.thumb.

  2. Well, I finally came across the same scenario too. When I encountered a bunch of androns in landing ships before, you could get them to come down to the 1st floor by approaching the teleporters and/or going up, then right back down. Not in this cruiser. 7 of 'em with their eyes glued on the teleporters, refusing to move save for spewing reaction fire.

    I followed my own superior advice and sent a double-shield guy up, who was promptly gunned down. Then I thought long and hard about sending another guy up. Was all their reaction fire spent? I didn't want to save spam, and I didn't want to risk losing a high-ranking officer (this being my A team, all majors or better) so, with this thread in mind, I decided to reconsider my grand strategy, turned tail like a sissy and ran for my dropship. Lol. Time to eat humble pie

    LOL

    I have tried that mission again, from the very beginning as I did not have a decent save game that was not already messed up in some way. So after cleaning the surroundings I have breached the Ufo again, side entrances, empty again.

    Then something different happend:

    Was positioning my soldiers. M last one entered the front door and stopped near a low wall.

    End of my turn and suddenly the Androns come down.

    Rushing down.

    All of them.

    Five soldiers dead, 2 wounded unless the last soldier that entered. Damnit.

    Ok reloaded save, which is before entering the Ufo.

    Now position my soldiers with more distance to the teleporters before the last soldier enters the front door.

    And...nothing. The Androns were not triggered.

    Again.

    Soldiers at former (near) positions. Last Soldier enters. Again nothing.

    Sending one of my guys up. Survives reaction fire with heavy bleeding and nearly no HPs left. Goes down, moves away. End of my turn.

    Now Androns come down, killing.

    Their turn ends, and...Androns are gone! Simply gone, not invisible but vanished completely as if they were not there before. My dead soldiers are the only proof.

    I could see the Andron sprites vanish shortly before the hidden movement screen pops up again before my turn commences again.

    Retreated and aborted that mission. My very first retreat, hurts. My pride only I guess.

    However, I don't know what kicked the Andron into action that one time. I could not repeat that.

    The vanishing Androns were really strange. Guess that was a bug.

  3. Please don't remove them. I agree they are essential in (my) early game but not so necessary in (my) later game.

    As they have an increased stun-smoke radius compared to V20, they require more carefullness when using them at close surroundings like inside ufos or buildings. Thus "spamming" them is not wise and hence not a "win-button" that makes the game easier. It is one element of tactic, I don't want to miss.

    From all other ideas here:

    • Harvesting/exploiting dead Caesans/Harridans for producing stun grenades would be cool. But please more than a 1:1 rate.
    • If stun is too much overpowered (I don't think so) it might be valid to reduce TU drastically; like when moving through that smoke you become dizzy.
    • Proximity grenade? Oh yeah, baby!
    • At the moment in my opinion the stun baton is too weak or it takes too much TU to use. Getting near an alien prior to using the stun baton takes a lot of effort. And then you run towards just to find out that you can only hit once and it is not enough. However I also use them for capturing leaders due to the stun-smoke radius mentioned above.
      A single-charge one-hit stun button would be valid too, I also imagine the "Demolition Man" version here.
    • An alternative to that stun buton could be a special stun one-bullet-ammo pack or a rifle grenade in WW2 style or like the M203 launcher.
  4. Once my Heavy did run out of ammo. He was wounded and lost some TU, so he could not reload anymore.

    I put all grenades, the medikit and other stuff but the gun and ammo pack onto the ground. Next round reloading was possible, and I packed everything back. Voilá.

    I don't know if this is intended or a viable option as weight reduces TU.

    And yes that soldier, all my soldiers actually, are slightly overloaded.

  5. ...of REAL soldiers, not hairdressers and transvestites...

    Strange, I can't see any hairdressers or transvestites in the game, only soldiers in uniform. How can you spot them?

    Whoever is put into an uniform is a soldier, that is actually the intend of that word "uniform" ==> Everybody looks the same. The only difference is the rank. See

    .

    If you want only Hulk-lookalikes, steel-chin guys and 80's bodybuilding-typos, I guess you have to create your own set of portraits.

    Concerning bravery: It is together with psi powers one thing currently in balancing process, because psi powers were activated only recently.

  6. Buzzard scout to the rescue! A man on wings flitting around in the air allows me to spot the reapers most of the time..unless it is night time. If only we could research night vision devices..

    If soldiers would have night googles (it was called off some time ago) the aliens would have non-LOS mass mind control kill.

    :(

  7. That's when Private McBulletsponge and his dual-wielded shield technique comes in. Followed by massive quantities of C4 and Heavy Weapons fire.

    The post Mercent mentioned was mine.

    Yeah I don't have two shields in that mission and never have seen them really helpful.

    Tried the C4...soldier dead before he can retreat as he is killed as soon as the C4 is dropped.

    drop smoke at the teleporter move 1 square over and move my team of shot guns up to point blank range and snap shot, if you set up for the breach you have full squad ready to melt face down there. get shot at threw smoke because aliens don't move to point blank range to fire and repeat. given the high armor you might have to move to the side of an andron to be 100% safe from reaction fire from the ones you kill on around 1 as it might take 2 snap shots from the shotgun.

    Tried the smoke tactic...soldier dead when smoke is dropped.

  8. Camper androns are the worst since they cant be suppressed by shock genades, i feel your fustration bro. Have u tried sending one man to the second level and then teleport him back down asap to tigger their aggression? I see that there is only one andron camping at one of the teleporters, when u attack him, did the rest facing the other teleport reaction fire? If they do then it is probably a bug but if not, u could probably take out the loner first, then send your men back down. Hopefully the rest of the andron will change direction and face the teleporter you were using. Then now u can send ur guys up the other teleporter to deal with the androns who will not be reaction firing since they are facing the other teleporter. Think it will work?

    Actually I found out that you can use the transporter up and down while standing on it in that mission. Before that I thought you had to step off and back on. Silly me.

    But I did that, three times in a row, with both transporters, no reaction. Maybe the Androns thought: "Strange behavior of this human-thing using the transporter that way, but let him play if he likes."

    I kind of remember that in the OG you could throw something up the transporter, but I don't think this will be possible to add and then I don't think it is necessary if this camping doom will not happen.

    When the one soldier fired or tried to move around, the Androns near him reaction fired and killed him. The others didn't, only when a soldier appeared on the other transporter. So everytime you fire, no Andron will die, but your soldier(s).

    Thixotrop, I'm encountering the same kind of triggered behavior on landing ships (haven't gotten to cruisers yet) vs androns and sebs.

    I put all of my troops on the 1st floor in good firing positions with plenty of grenades, and then send one sucker upstairs wearing wolf and TWO assault (not combat) shields. He manages to survive the reaction fire (though I never had 8 packed into one room, maybe 5) then warps back downstairs and dives for cover. The aliens follow him (coming down via more than one teleporter) and it's still a bitch of a fight, but now at least winnable with everybody tossing electroshock like crazy

    I don't have two shields with me in that mission.

    Once my "you-are-the-dedicated-victim, pal" soldier was dead and the Androns came down they just walked past my waiting soldiers, turned and shot them in the back. Having up to three Androns doing that at least one soldier is dead, one or two other badly wounded. Two rounds after that my squad is down.

    • He felt the game didn't progress that well at the beginning and forced him to play "pretty samey" missions too many times. I kinda agree with this: The light scout/scout -phase drags on too long and the ground missions feel dull as there are so few aliens roaming about the map.

    I agree to that, the roaming aliens are encountered quite fast, but then the site is empty. The aliens inside the ufo are too passive.

    • He noted that in the menu where you select which interceptors to launch, the selected planes blue highlight is exactly the same as the header, making him confused. (I'm not entirely sure if this is a game issue or with my Oppressive UI Mod)

    It is not your mod, the column header and the selected aircrafts have the same background colour.

    • He never realised he could build another base until I told him.

    Funny, I thought this was just me. When I start a new game after some time and want to build a new base I always forgot to know where that button is and looking for quite some time.

    • He wanted to edge scroll the geoscape and it to autozoom to points of interests. (i.e. alien base found -> camera zoom in to show it)

    Tried that also, but the geoscape map moves when you use your mouse wheel for zooming in and out with the cursor at the side area of the map. Did not concern me as this is quite usual with CAD software, for instance AutoCAD.

  9. Ah sorry forgot. It is v21 stable.

    Yeah I have Wolf Armor but not all much at the moment. Also not all of my soldiers can wear Jackal or Wolf, because the lose immense amounts of TU, despite they are Commander or Majors. Quite annoying.

    But I send up the Wolf armor guys, they died nevertheless.

    And shields don't work there. I lost two shield guys with three/five hits in other missions. Sometimes the shield vanishes after the second hit. Maybe the next level shield is better, will try that.

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