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Cpt. Spaceface

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Everything posted by Cpt. Spaceface

  1. @lightzy - I've somehow ended up doing a handful of terror missions at night (playing on veteran - although not sure if theres actually any differences in difficulty atm) and it feels pretty damn tactical. Just figuring out how to kill one alien that has the ability to wipe out your entire squad (and frequently does) and approach it is pretty tough as is. Adding more aliens would inevitably lead to them being made less tough, just zerging your squad, which is far less terrifying than worrying about running into an alien an inopportune moment which will almost definately kill a soldier (far more in keeping with XCOM94 too I think)
  2. Could you adjust the ticker speed for the difficulty level to ramp up the speed of the invasion for harder difficulties, and slow it down for easy, so you don't have to play as optimally to not be outgunned later on?
  3. Losing armour/equipment from abandoned missions? At the moment I don't think you do, at least I haven't experienced it in my playthroughs. Obviously equipment could be recovered from dead soldiers after a victorious mission, but after a terror mission you loose and the city is nuked? Even if you get back in the ship and abort you're not going to recover the items you left on the ground. I feel this would add to the realism and really make players weigh up the decision of whether to carry on with a mission that might go badly. It could also be reserved solely for the harder difficulty levels
  4. Two small ones 1. At night if you illuminate an area containing an alien and can see into that area, the alien sprite still isn't shown until a soldier moves (although the little alien in sight icon does appear) 2. civilians shooting at aliens that they can't possibly see - through several full height walls.
  5. Also, when I got back to the base, all my Jackal Armour was still available, even though I'd left it on the ground when Wellington got nuked. This might be intentional. Just doesn't particularly realistic. I guess it depends how much you want the game to punish someone for failing a mission so badly
  6. Just did the first terror mission in a new game on veteran - in Wellington at night. It went terribly. I ended up legging it with the last two soldiers, grabbed a reaper corpse and jumped on the charlie. There was also a reaper in the doorway (though not technically inside the chinook I guess). Anyway, somehow this unlocked the Alien Interrogation research project even though I hadn't captured a live alien at any point (pretty sure the one in the backpack was dead). Another minor point is that the Reaper autopsy completed before the Charlie got back to base, so unless the two badly wounded soldiers were doing it on the way back out of boredom ...
  7. Hi. First off, love the game, just thought I'd help out with a couple of bugs I've noticed in my limited playthrough 1. Hunter scout car resurrecting after being destroyed - got back to base and it was there straight away and available to go on the next mission 2. Missions and kills stats not recorded for hunter scout car 3. Hunter scout car instantly repaired as soon as it got back to base (not sure if this is a bug or just a balancing issue) 4. Some soldiers resurrected when returned to base - after being completely annihilated. I accidently vaporised one with a rocket launcher but he still turned up ready for the next mission That's all for now, keep up the good work
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