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Xenomorph

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Everything posted by Xenomorph

  1. Jumped on a rooftop using the Buzzard, and more then once (in different occasions, different missions) the game CTD. Also, something is causing the game not to double-click save during missions, but it saves fine by selecting the slot and clicking save.
  2. Visible alien seems to be stuck on the rock, and is invincible for that round (next round machine gun can hit, but snipers can't). Bad spawn? Including save game 2013-06-22_17.29.50.sav No files edited, clean version off steam. I could stun it.
  3. 2 UFO missions in the sky, 3 fighters and 1 fighter; intercepted and destroyed the one single fighter, the other 3 chased my planes to base. CTD when landing on base.
  4. UFO that are assaulted while landed (not shot down) escape to space after mission is complete.
  5. The HP for the Condor are messed up on my game: the cannon is on the right missile HP, missile in the cannon HP. cannot switch them around.
  6. I mean condor, not corsair. Silly me. The mig32 is a modified mig31, with more armor, bigger tanks, and adapted to be a bomber - fiction. Like the F-17 condor is fiction. No need to pull out real numbers. And the game setting is counter fictitious UFO, not american planes.
  7. 1) I think that nerfing sidewinders and cannons for the condors will make them obsolete really quick, with nothing to fill the gap. That will leave Migs as the main intercept craft. And as i look at it, we will have a "melee" disposable condors, and a sitting duck mig, that will likely be hit EVERYTIME anything but scouts will get in combat, which happens very soon. And everything will stall. As for buffing up torpedo speed, that may only accelerate how quick condors will become obsolete. 2) Chances are we will adapt one way or the other, but i look ahead and see the huge financial problem this will cause. Damaged planes are grounded, not enough funds to build hangars and planes, it will be happy times sitting back watching while UFO roam all over the place. Multiple sorties works well on paper, but not on the geoscape. Planes need to refuel, too. And we don't have a ton of them. As challenging and awesome this might be for them die-hard who like impossible things, this will cause frustration. 3) It confuses me a bit why migs are faster then condors. Migs are bombers, condors are dogfighters. Shouldn't dogfighters ALWAYS be faster then bombers? I think so, but maybe it's just me. Or maybe this is just being overlooked. 4) It seems to be a fact that migs always get more aggro over condors. If dogfighters were faster then bombers, we could actually have some fun letting the mig take the aggro and flank the UFO with the condors, then let go of the sidewinders and the cannons. But why make condors faster? So it doesn't get boring, and we don't have to make unnecessary adjustments to the migs flight path while it leads the UFO. Better if we can just do this quick and carry on. But why not to use afterburners? Because the plane might have to make another run soon. The more fuel it has left, the faster it can go out. Afterburners should not be something that MUST be used, as i see it. 5) Fact is air combat will ALWAYS be the same thing. There is no such thing as a gazillion different tactics, just a gazillion ways to make everything go wrong if we press the space bar a fraction of a second later, because it will happen. Making it very tactical and complicated will be just like having a square drawn on the screen and divided in 4, them click on each one clockwise over and over again. It will get repetitive. Why was air combat in eu1994 so basic? Because the devs knew we just wanted to get that isth on the ground and kill aliens. It was all planned. Apocalypse was a totally different thing, and i actually like it a lot: just send as many as you have. A lot. Buy bikes, cars, dont matter, just get a lot of them, kill things faster, and minimize losses. Chaos is fun. I'm not against air combat being a bit more juicy, quite faithful it will be just right in the end Ive been wondering if balancing is going the right way. It looks like difficulty is going up with each build, or its about the same with different colors, which makes things a bit of a chore with bug hunting on experimentals, or a mood killer for more casual players that want to give it a try. Why not to tone things down some, and go from there? Gameplay will be faster, and so will be spotting bugs. Buggy or not, it's way easier to forgive and forget those little CTD or other issues if we can just burn through things without having to pull hair out at every corner. ------------- And before starting saying i'm wrong bla bla, just think about it for a bit.
  8. I did this yesterday, after getting the ufo cleared the terror site was also gone, but still got the message it had been nuked.
  9. Have a go at Jagged Alliance 2 if you haven't already, you'll love it.
  10. Dont forget Alien abduction missions (UFO is constantly landing and taking off). There is a good chance we may assault and catch the UFO intact, but we do have to send the fighters ahead.
  11. I don't think 1 will ever make it in, unless it's later modded. Which is a shame, really, having such a game without prone stance. For 2, i was a bit iffy about ammo being free, but it is a good thing. Can't compare manufacturing ammo with manufacturing a weapon, or an aircraft, for example, ammo is just ammo. It would take just a little time to manufacture, might as well make it unlimited.
  12. Funny, i had this situation where i had 2 soldiers on each side of a door ready to go in next turn, and a reaper peeks out on alien turn. Some amazingly willing to help local law enforcement agent comes speeding like a maniac from around the corner, and shot one of my soldiers twice in the back. Because it was in the way of the reaper. Then guess what happened? Yes. I took my 2 soldiers out of there somewhere safe. Next turn, the reaper bit the f***** local law enforcement agent, which i then proceeded to use as target practice for my soldiers in need. I tell you, everything happens to me.
  13. It's a necessary evil. At some pint you WILL need at least 3 in each base.
  14. If you want to kill the planet you're trying to save, yes, go ahead and use nukes Hell, why not? Countries do it on their own cities!!!!
  15. Civilian helicopter pilots may be idiots, but not military pilots. They can brief soldiers within the minute about relevant terrain features, because, after all, they need to spot a place to land, and they need to know where the UFO is. The Charlie is quite big. Fact: landing spot is never kilometers away from the crash site. Fact: sometimes, the landing site is at spitting distance from the crash site. Fact: there is no such thing as aliens attacking the charlie from the ground, so no need to fly low. Besides, we know the charlie can shrug small arms plasma shots no problem. Coming up with lore for FOW or no FOW is pointless it's just a matter or design decision, really, then factored in with personal preferences. The only advantage of not having FOW is quicker fights because we don't have to waste unnecessary time exploring. Fact: in flat terrain, range of view (not FOV) is higher then detection range. If you are in one side of a field and have a woods area on the other side, you can see it. But if there's someone crouched in the middle blending with tall grass or some terrain feature, you might not perceive it. In game, it's the same, and it shouldn't be. Not having FOW would balance this.
  16. That would be PSI (mind control), which won't happen in Xenonauts. @riotmaker There was no such thing as EMP weapons back in the late 70's, still there aren't, at least not without a wire attached.
  17. Nope. I'm quite sure the pilots can still see their surrounding and where they land, meaning you can see stuff from the cockpit. Also quite easy to slap a camera on the chopper's belly.
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