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Everything posted by ThunderGr
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Geoscape Balance Discussion v19 Experimental Build 2
ThunderGr replied to Aaron's topic in Xenonauts General Discussion
Just as I thought. The constant whining about the air combat getting "too difficult" and "overcomplicated" leads to lessening the depth of it and removal of nice features. Well done, people. Keep it up. -
I think it is obvious that the question is about the time on the terror site, not on the location of Sgt thothkins.
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Geoscape Balance Discussion v19 Experimental Build 2
ThunderGr replied to Aaron's topic in Xenonauts General Discussion
It has been said that there will be an autoresolve option for the air fights for those that find the air-combat "overcomplicating". I like the way it goes and it should not be a boring repetition of the same tactic all over. For the rest of the people, you can always autoresolve it . -
add sniper rifle have more range and accuracy
ThunderGr replied to wongjoe05's topic in Xenonauts General Discussion
I do not see why assault rifles would have a better chance to hit a moving target than sniper rifles. The only real modifier for a sniper rifle is distance. If the target is closer than a specific distance is very difficult to hit it with a sniper rifle. In all other situations the sniper rifle has a better accuracy. Moving targets are harder to hit for any weapon, still, the sniper rifle has better odds, which increase with the distance(in relation with other weapons, that is), IMO. -
Right clicking when the door icon is visible works for me.
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air combat become very hard after the new update
ThunderGr replied to wongjoe05's topic in Xenonauts General Discussion
Just do not fire all missiles at once, since the UFO will evade the first barrage. Fire one missile and, after the UFO rolls, fire the rest. -
Chinook dont have worlwide reach
ThunderGr replied to Rebel44's topic in Xenonauts General Discussion
It is just a technological and world status reference. Since you are touching on the technological aspect, your suggestion just beats the purpose of the reference. -
add sniper rifle have more range and accuracy
ThunderGr replied to wongjoe05's topic in Xenonauts General Discussion
Another game-related thread at the off-topic section...Interesting. -
Hmm...Perhaps we shouldn't be able to avoid night terror missions? It is not like the aliens would wait for you to arrive at first light before they kill everyone and destroy the place.
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No, I have not played a base assault, yet. However, this is what smoke grenades are for. Use them to provide cover for your troops in places that there is no cover. And, of course, there are the shields. You use them to protect the advancement in areas with no cover. I think the developers have given us the tools, we only need to use them.
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No, he does not, but you have the TUs needed to move him out of cover, shoot and get him back again. In the fireaxis game, they only give you 2 moves, so they had to compensate by taking this detail for spotting, shooting and returning to cover upon them.
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The idea is that you only have to do it once for each building, I guess. After that you can tell which is which by just looking at it. EDIT: As a related issue, a description of what a medical center does would be nice.
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And it would be a motion scanner. Human movements would be tracked, as well. Not just the aliens'.
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Geoscape cities as of experimental v19.2
ThunderGr replied to Solver's topic in Xenonauts General Discussion
Me, too. -
Constantly Doing Base Defence and Terror Missions
ThunderGr replied to Mandrake109's topic in Xenonauts General Discussion
Looks like you got it right . -
bug: can't change weapons on marauder
ThunderGr replied to wcanyon's topic in Xenonauts General Discussion
If a plane is damaged, you cannot change weapons until it is repaired. If it was not damaged, it would be a bug. -
late game: lack of alien alloys stops progression
ThunderGr replied to wcanyon's topic in Xenonauts General Discussion
I definitely disagree with that. UFOs should only land when performing a mission. -
Ground Combat Balance Discussion v19 Experimental
ThunderGr replied to Aaron's topic in Xenonauts General Discussion
Not me. -
Well, it is said that the game is not balanced, yet, but it would be a shame that such a thread does not contain a "This is X-COM, baby!", line. So, I thought I would provide one. This is X-COM, baby!
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Just like the Elder Scroll series. Developers are trying to provide a nice, realistic, soldier skills development scheme and there are those that start abusing it from day 1 . Anyone willing to actually play the game as it is intended to be played? I find it disturbing that the developers are expected to provide measures against abusing the skills development. Heck, if someone enjoys having soldiers do meaningless things during a mission, it is OK. But the same person stating that this is a game defect is absurd . In my opinion, the game should be so hard as to not allow anyone the luxury of doing such stupid things. But, hey, I am sure it is just me!
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V19 Experimental Build 2 available!
ThunderGr replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Perhaps we are supposed to start sending squadrons instead of single aircrafts. -
V19 Experimental Build 2 available!
ThunderGr replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Expecting to win the game when you lose the air battle? I do not think so. I do not know about you, but I think that losing the air battles should not mean that they have to become easier, it means that we have to become better at fighting them. -
You right click at a square in the direction you wish the soldier to rotate.