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ThunderGr

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Everything posted by ThunderGr

  1. I have the impression that the bleeding stops when he recovers maximum battlefield HP.
  2. Great dialog. Cannot wait for the rest of the story
  3. When a soldier's health has reached the battlefield max, after he is wounded, you can still waste medpak points(and action points) trying to heal him. A notification that the soldier is at max health and prevention to waste the points would be very nice.
  4. Hotfix 1: The HM window is visible during the Alien turn, even when they fire on my men or move within my LOS. I am certain it should disappear. In fact, if you people are so bend on removing the full screen hidden movement, why obscure any parts of the battlefield at all? Just a notification at the top of the screen should be enough, IMHO.
  5. In the OG, I recall that, if you were to move in a different direction than the one you were facing, you were not charged with additional AP for the direction change. This seemed natural, since the turning was part of the move. That led to interesting situations, because you had to decide if it would be better to be cautious and first turn, then move, or just start moving, even though you were not able to see what is there at that direction, in order to avoid the extra AP cost for turning. That was true for changing direction while moving, as well. I think most people would agree that turning as part of moving does not really take more time than just moving. I would like to see that implemented in the game. Or, at least, reduced cost for turning while moving.
  6. It seems that steam has a weird method of determining when to apply updates...One would expect they would do so when you start the game, but no, they do it randomly, whenever they like... Anyway, it is working as stated now. Thank you. Returning to game .
  7. Started a new game, 1st mission. Medikits are still 1/50.
  8. I started on the experimental but the initial bugs make the game unplayable. I will wait for the next update before I resume playing.
  9. It is a matter of preference. I do not think the developers should give serious consideration to this matter. There are things that *actually* have an effect in game experience and depth that they are *not* a matter of preference and need to be taken care of, IMHO. Personally, I like the full screen.
  10. I also had one UFO shot down over water(near Scandinavia), but the game generated a ufo assault mission, nonetheless. I suppose it is a bug or something. I even got the dialog informing me that the UFO crashed in the sea.
  11. Perhaps you were unlucky. I had one ufo shot down by the AI and was requested to assault it. I, also, had 1 touch down and these were in a game where I have only played 4 missions so far...My base is in Europe. Of course the geoscape (aka the strategic part of the game) is just functional. It is not even considered to be playable by the developers, as I have understood so far. So, I assume it is normal to get such frustrations at the moment. I am confident things will be different when they manage to work on it and that it will not have to include guided play. I do not like to be told by the game where to build my base or lose if I fail to comply. It was not the case with X-COM, I think it should not be the case with Xenonauts, either.
  12. I do not agree with the UFO operating near your base or the suggestion for a base location. There is no reason whatsoever why the aliens should operate at a specific area of the globe. You have the option to order your interceptors to tail the UFO and start the engaging over land. A good commander should use all options and good tactics. If you give the order to intercept over sea/water, it is a tactical mistake you have to pay for. I am not so sure you have to rush for a second base right now. The UFOs are so weak in the beginning and the aliens are worst than your rookies, if you can believe that... Building standalone radar stations is rather useless if the area they cover is outside interceptor operational range... Right now, you have missions for UFOs brought down by national troops(not xenonaut troops) and I think this is a *very good* thing that has been included in the game. So, not everything is depended on your base coverage or radar range. The thing with losing a territory so early has been mentioned as a bug elsewhere. Ehm...sorry if I sound too negative. I think the game starts too easy at Normal difficulty as it is.
  13. I was using them, especially in night missions and when I had scanners. Seeing or hearing the aliens patrolling an area(especially near ufo entrance) and I did not dare come in their line of sight. I was throwing a proximity grenade from a hidden position and, then, either sent the troops after it exploded or moved towards another point of entrance, sure that my flanks are covered.
  14. I agree with the sentiment. In addition, the previous value of the improved stat should be displayed along with the new value, so you can see the magnitude of improvement, at a glance. Unless, of course, the improvement is always 1 point and is stated in the manual.
  15. I do not like the idea of genetically modified soldiers. Improving soldiers using armor/helmets/weapon/drugs that enhance their physical and/or mental abilities is more like human solution-finding to me and should carry the appropriate, realistic, undesirable side-effects. In addition, humans using psionics is not much like what humans would do, IMHO. Finding ways to defend from psionics and using them against the aliens(that is, finding ways to exploit the vulnerabilities of the aliens using these powers, like a device that would hurt an alien trying to use psionics against the soldier carrying such a device, stun him, injure him severly etc) also seems more consistent to human behavior. Just my opinion.
  16. The aliens could be ambushing the Xenonauts. After all, they see the helicopter coming. They have time to prepare. Advanced combat tactics can be implemented for the AI, so that they behave realistically, without being too offensive or too defensive but adapting to the situation on the battlefield. I would like to see proximity grenades in the game.
  17. I agree. At any case, the weapons must remain lootable. Making them non-lootable is unrealistic to say the least. If farmers can have laser weapons, though, it makes sense for them to become freely available for the Xenonauts, just like the ballistic weapons at the beginning of the game.
  18. After playing 3 missions on this release, I noticed that the aliens inside a UFO attempt to fire at my troops outside of it(when they are spotted by an alien outside the UFO), while there is no way to make their shot(door closed, all walls). This ended up in aliens killing eachother inside the UFO before my men reach the door. I also noticed LOF issues in both direct line and angle. For example, there are many occasions that my men should have a clear line of fire to an alien, but the game calculates that it is blocked. When you attempt to target an alien at 45 degrees and there is another trooper next to you, standing, the game still calculates that he blocks your line of fire. I think both issues are connected.
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