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fury

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  1. So that figure is in like manpower days or something? Wonder what the second value is for..... My current game is at January and I'm being crucified on the geoscape with constant base attacks and terror missions, and i've lost 2 continents - time to manufacture some marauders.... Then you see it would take a month with 30 engineers..... Time for some editing.
  2. I agree with you totally - the other various games ramped up with you much more gracefully, so you'd have time and money to invest in the intermediate tech and use it in anger before progressing onto better tech. At the moment, the steep ramping up of difficulty means the intermediate tech is pointless, and actually penalises you with the cost and time wasted - the corsair is an example of the geoscape combat, laser rifles for the ground combat. I like the explanation of why you can use alien tech to speed up manufacturing. Once you have alien electronics and an andron autopsy, you could cobble your own production line together, and halve or quarter the time taken. The way I also see tech adoption, unless you really are improving the way the tech works from the ground up, there should be no reason to build anything from scratch - the most you'd do for an alien weapon is redo the stock, sight, trigger and grip. Your troops are being butchered with advanced weapons, why wait 2 months for research and engineering to make a human version? If you think of the balance between research and engineering as it currently stands, I have 15 scientists that are mainly sitting idle since they finish research so quickly. On the other hand, 40 engineers still aren't enough to construct and keep pace with the alien ramping up.
  3. Hi - new around here, forgive me if it's not the appropriate thread to add comments to. +1 for me on the overall accuracy and the contrary "0%" scoring more hits than way higher percentages. One big thing for me - is there any way of making the AI a lot more aggressive? I just find it really jarring that aliens send a squad of 10+ androns to attack my base, then have to spend the entire encounter rooting them all out of cupboards, and finding the leader and 4 other buddies in a starting room? Yeah, you're really storming the base there, holed up in corners of a single room Same with "terror" missions where aliens play hide and seek or sit in one spot all game. I expect them to be defensive when I've downed their ship and send a squad in for mop up duty, but as it stands the only agressive unit is the reaper. While commenting on downed ships, is there also any other way of generating the map where ships don't tend to have their doors be directly next to a wall? It seems in that configuration, movement is bugged so that units can shoot without being revealed, then jump out over the wall and back into the ship to disappear again. It's a bit disappointing having your squad lined up for target practice and having them all wiped out due to the above behaviour
  4. I think its a combination of the balancing and expectations really. If the ramp up in activity and size/speed/toughness/number of ufos by month 2-3 wasn't so big, the manufacturing speed part wouldn't be a problem. The corsair also really isn't that special (its really just a quicker condor with 50% more hitpoints, it still can be taken out by heavy fighters way too easy), and you have something that is not much bang for the buck. Add that to the massive build time, and its best to just skip it and wait til you've got the next level unlocked. Best to concentrate on getting plasma explosives and not worry too much about the fighters really. By the time you get corsairs, its way cheaper and quicker to just keep using condors.
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