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Nickboom

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10 Good
  1. I feel like the bigger problem is that Reapers just go *boop* and suddenly zombie no matter the health stat or armor.
  2. So then why is the stuff destroyed with no money bonus I can get the aliens because in killing/capturing them you are already getting a funding bonus but for the UFOs you dont seem to get any bonus after the first time of getting something.
  3. I just wanted to pop up my little suggestion but I think we should get a relation bonus for shooting down a ufo and the bonus should be based on the UFO size (meaning a scout isnt worth the same as a landing ship) also you should get bonuses for still clearing a UFO crash site manually but not as much as donating the UFO would give.
  4. Chris we are just questioning why you just blow up datacores and ufo parts after you get them once also alien bodies should sell for *some* money much more if they are alive.
  5. I agree here when I first played and learned that alien bodies dont even sell for money I just pictured some man sitting in a office chair going "WHAT the ability to research an alien HOW ABOUT NO" *slams phone down*
  6. Im sorry but I dont think normal plasma is that lethal to an arm and a leg because they seem to be able to take a shot to the chest with plasma and after 9 days in the hospital their ready and pumped up to go. Edit: I see what you mean if it hits higher on the limb but still thats not like getting a *direct* hit from plasma and the damage should be reduced.
  7. Of course tobbzn but how does a shot pass completely through a solid shield and land a shot equal in power to one on someone with out a shield if we are saying the it hits arms and legs arguement then the damage should be greatly reduced (and yes arms and legs bleed but one doesnt just go OH MY ARM and drop dead they live for a couple of minutes unless the arm is totally removed.)
  8. If that so then I wasnt I informed that vital organs are now in arms and legs. Surely the xenonaut holding the shield is smart enough to keep the shield protecting the important stuff, so even if the shots are suppose to be arm and legs shot then they should have the damage toned down as well.
  9. @Chris I dont think we are asking for 80% chance to stop a shot we are asking for 80% of the damage to be stopped from every shot (if it hits the shield of course) The current system implies that 20% of the time the shield bearer just sticks his head out and gets shot right in the face.
  10. I agree with the shield thing I honestly want it to be blocks 80% of damage all the time and to the people that say "Thats not realistic" How is getting shot DIRECTLY front where the shield is and the shot completely bypasses the shield and hits the guy.
  11. I utterly HATE the new ground combat changes the new +-50% thing is very annoying because it seems like ONLY the aliens get those 50+ shots and the my guys get 7 damage shots I recommend weighting the damage slightly to the one listed on the weapon because instead of the damage listed you should list 10-30 damage instead of 20 its pointless to say 20 if thats only one of the tiny chances you get. Also I would suggest that the combat shield block 80% of the damage all the time instead of a 80% chance of blocking all of it, because the FIRST time I used one the guy was shot at 2 times and BOTH times the shots some how just pass right through the shield . Also because flashbangs are bugged UFO's are almost impossible to clear with out a meat shield.
  12. That doesnt work any more the UFO's now have a one second delay for rolling.
  13. You have my support in this I thought it was dumb at first but the more I see it the more I think this would be perfect.
  14. I think missiles need more damage to balance out the new insanely hard to hit ailen ships stuff.
  15. Well you can actually pretty easily tell if a Ufo is doing a base assault if its making a B-line for your base its going to attack it.
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