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Kurruk

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Everything posted by Kurruk

  1. If we're talking about the request then there's only one I have - remove the "feature" where aliens were able to see and attack characters through ceiling. One that even Firaxis felt the need to introduce... And I'm not talking here about the silent storm approach here. Although thinking about SS, destructible objects does sound like a good one to consider (building was whole before mined door exploded there) ;-)
  2. Discussing about Xenonauts in an off-topic thread, I think only Chuck Norris would be able to do something like that... considering this is Xenonauts related Forum.
  3. You are right on that part. Here on the other hand you are missing the point. Your challenging and average players challenging levels are different. The game itself even describes levels as normal being challenging for average Joe (will be somewhat forgiving), while veteran is for challenging gameplay to ppl that already played "this sort of" (x-com) game. That was the main reason why I for my first game ever went straight to veteran for example.
  4. Argh, true - it was a right click, damn brain fart... Also it blocks you're turning if you are pointing the door but are too far away, AFAIR.
  5. LMB works for me when opening doors. You have to stay next to the door (not even dead straight, diagonal is fine) and left click. That should open the door, without "walking into them". As for the reaction fire I assume it's when you move more than a tile in their field of view. So if you open the door, then there was no fire ever, but when you moved out of a cover into the field of view, even first tile in the enemy spot area, you might get shot. In order to remove reaction fire possibility from enemy, you have to suppress them (useful when entering their craft for the last aliens). In order to do that you have to use flashbang or automatic fire (best option is heavy). After that turn (first one is hardest), pinned down enemy i easier to suppress and even single fire in next turn might suppress him.
  6. Well if you are into horrors, you might consider Darkwood that finished his funding on indiegogo and now needs to be greenlight: http://steamcommunity.com/sharedfile.../?id=131900947
  7. Think you're exaggerating on that one, it would be 28% max and you're not covering Alaska, Grenland and Arctic so that would be more like 20%. No worries tho, it's still way better than starting at Australia ;-) As for the idea, I'm sure that there are going to be some players that will build a base with only production in mind and with quantities increase the profit beyond safe limit thous creating an exploit.
  8. The biggest problem with the cover I have atm (apart from grenades) is that longer cover has more chances to block the shot, and that it's hard to tell which one is half and full cover. Also after playing xcom I noticed that I'm putting my soldiers in a wrong position behind a cover, since here the cover isn't shielding soldier even from 15 degree shot.
  9. But the idea here is that ppl on the forum would know what bugs are there in current build and if their is a new one or not.
  10. I was thinking about the same thing. If you could gather all of known bugs in current build I get they would stick it and allow you to update that list to have it up to date ;-)
  11. 4) as far I watched one particular mission there were fights 10-15min and then a bit of exploration to next group, after that to the ship, so I guess that's what they meant 45min. So there is some sort of continuity and not random mission for downed ufo etc. 5) I do believe hearing that you can by sending them on some special missions. They will get some experience there (they won't die), but then again they won't be available for you mission(s?) during that time. So something like guild missions in assassins creed I guess. 6) they are explaining it as a cold war aspect where they initially thought about all of these being foreign origin. Apparently you are starting the game once they bureau is being created where they now know about these sightings being of alien origin. And also first mission where our guy is a courier and by accident gets involved and wins the battle with 2 additional guys, gives them the idea that that is ideal team (because previously they couldn't handle the threat in any way). At least that is the explanation for keeping it secret (to acquire technology and be the most advanced country on the earth) and why only 3 ppl on the mission. 7) cold war and technological superiority of US. 8) there is a base you will see in between the missions and to go through recruiting, researching, managing soldiers, but probably no in a EU degree of control, so probably no facility building, etc. Somewhere I've read about it being poor and not as complex as EU. 9) they have rights for the franchise but not the artworks i recon. 10) by old you mean 2010 with Dick Tracy type of character or 2011 and fps with tpp when issuing commands? That's what I thought as well. Drop the tpp, just leave the tactical layer and it could have been an awesome game in real-time with active pause.
  12. From what I remember from OG is that sooner or later you were forced into having you own squad of planes, because larger alien crafts were traveling at higher speed/altitude. So in order to catch up with them and get then down you had to have a better craft. So having inexpensive crafts might give you an edge at the beginning but soon you will be forced to have your own made crafts as well, where later in the game they will be the only planes your gonna have.
  13. From what I heard you are visiting the base. Not really sure if you can manage it, but apparently you can move through the rooms in person visiting all the places and talking with ppl. There seems to be research as well, but not sure how that will turn out in the final version.
  14. I spent five years in air defense, your eyeballs are the only means to make an ID on an unknown. Wee I do remember that in one of the x-com type of games there was a tech down the line, that would allow you to build some dish in the base that would in turn gather and decode/unscramble the message that allowed you to have more information about incomming alien crafts like the exact type and the crew. Not sure if that made radars obsolete or not.
  15. Since some of texts are there, I've thought about building a list of which are and which aren't there atm. Feel free to give an updated on latter projects (I'm still right after first month). As a side not, it would be great if there would be: - a way to distinguish currently selected project - a way to know which projects aren't on current list (new) Descriptions: - missing + has one Research: - alenium - alenium explosives - alien alloy fabrication - alien alloys - alien biology - alien interrogation - alien invasion + alien plasma pistol + alien plasma rifle + alien plasma technology - caesan analysis - high-speed interceptor - hunter rocket turret - hunter scout car - improved combat armour + laser weaponry - sebillian analysis - stun weapons Workshop: - foxtrot interceptor - hunter scout car - jackal armour - rocket launcher
  16. I had that problem with experimental build 1, but oddly it hasn't happen to me in second one. I do from time to time notice that they do shoot through wall, so they seem to have line of sight. At one occasion I'm also pretty sure that I heard alien being hit inside the light scout when I missed enemy in front of the craft and shot went on and was supposed to hit the side.
  17. Apart from The Bureau, I was actually really waiting for Firaxis to reveal some more on the upcoming sequel. They did hinted that on the PAX, so hoped they will show something during E3.
  18. The biggest question is - is it abuse or misuse. I for one was enjoying the Altar Interactive and did see that game as interesting. But for me it looked like they were suffering from the x-com legacy and hardcore fans (or more precisely sect). The best decision they could possibly do was done in the third installment where they left earth, moved to the mars and introduced few fresh ideas. If I won't be busy with something else and reviews are going to be interesting regarding gameplay, I might consider getting that game.
  19. One can only wish. Don't think it's gonna happen tho, looking in 3d how 3/4 of a house almost evaporated because you failed at disarming the door ... and now it looks like open pit mine with walls to the roof and hole to the basement
  20. Have you tried restarting the steam client? Looks like problem with the client not enabling an option for you.
  21. This game is supposedly for intelligent ppl that will figure out a risk of sending dropship out. Also it doesn't have to be sent with the attack team (squadron probably travels as fast as the slowest ship), but after them to have soldiers on the ground asap. You do have indication which ships are best to be sent for currently selected alien craft. The text indicate which ones you should use. I found that there's only one "drawback" with it. If you see select ship that landed, you don't have dropship highlighted - guess logic behind it is checking if craft is down or not.
  22. They seem to be interested in seeing that something happened there. The easiest option it just show something that would look like there was something going on So when loading of map is finished, but before placing units or any other object, devs might try couple of options. Your plasma grenade is one I haven't consider, but it sounds interesting. I was thinking about something like a meteorite shower. Randomize for one hour of delay x shots (ex 5) per side (aliens, locals) on the highest level of map. Then randomize destination for that shot and go through normal destruction part. After that depending on time there will be some random destruction from guns, like there was a fight.
  23. V19 Experimental 2 Mine wasn't exactly the same, but I got very small ufo report (fighter). After shooting it down (downed information was shown during air combat), back in geoscape I had information that it escaped to space.
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