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RuskiVolkov

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Everything posted by RuskiVolkov

  1. I do the same. I noticed two shots from a plasma rifle destroy the starting shield so my shield guy now carries 2 and 3 for base assaults. I don't like the tactic but I do what I must
  2. Just realized I haven't switched over to the hotfix for the stable version. This might be what is causing my rambo police officers and security guards, though no idea how.
  3. I very much enjoy the changes. The only two things problems I have are my soldiers are still showing up in the 50-60 ranges in stats (though aliens are incredibly dangerous and movement costs 3 tu so i know its working properly) and allied combat AI. Maybe I did something wrong but man the friendly AI now kicks ass. v20 stable they just hid inside buildings with civilians. Now I land and hear gunshots throughout the game only to find aliens dead everywhere. Xenonauts just arrive to take the credit and the rewards. In my first light scout crash I had two cops/security guards, one with shotgun and the other with handgun, kill 4 out of the 5 surviving Ceasans. I almost started writing a script for some sort of x-com/buddy cop movie but quickly grew bored with the idea. I don't see too much of a problem with alien accuracy, though I can understand why people would want a (preferably slight) change to non-com accuracy. I agree with Chris on non-coms being so deadly, as well as the in-game lore. Caesans eyes and heads are designed to see a lot and to help them be accurate, their weapons are incredibly powerful. It would make sense that a naturally accurate creature with an incredibly powerful weapon regardless of it's 'job' could do a lot of damage. I would like to see some more variance in the aim modes again. And maybe a buff to burst fire. During v20 stable and this patch I find burst fire to be terrible. 40 tu (now 35) to use it, I rarely suppress anything (i'm talking rifles here), even at close range I find my rounds hitting at the alien's feet, and I'm out three bullets. I can fire 2 20tu shots and have a good chance of hitting and even killing the target. It takes 1 turn, it uses 2 bullets. Or I can instead use a burst. 35tu, 3 bullets, low accuracy, so I most likely won't hurt the target, and (from personal experience) I have a low chance to suppress. If this is the way rifle burst fire is supposed to work that's fine but then my question then is why have it at all if firing two single shots per turn is better most of the time?
  4. It was but it wasn't falsely advertised. I knew it was going to be a shooter, but they tried highlighting the 'strategy' part of it, and it's barely strategy at all. It's just gears of war with 'advanced' squad tactics, to me anyway. From Chris' fantastic article I'd like to highlight this line: "the original X-COM meets The X-Files, set in the 1950s to 1960s." This would've been an amazing concept. It still is an amazing concept. Imagine if the game starts out all slow and missions consist of driving to talk to witnesses of 'strange events,' or investigating 'unknown sightings.' If you find some odd technology you take it back to the base, the research department takes months to just barely figure out what it does, all the while you're managing men in black all over the America trying to figure out this new alien threat. But big studios don't think people have time for that. People just want lots of guns and explosions.
  5. (My first post in forever!) I purchased this game, and regret it. Should've waited for a sale. I'm not that mad since I only paid 45 USD and got spec ops AND all the other x-com games which i gifted to my friends. But damn, this game is so far from x-com and so far from being a strategy game that it's just sad. I think I died a little inside at how disappointed I was. Whoever decided to slap x-coms name to this obviously non-xcom game is just a jerk. I wish more games could be like xenonauts. I've been playing the experimental versions and it's turning out to be what it was promised to be and everything that I'd hoped it would be. Maybe this is the final nail in the x-com coffin, and soon new games will take it's place, succeeding in the new age where the old game couldn't.
  6. I wish there could be an option, so i could choose either fog of war or being able to see the entire map (just blacked out). Thothkins, I read what you said in the other forum and I didn't really think of playing the game like that. Any map or mission I play, I have the same objective each and every time: Kill every alien bastard. Even better, as PVT. Johnny Rico said: "KILL EM! KILL EM ALL!!!!" Maybe it's to satisfy my blood lust, maybe I really want to try to even the body count, or maybe I just like the OG x-com's way of doing it, but I always search every corner (literally) of every map to wipe them all out. You get a little extra cash, your soldier gets a skill leveled, you don't lose points for one escaping or anything. Anyway, I have absolutely no need whatsoever to win via UFO capture. It's something I haven't even tried to do (i don't know if it's even implemented yet). But the FOW kills me. People can argue over the realism "but da helichoppa saw da landin' site! i should know where everything is!" "but they have printers and phones! can't they just get copies of maps of the area they goin to, so they know where everythin is??" but I don't care about the realism. I mean, yea, I guess the map being seen entirely greyed out would be the 'realistic' representation of maps/seeing the zone of operation, but my problem is it's just really annoying. It annoys me because I feel like it takes away from the game, tactically. My goal is to wipe out the aliens, if I have a map of the area I can plan accordingly. Right now i'm just sending 8 people with different type of guns all in random directions hoping to find something. If I could see the map, I'd have snipers moving toward vantage points, I'd have machine gunners setting up on long streets or choke points. But this is just a dream maybe once the game actually comes out there'll be something I can change in the files to suit my unique play style. I wouldn't want the devs to include it for the exact reasons thothkins gave, too much potential for breaking the game.
  7. I think this is an incredibly fantastic and amazing idea. My only question is how it is going to be balanced with the game. Is the invasion going to be slowed down to allow the player to focus on all sorts of other research branches and political debating? Are we only going to have soviet weapons for 2-3 weeks after we receive them because we'll already be getting laser weapons? Those questions aside I would really love to see some form of something like this implemented in the game. I think xenonauts (and the first 2 X-Com games) are less about management and politics and more about beating back the aliens. Which is fine and all, but I would very much like to see these features in the game.
  8. I don't think its extremely efficient at ANY range, just short to medium range. Long range I notice the majority of my shots almost always miss. But I do think the AK is strong compared to other weapons, especially the M16. Larger magazine size, lower TU costs, FOUR round burst. I even prefer them over laser rifles, to some extent.
  9. I could see some of these suggestions in a mod, but I don't think most of it will be put in game. I imagine the scientist specializations aspect wouldn't be possible at all (though i'm not sure how much the game will allow itself to be edited, maybe someone with a lot of time and dedication could make some sort of very sophisticated science managing system). What I really want to see (I doubt it will be in the final game, but maybe in a future mod or something) is an equivalent to your drop ship idea. Three months in the coming war you send out a troop carrier and it gets shot down in the middle of the woods somewhere in the soviet union. So you saddle up a second chopper to get your boys out of there, but when the rescue chopper is a few hundred miles away, you get this message: "It seems as though the aliens have recently learned that the downed helicopter is one of ours. Enemy spacecraft have been confirmed to have entered orbit around the site. With any luck they'll hold out until *name of second helicopter* has arrived." and then a mission prompt pops up. If you choose to do it, there will be a random roll for how many soldiers survived, how healthy those soldiers are, and how well they're armed (i doubt everyone would be able to hold on to their weapons in a crash). Victory conditions would be to either kill all enemy units, or hold out until the 20th turn, when evac arrives.
  10. I tried out the experimental version for the first time. Is there going to be anymore balancing done with accuracy? I just landed for my second mission and the moment i stepped out I saw an alien just chillin right outside, standing around in the open (about 10 tiles away in the open). Seeing the perfect opportunity, I lined up seven of my soldiers and had three (1 MG, 2 rifles) fire bursts, and the other four taking aimed shots. Only 2 bullets from the whole volley (~15 bullets or so) and suppressed him. Thats a 13% hit rate for a target in no cover at medium-short range, with soldiers who had time to crouch and aim their shots. If that is indented, then it's fine I guess. I just have to start equipping most of my riflemen with snipers (in order to hit something) and machine guns (for the suppression).
  11. I do pause, and I do try micromanaging my planes. But after my foxtrots fire their missile loads they're in the corvette's range, no matter what. From that point it's up to chance whether or not they get away. After a foxtrot would die, the corvette would turn to engage the condors (who came in close to use their cannons). But now I know aliens always target the center craft. I'm gonna try using that to my advantage, but that seems more of an exploit than an actual tactic to use against them.
  12. Maybe I'm just not very good at the air minigame, but heres what happened to me. When a corvette appeared for the first time in my game (yesterday morning), I saved my game and sent 2 condors and 1 foxtrot to deal with it. I lost the foxtrot (because I was stupid) and one of the condors. I reloaded and tried again, this time paying attention to what I was doing. All of my planes got wiped. I reloaded and tried about 5 more times. Einstein's definition of insanity was "doing the same thing over and over and expecting different results," so I decided to send 2 foxtrots, followed by a full squadron of condors. After the two foxtrots released their payloads (four of which were alenium missiles) I had them break from the fight. The condors then intercepted the craft, I had the corvette chase one while the other two attacked. After losing two condors the thing finally died. It took seven tries, and on the one successful try I lost two aircraft (and the foxtrots barely got away). Now I'm fine with this outcome, but it took so long to get to it, and way too many resources. Whenever i lose a foxtrot, i feel like i'm forced to reload. I'm barely getting paid as it is and 250k for a foxtrot makes it a huge HUGE investment. I think air combat should be hard, I think air combat should be challenging, I think i should definitely be losing aircraft left and right until I can get proper defenses and technologies researched and set up. But, I don't think messing up once should punish the player. If I send a squad of foxtrots to deal with a corvette and they all die, to my understanding here is what happens: I'm out $750k, and the invasion ticker goes up. So not only have I lost 3 almost irreplaceable aircraft (way too expensive to build more) but now as punishment for losing my craft the aliens are going to send even better spaceships. I don't have any personal input for how the minigame should be, I just don't want to spend all of my money building planes that are just going to get curb stomped the second they leave the hanger.
  13. If I ignore fighter craft (most fighter craft in my game appear in squads of three or with a heavy fighter. It has been like this since October, it is now November) does the invasion ticker scale upward faster? I shot down everything in Sept, and early oct was easy since it was only scouts. Then late October comes and it is either corvettes, corvettes with fighters, or lots of fighters. It took two foxtrots and two condors for me to kill a corvette finally, and i lost both of the condors. When it crashed I thought to myself 'this thing was so hard to shoot down, now that I finally killed it, this is going to be a turning point in the current air combat.' I thought the resources and technology that I would recover from this near impossible-to-kill craft would help finance and construct new planes to help me win. Boy was I wrong.
  14. (First post woo!) I ran into a similar problem, but much earlier in the game. October was an incredibly quiet month, then at the end of the month, I get three terror missions in a row, two of them in the same city somewhere in Russia. I saved before the first one, and when I won (with half my men remaining) the same exact city lit up with another terror mission. First time it was robotic soldiers assisted by those terror disks, the second one was reapers and cebillians (or however you spell their name). I'm not a fan of save scumming, but I had to in order to beat three terror missions in a row.
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