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Black Cat

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Everything posted by Black Cat

  1. I wonder why we level up so much anyways. I also wonder how you can have multiple high ranking soldiers when you only have maybe 20-30 on your roster between all your bases. How about the idea of making the only skill ups you get when the soldier actually ranks up. Add to that, as the ranks get higher the number of possible soldiers who can hold that rank depends on the total soldiers you have on roster. So if you only keep 8 soldiers around there is a max non officer rank they can attain. After that say 1 sergeant and 1 lieutenant. So mabey something like this Rookie Private Corporal Sargent Lieutenant Captain Major ect.. ect.. As for numbers.. per 5 guys 1 Sargent per 15 guys 1 Lieutenant per 45 guys 1 Captain Adjust numbers as you see fit. But if you limit the number of ranks available with a hardcap vrs total soldiers. And you limit skill ups to ranks. You can easily stop the super soldier creep. It just feels wrong when my entire squad is rank Major or higher.
  2. You know the more I think about my playthroughs and the more I think about beginning aircraft... Why do we buy condors, but build foxtrots? Later planes we build makes complete sense. But Why not treat Foxtrots like Condors and buy them. This would free up early to early mid manufacturing for actually making armor and weapons for our soldiers and planes. Granted with the new recoverable interceptors might make it less needed. But I still think the idea has some merits.
  3. Though in 18.x builds the xenopedia says adrons are fearless robots, yet I seem to suppress them often Bug?
  4. Yeah that was one of my biggest gripes in TFTD. Watching my guys get mind f***ed in my dropships before they even left was very obnoxious. LOS for mind games should be required.
  5. Well as is in 18.x I can kill a corvette and 2 fighters with a single condor/fox combo. But that relies on dogfighting the second fighter with my condor guns. The 4 torps a fox can carry to down the corvette. Can a corvette be downed with only 2 torps now, and to add to that can a Landing ship be downed with 6 torps? Because I take out landing ships by letting my condor eat his anti missle with it sidewinders and then 2 fox's down it with 8 torps. 6 torps won't do the job. And last but not least I can also down a cruiser with 1 condor and 2 fox's. Is that now possible with 3 foxtrots carrying less torps. Because if I get to the point where I "Have" to make multiple runs on an alien craft before even reaching at least a frikkin battleship it will probably annoy me greatly. I worked hard to figure out how to fight ships in a single sortie. Having to kill that 2 hours rearming and refueling because the economy won't allow for keeping 6+ AC's in a region is a game breaker for me.
  6. While a lot of people will probably think the easy changes would make the easy mode to easy lol. Lets face it easy is for either learning or very casual consumption. Most of us on this forum would never play on easy anyways so don't think of them in how they would affect you, but think of them as ways to get more people to pay for our more difficult modes. Alien Bases Easy: Show up on Geoscape as soon as they are built. Normal: Show up on Geoscape if they are flown over. Hard: Show up on Geoscape only if patrolled over Ticker Easy: Slow it down Normal: As is Hard: AS is, but.. Instead of light scouts first, Light and normal scouts for the same amount of time it would take to do both. Corvettes and Landing ships get grouped also Economy Easy: Cheaper Everything, Easy is learning mode for any game and things are a bit to expensive even on easy for learning. Normal: As is Hard: AS is (but see Alien Ships) Aircraft Easy: Condors can carry missles and torps, or longer Gun ranges Normal: As is Hard: Foxtrots limited to two missles and two torps Alien Craft Easy: Large Ships don't spawn with escorts Normal: As is Hard: If damage to alien ship doubles that needed to down it then the craft is vaporized with no ground misson generated Base Buildings: Easy: Living Quarters Hold 60, Research and Manufacting can support 25 techs/scientists each. Normal: As is Hard: Radar short range radius is reduced, long range stays where it is More to come...
  7. Yeah I don't get this either. Condors can handle scouts and light scouts. You don't need fox's till you get to corvettes. Then again after reading in the experimental build that Fox's have been regulated to 2 torps and 2 missles I haven't tried it. The idea of not being able to put 4 torps on a single fox makes them next to worthless in my eyes. They can't dodge so I would never try and use them against a fighter or interceptor. And anything I need to hit with torps shrug off missles.
  8. When I got stuck in that problem (3 Androns and 3 Hadrons) I just coated the room in ko gas. Knocked out all the fleshy ones and then slowly took apart the androns one at a time. Yes grenades will work if you get at least a few steps up the hallway. And if you are doing alien bases you should have enough TU's to move 4 or 5 squares up, lob grenade, and move back out of the hall behind a wall.
  9. Well being obviously late to this party I am not going to offer suggestions, as much as just observations. I find I love air combat first and foremost. Love It. That being said I don't like the idea of invulnerable aircraft but as they stand now, 250k for a foxtrot seems to high. 50k condors seem fine to me. As to some other ideas thrown in this thread .... While in the OG air combat wasn't a big focus. I think this game has made it as important as the ground game. And to my belief rightfully so. I actually tend to find that my foxtrots never get shot down, but I also fly them close enough to unload their torps and then run them like hell. I treat them like bombers. But I also agree when I do make the occasional mistake and they get shot down.... off to the last save spot. As for people saying multiple waves hitting a single ufo... How do you do that? My first and generally so far only base will have 3 condors, 2 foxes, and a Charlie. I have gotten to the point where I have had two Corsairs and working on a marauder, with just unlocking the shrike. But to get there I had pretty much written off having more than a single base. The idea of being able to have enough AC's around to make multiple sorties at a ufo, and manage to be building/have my second or third base is beyond me atm. My biggest and probably only real complaint with this game.... is the cost of everything. I figured it out, to get a bare bones base up and running is about 1.6M. And this is what I at my current understanding of the game is just bare bones. The Base, Store room, Radar, 3 Hangers, 2 Fox's and a Condor. This doesn't take into account troops, dropships, other rooms, or weapons and armor for troops and AC's. were talking 2-3M for a fully operational useful base without research or production capabilities. To me the game seems to progress to fast for that. Now I know when it comes to Xeno I am a newb, still learning the tech trees, and the flow of the game. But I have beaten TFTD on fake Ironman and that recent sorta X-Com on normal Ironman. But so far learning this game I have had to go full blown cheese save scrumming easy dif mode. And even then I think I am on my 8-10th restart at this point, my last getting me to January for the first time and unlocking the Shrike. This game either moves to fast through the pacing or everything costs way to much. But that is again my only complaint about this game. Outside that I absolutely love it. This is the X-Com that I wish that other one had been.
  10. I am also in this boat. I have beaten TFTD and that new (sorta)x-com on either ironman or fake ironman (in the case of tftd) in normal mode. But restarting this game multiple times (think about 8th -10th restart) even lowering the dif to easy and going full blown cheese mode with not allowing myself to lose a single fighter or troop with saving.... I cannot for the life of me get enough funds. I finally got to the point where I have two migs up by the beginning of October. Which has allowed me to down the unescorted landing ships with the condor/2 mig strat but it has cost me any chance at a second base, and novemeber constantly sees my funding just start getting decimated. I have even managed to push a game to January where I had a couple cosairs, and 2 migs and plasma missles. Building my first x-37 or whatever the first true new aircraft is and finally getting research finshed on the new Shrike dropship. but again cost are just over the top. 250k a mig... needs a 40% reduction, think 150k would be good. 500k just for the base, then you add in the minimum rooms.. radar array (200k) Storeroom (50k) 3 hangers (300k total) Not to mention the 2 migs and condor (at another 550k) needed. And this is all assuming no living quarters and another hanger and Charlie. You are looking at 1.6mil for just the bare bones functional base. This is all without factoring in 50-60k for every laser gun or wolf armor. Then lets not even get to the Corsair (400k), The new fighter (750k), and the Shrike (800k) add to that even with 30 techs those last ships are 30 days to build each which has a hanger sitting empty. How anyone can do Ironman... I bow to their skills lol. don't get me wrong... I love this game so far. Absolutely fabulous, but a cost balancing pass needs to get in there quick. As it is I am now going to go research how to mod this game so I can do a flat 40% cost reduction across the board for everything. and mabey throw in a building time reduction for late game ships if I can figure that out.
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