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xcomnaut

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Everything posted by xcomnaut

  1. It must be a night time mission, use flares.
  2. Some issues still exist. First reaction shot is still hidden behind picture. Also, when alien comes in your sight, picture not always removed. Sometimes I see that alien is detected only when player's turn starts.
  3. I love plasma pistol. Looks very nice and is deadly in hands of experienced soldier.
  4. Can enter UFO through roof without opening doors. It is cruiser. Can even fire through roof. I love this armor
  5. This is random. I thought it is a bug but in later missions numbers were ok.
  6. Dudes, we are defenders of the earth, how can we skip even a tiny light scout? NO WAY! Btw, light scout is a good source of xp for 2nd or 3rd base personnel.
  7. Aliens see through walls to be always prepared. Did you notice when entering alienship, building or just going around corner, aliens always facing you, waiting for reaction fire. Sometimes if you stand behind wall, they try to shoot exactly at your position. Even more, they give your location to friends to shoot from miles away without actually seeing you. When you try to flank, they try to stand behind cover and shield against flanker without even seeing him. Sometimes when you shoot from faraway, aliens try to find position which exactly shield them from the shooter without even seeing him. Not sure this is bug or feature but this smart alien tactic works agains them most of the time. 1. Wall shooters. They give away their position and use their TU. 2. Shooters from downed ufo. Station few soldiers around ufo to "distract" some shooters. This works against large ufos. 3. Alien base, the last room "defenders". Station few soldiers in upper middle room near wall. Enter the last room and see they all facing the wall, except 2-3 who no matter what, waiting behind corner for reaction fire.
  8. Some thoughts... Alien bases Im in the middle of january. So far I eleminated about 8 alien bases, each gave me ~250k $, 225 alloys. Isnt alien build bases too frequent? Almost very 1-2 wave there is new base. By this time I could lose a few funding nations if bases left without attention. Terror sites Another concern is terror missions. I think there are too many aliens per terror mission. I mean this is fun and all but there is no terror in that. Aliens start next to civilians, most civilians die in the first few turns. There is no way to save them nor I care to do that. Missions turns into some massacre. But who cares about civilians, mission is successful anyway, everyone happy!
  9. Try to scaut that nation territory, most likely there is alien base or maybe even few of them. Alien bases must be defeated asap cause they generate negative score every game day.
  10. No , I used numbers without armor. But armor is like 20 or so. Anyway, what advantage do you get from using vehicle? Of course if its just fun to use it, no justification needed. But lets talk about usability. 1. Vehicle is 2-3x easier to hit; 2. not enought TU to be useful as scout; 3. even 300 health + armor is not enough to use as shield for soldiers; 4. takes money and production time to replace; 5. gives -2 points when destroyed instead of -1 for soldier; 6. very weak damage; 7. does not level up as soldiers; 8. cant access many places because it take 4 tiles; For me - 1 soldier is better than 1 vehicle.
  11. 300 = 1.5 AlienPlasmaRifle burst or 1 AlienBattleRifle burst or 6 AlienPlasmaPistol shots.
  12. Im thinking the same. More TU, more health, more sight and maybe some new ability like radar.
  13. It happens to me sometimes but I noticed it happens on 1st turn. I can heal normaly starting from 2nd turn.
  14. Ah, maybe 2. Used them so long ago I forgot how many spots it takes Still I prefer 1 soldier to 1 vehicle anyway.
  15. I dont use vehicles, never used in EU1994 too. Vehicle takes 4 spots but dont give that much advantage. Even 1 soldier is better than 1 vehicle at the moment. I think vehicles will be next "stealth buff" target.
  16. I dont know any good way to balace if everything would be craftable. My workshops doing nothing most of the time too. In EU1994 that time was used to make money
  17. Is there any reason why not to invest in laser weapons, even if it gives a small advantage in damage? In EU1994 many things were "free" also, alien grenades, plasma weapons/clips, stun weapons/clips, big launcher/clips. Late game manufacturing were armors/planes/ammo for planes and then money making. In EU1994 UFO's didnt fly every 3 days in such huge numbers. Imagine if you need to produce everything, including ammo. That will take ages, so production times will need to be reduced. If production times will be reduced then you can build certain things too fast. Then, to manufacture everything on yourself, need money and resources because crafting out of thin air would count as freeby too. Ammo and missiles are free but you need weapons/planes to use them. The only thing that I'd make craftabe is grenades, to make them more valuable in combat situation.
  18. Here is a "Fix" Edit aiprops.xml and remove hallucination power from all aliens. Give them fear power instead.
  19. At the end of october I have fully operational base, 2 condors, 4 foxtrot and full squad equiped with laser and jackal. I have 500.000$ also.
  20. Scout leads to laser weapons thats why it is "on hold" for such a long time. First time I played Xenonauts, those first two months using ballistic weapons, I thought I'm playing Jagged Aliance
  21. That would improve carbines for sure. Lets see what will happen in future builds.
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