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SteelSoldier

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Everything posted by SteelSoldier

  1. They are blurry because I had to upload to this page in inferior quality, but in download form they are much sharper. http://img844.imageshack.us/img844/1192/p2z5.png https://www.dropbox.com/s/2xktb5oa7hcddws/Grey%20Background.rar
  2. The way this would work, would be only on the first use of that specific ship
  3. I am not sure what particular use this would have, but I would really love a small animation every time you send your interceptors in for a fight.
  4. I tried using a different angle for the weapons, I will call these the 25 Degree Icons: http://img191.imageshack.us/img191/5514/7g91.png https://www.dropbox.com/s/f395gc5i2mvjpn7/25%20Degree%20Icons.zip
  5. If you need use mine in the mean time, I made all the role letters from A to Z. Just search for the letter folder https://www.dropbox.com/s/ejyihkdllutf79b/Sharp%20Icons.zip
  6. I think it would be interesting if it would depend more on where the location of the base actually is.
  7. Ok, so I tried my first night mission in insane(in this build), which of course is iron mode as well, and let me tell you this, I faced 7 aliens in the first mission, and there was like a group of 3-4 aliens hiding behind obstacles and trying to flank my xenonauts constantly. 3 of my operatives died, but I am extremely happy on how it actually turned out, despite of some of my mistakes. Also the the flares look really neat. Really liking the fact, that the aliens dont stick to the same location like they used before, they try and find new spots so they can actually take cover, it kinda creates some frustation for the player, because he needs to approach the aliens in order to kill them, extensive use of flashbangs and grenades is required. Also the shotgun at very close range is pretty much a guaranteed kill, whoever I ended up killing my operative thinking that my 56% chance shot would be enough to finish of the aliens off, I will upload the mission later to youtube I guess.
  8. I will play for a few hours, and I will try to make a few notes on what I feel like the a.i feels like, I was playing insane on the previous build, so I will give it a shot.
  9. Gonna start tomorrow on insane, I might write down how it actually goes for me.
  10. I don´t think the vehicles are entirely useless though, you can still techically leave them inside other baes for added defense, but I think your mod is particularly good in giving an actual purpose even for tanks that are supposed to be outdated, because they will have different purposes altogether.
  11. Actually thinking about it, doubling the time on research was actually a good idea, now I am actually forced into thinking on what I should go for.
  12. This looks like a great upgrade, I will make sure to try it out tomorrow and see if I could write my first impressions of the patch.
  13. I would advise soldiers that you actually put your shield on, to have high reflexes and high resilience, this way, if you end with enough time units, you will be more likely to do reaction shots since they are using pistols and also be able to increase their survival chances dramatically.
  14. I am still unsure about the health point values and the actual armor, but it should be considerable, but since it´s also only going to ocupy one tile in the battlefield, it shouldn´t have more than the other tanks and probably less. But as a side bonus, the actual tank has the ability to do reaction shots, if left on a certain location without moving, fuctioning like a turret.
  15. Dont worry bro, Tanks are going to receive a massive upgrade.
  16. Also civillian forces can easily identify that they are xenonauts
  17. Our tanks have currently one very important limitation, it´s called space usage, utilizing alien technology, we have come up with a smaller tank unit, that has enhanced alien alloy plating and equipping a variety of weapons fit for assault missions. The Primary weapon of the tank is a Heavy Machine gun, capable of firing bursts of 4 rounds, but with a bit more firepower than your standard soldier Heavy Machine gun. The Secondary weapon at your disposal are grenades, you can deploy grenades,flashbangs or smoke grenades, but you can only have one system deployed at a time for each mission. You can carry up to 6 grenades. Since the tank has it´s own throwing propelling system, the ranges are higher than normal soldiers. The tank will still occupy 2 soldier slots, but, the tank is much smaller than the other ones, so in actual space only 1 spot will be occupied. The tank will have increased plating in the front, slightly less on the sides, and due to the weapon systems, the rear will be left with less plating.
  18. I am thinking in perhaps recording a few games and If I feel like that particular game was worthwhile, perhaps I could record it and comment on what happened in it. This is on insane difficulty, so it´s just straight up iron man mode.
  19. It kinda makes sense that tanks need an overall buff, they use 2 soldier slots, occupy 4 tiles of the dropship and 4 tiles on the actual ground combat, so technically they are easier to hit than an actual xenonaut operative. I also kinda agree now that perhaps the operative doesnt need training, but if we allow some techologies of the tank to be upgradable via research that would probably be good in most cases.
  20. Alright, so that kinda makes sense, since they are wounded, I cant move them from the actual ship.
  21. I agree with the accuracy boost on the microrockets, I have tried to using them and they are really inefficient at the moment. Would also be interesting to remove the burst and just make it snap, to normal shot, but with reduced TU, you would still get the feel that you can use the rocket launcher multiple times because you 4 rockets ready.
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