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ViniJones

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Everything posted by ViniJones

  1. In my opinion the upkeep is a little too high yes. As things stand now, you dont need that many planes however, like 3 per base up to a total of 9 in my case. This is sad, but if you dont really need more, they can be expensive.
  2. You need to takedown UFOs as fast as possible, the more you let them f*** around over the globe, the less money you get per month. What works for me is a 2nd base founed on the 1st day, 3rd base founded the next month. This puts me roughly at laser guns and alenium explosives in business, when the 3rd base become operational You dont need to put 3 radars in each base for it to be effective, if youre not lazy you dont need a radar to get started. A single mig can track the bad events and find the UFO eventually(I dont know how veteran works, but on insane, I only get scouts and corvettes after september, thus not needing dogfighters yet). You need radars asap, but you need the planes in the air before that. Completing mission is still almost 2 times better than airstriking, so unless youre getting your ass kicked in ground combat, clear as many as possible yourself. But you probably know that. It also lets you sell the alenium you get to close some little gaps in money, i wouldnt do that unless really necessary. The early bases make the first month a pain, but I turn in +200k each month after that, because I down the UFOs before they start to lower my income. Completing terror missions and bombing missions adds/substracts A LOT of income as well. Edit: What I meant by the last point, is that when you fly to reload, you let the corvettes and bombers start terror missions, bringing in more income than they take... this is risky of course.
  3. Encountered this aswell, must be the fuel, much like the interceptors unable to switch missiles until refueled.
  4. I like how all mission sites stay as long as you have a dropship en route, so you dont have to do a single night mission. Edit: Btw, a DLC question flew through here, Id rather buy a sequel in a more flexible engine, than a DLC in this one.
  5. This is possible, ive seen corvettes in October, so a single landing shit could appear in Nov and found a base somewhere out of coverage, but every time? Its not a typo.
  6. Yea Im not that concerned about the corsairs, they mightve been buffed enough to actually pull it off. I definitely have to try the buttsecks on the heavies, pyro suggested. Its the condor/mig mix that made me put it on the list of the actual PROs of autocombat.
  7. I dont like how they land when my migs come, then take off and shoot my dropship. The way I wanna bomb them could be against the law.
  8. I still think vehicles are useless, you can substitute and out perform them by heavy weapon troopers, who can teleport up a landing ship too. The STR is an issue though, while it can be trained as you suggest, its still only a bit per mission, predator seems the most efficient option here.
  9. Hmm and how would that scenario go? I can see a condor own a single fighter without a scratch, but the other two? Unlikely. I was referring to heavy fighters versus Corsairs, although a lone corsair would still get banged up a bit fighting 3 fighters. The scenario I meant was 2migs(light rockets) and one condor take out the 3 fighter squadron, which Ive tried to do many times and couldnt come out without being hit a couple times at least. Edit: I suspect the trouble with the autocombat here is the explosives and guns tier. Alenium and laser gatlings make your planes count for much more, while such upgrades dont really lower your damage taken while manualing such fights.
  10. I always get my first base in November*. Yes, its in a place with no radar coverage. The base appears before the landing shits do. (which is weird)
  11. Good point. You can hit and run and Ive done it on many occassions. However this becomes a liiiiiittle too complicated with 6 or more planes in the air at once. Not to mention the 6+ UFOs. This tactics is also completely useless if using autocombat.
  12. Ah, allow me to elaborate, I only send as much as needed to shoot the enemy down without taking excessive damage. I play on insane, but the number differences between that and veteran are irrelevant. What this means: 1 mig per scout, 2 migs per corvette/landing shit and so on. I dont use autocombat, it blows. It sometimes conserves more fuel than manual or so it would seem. true It sometimes makes migs and a single corsair win unwinnable scenarios against 3 air superiority fighters. true The fact, that it damages your planes in the first line scenarios however makes it undesirable. (Those are 100% easy not-a-scratch wins in manual. (while the game gives you 96% in autocombat and leaves your migs with 5% hp ) I shoot down all the UFOs i spot, or run across while patrolling the event zones. Im more troubled by those that are too far for me to shoot and they linger for AGES killing civies and writing graffiti. Like you said, I achieve this by not taking damage and only coming home to rearm which takes only a few hours. Autocombat is the only issue I see here.
  13. Getting out of bed can go wrong. And sorry for the bad news. Cant wait for your opinion of psionics. Not just damage increase, they also add more suppression and less ammo per clip I reckon. The point is theyre still the same weapons with different sprites.
  14. I tend to only send as many planes to fight a target as needed, therefore I dont have any spare in the squadron to send off hunting others. But the idea is good, especially when landing shits start trolling you and your shrike returns home because of condors´ low fuel. A nice improvement indeed.
  15. May I ask what difficulty do you play on? I breach the UFOs similarily, but I find m16s useless, machineguns for long range shotguns for short range. I dont really need to break cover, the aliens either just rush in to kill one of my people and leave themselves exposed or theyre already suppressed and can be easily outmanouvered to render the cover useless. Breaching is another story, they stay in cover there, but flashbangs stop the reacton fire and machineguns break the cover without breaking the alien guns. I find gas useless and only stun by batons, which are reliable. Rockets go boom, but thats about it, so if you like it... to each their own.
  16. The very few words I read suggest that 4 people agree the weapon tiers are boring, I dont think its a bad idea either, just the way it was introduced sent me in the wrong direction. I vaguely remember that around b19 I ranted about carbines being replaced by shotguns. The whiny post about the game being hard and the man-mode post saying the "easy way out" options make it less memorable(which I agree with), can both be satisfied by modifying the difficulty? I was under the impression that one is still one of the few subject to change. But what really made me reply again, is the "cheap excuse" part. There were a lot of changes I judged as bad, bordering on gamebreaking and so on, but apparently they appeal to people. Theres a lot of features "missing", but Id not go as far as wanting an excuse for not implementing them. From pure curiosity, is that the point? To appeal to as many and as much to increase the scores and sales? Clearly everyone thinks the weapon tiers suck.
  17. Bah, I cant argue with that. Devils advocate indeed.
  18. As a pedestrian I find that comparison offensive. "The tactical battles are challenging, but more because your units usually die in only one shot rather than advanced AI" Yeh
  19. Ah I see those as virtues, I understand the confusion now.
  20. Hah, I actually chose this name from a worms armageddon team. Had no Idea who the dude was until it was too late and it was already stuck. .) Although, I dont think hes too bad, you got any examples that really doom the name?
  21. I agree, I put shotguns to shielders at start. But I dont use m16s much, only if I get soldiers with high accuracy or later when theyre trained. Multipurpose works well with no armor to hinder you. I never use rocket launchers and equip everyone with flashbangs. Those actually work most of the time and dont break the stuff youre selling afterwards.
  22. Riiight i forgot there are no lethal close combat weapons either. Thanks for reminding me Stun batons are the strongest weapon, on the targets that can be stunned that is. As for being shot out of the dark, dont do night missions, you can always reach the site during the day, if you time the departure. If this happened during the day, Im possitive "another" alien saw you, therefore his pal was able to target you... Edit: I dont think agreeing with Chris gets you special treatment. Of course the game is awesome, Ive played it too much already, but this thread was started to point out that its not perfect... and thats what you should be doing, pointing out the bad stuff, make devs feel bad and make an *** out of yourself.
  23. Its just too bad, that anything thats not absolute will ruin your day if you cant reload.
  24. It was 3 for insane until recently, It was frustrating to actually make a third radar in time to save america. When I managed, they changed it to 4 on insane.
  25. You must be using different hunters then, because mine die in 2-5 shots of alien plasma rifles. And so do scimitars, when faced with heavy plasma rifle fire.
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