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Dead Dread

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Posts posted by Dead Dread

  1. just started a new game v22.8hf and after the first month i get a screen of red, US loses 300,000+ alone, russia 225,000 and 3 other entries over 100,000. So i get just under 1 mil, 500,000 gone on second base which will take 10 days, then 10 more for radar before i can even hope to stem the funding lose in that area... hmmm this is going to be tough.

  2. I'd also like to know what this change has done to the number of alien craft. If the number of craft spawning is the same, but you now have a different mixture then you also lose revenue as you dont get as many crash sites to raid. Whilst if fighters are additional craft then the funding from crashsite potential remains unchanged.

  3. Havnt played for a few builds but just wanted to say loving the way sight updates now, love the added bullet velocity. but am having all sorts of wierd accuracy going on. I seem to be easily hit by aliens when behind cover whilst i have no chance of hitting them even tho they are standing in the middle of an open field. I also had 5 men killed by reaction fire whilst still in the chopper... maybe having alien spawns looking straight into the rear of the chopper isnt such a good thing, or perhaps i should just be smoking the exit ramp like in the OG ;P

  4. Half the tension for me is hunting down the last Alien, knowing full well that they could still kill one of my soldiers.

    I'd rather see a "Aggressive" stance change for any remaining Aliens on the map after 12-15 turns - ala X-com - to force Aliens out of hiding. Yes this could be abused by camping outside the UFO, but that is a choice for the player. A reveal all gives us no choice. Suddenly the remaining tension is gone and its just a simple mop up.

    +1 Hate the idea of reveal all, plz give us an on/off in options for it.

  5. Pvt Gale Foster. He had just joined the squad, straight outta rookie school, replaced one of our veterans who had his head vaporised by a burst of plasma fire the week before. Anyway the mission was a tough one, sebs and reapers terrorising Ulaan Bataar, miles from nowhere and with no chance of backup. The Shrike touches down and out we pour in our wolf armour, laser and plasma rifles at the ready, when out strolls Gale in a freakin T-shirt with an oldskool ballistic rifle. Seems the poor sod hadnt bothered to go down to the armoury and gear up, thought we'd gone on a team building vacation or something. Guys gave him hell for it, the commander was so angry he put him on point duty. Well blow me he survived, got 2 kills, even took down a reaper that ran to within a few metres of him with a burst of lead (after a few of the boys had softened it up first). Anyway we've nicknamed him 4leaf, cause his the luckiest son of a bitch we ever saw, strolling through an alien zombie apocalypse in his blues, even had his shiny parade shoes on.

  6. I may be wrong but i believe this is a limitation of the game engine. I think it was mentioned in a post somewhere that the engine treats vertically angled shots as a number of horizontal steps. So when attacking you get a benefit over ground cover near your position but none over cover near the enemy, which explains why that bench seems abnormally high, at that point the shot is treated the same as if fired from ground level. You can see how the squares for the shot suddenly jump down a level just past the edge of the building.

    I cant remember if they had an extra bonus added for elevation or not, perhaps it was just mentioned before but never implemented. At the moment using elevation is suicidal in my view as you get no cover bonus and are basically exposed to most of the battlefield.

  7. Unloaded ammo isnt calculated correctly when more than 1 clip of the same type is unloaded. To reproduce take 2 heavy mgs with 2 spare ammo cases onto mission. do 1 burst fire for each, unload the mag of the first soldier (states 66% remains) unload the ammo from the second mg soldier. States 33% remains from 1 burst fire (should be 66%) go back to first soldier and check ammo, partial now reads 33% as well!! Repeat this a second time with a set of fresh ammo, soldiers now have 1 full ammo case and 2 33% ammo case. Ammo loading is now borked, try to load full mag via inventory, the soldier cannot load full case via inventory screen but can load partial case and can load normal full case from quickload button.

  8. MG's weren't changed because they were insufficiently powerful, they were changed because they were boring. A ten round burst is much more fun and feels more satisfying than a five round burst, but the small ammo count and expensive reload time stops them being OP and makes them more challenging to use (particularly when you get Predators). The purpose here is to produce an interesting weapon in gameplay terms that scales through all tech levels rather than an accurate simulation of a modern machinegun.

    ^ <3 The new MGs!!!

    Dislike the TU change as im now spending MUCH longer trying to figure out if i can move somewhere and have enough TUs left over to fire due to every soldier having different values... & yes i know the slider to reserve is there but still my poor brain cant cope ;-P I dont see myself getting use to it as the values will continually change throughout the game meaning its an added complicated slowdown in my tactical thinking as opposed to memorising a few values (40 for burst)

    TBH im not sure what the fix is... Yes TU was godly before... I'll have to dwell on this one further.

    [EDIT] Well i do have this idea, seperate TU into Movement and Action stats... tho that could get real ugly codewise at this point. Idea being that you can use action stats to move but cannot use movement stats to do stuff like fire a gun multiple times etc.

  9. Some great suggestions here... here's one that's been in production for a while, DudeBroII, with the added "oh crap 3D game too hard lets go 2d platformer" rejig half way through (with a bit of luck it gets released this year). Titles a little long too given it's entire inspiration was to parody the crapfest that is modern fps "Dudebro, My Shit is Fucked Up So I Got to Shoot/Slice You II: It’s Straight-Up Dawg Time"

    Promo Vid

    Site

    http://www.grimoireassemblyforge.com/dudebro2/site/

  10. This isnt really a bug so I'll paste it here, whilst it's cool that Androns walk straight through park benches in their "target and kill all humans" kinda way it is somewhat amusing that they also walk straight through bits of their own base. I mean mean either some guy is on a sweet maintenance contract or its incredibly infuriating for alien high command to constanty replace all the broken equipment. Anyway Androns shouldnt walk through the partial cover objects in their own base... this unfortunately might need an entire new class of cover to be coded in :(

  11. If you enter the command room then ALL aliens in the base should rush to help their commander, this means you still have to kill them but dont have to hunt them down. The biggest problem with aliens in bases at the moment is that some spawn in the ventilation shafts and are stuck there. Newer players dont even know these places exist and get frustrated when the mission doesnt end and they think they have killed everything.

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