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xakthos

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  1. I would recommend instead of elimination postponement. Disable it for now then once the game is out of beta and considered released then open it back up with the various final formulas for accuracy/etc. Trying to maintain it right now I think is a waste of your resources but down the road when the values aren't quite so dramatic it may not be.
  2. C4 to open up multiple entry points. A metric ton of grenades (was able to throw over that wall not sure if today's patch changes that). Even if it did toss some smoke to break LOS and then use lot of stun grenades. Close door. Pass a few turns and they fall over. The non stunnables are the real pain. You either blow up lots of gear or have to slowly wear them down. In bases I use rockets a lot both for the damage in some locations but mostly stun gas, as it'll suppress them even if the gas doesn't get them.
  3. Earlier or a better long range scanner that indicates targeted (estimated targets?) of ufos without really explaining what they are doing.
  4. Yeah sorry meant the plasma cannon for aircraft. Posting here while working sometimes results in my mind not mapping everything properly. I had a pair of the condors with the laser until I phased them out totally. It isn't a big need for them but still somewhat handy weapon.
  5. I used them until plasma casters. I pretty much fully used every tier at least for a while.
  6. Ultimately there needs to be a way to either determine what the alien mission is and/or a way to know that your base has been discovered. An 'Aliens appear to know location of this base' in the base status screen (under the maintenance costs maybe?) Course you could go a step further and have a abandon base functionality so you can evac to another facility.
  7. Interesting that you can click on them. I click on them it instantly crashes to the desktop.
  8. Found this bug as well. Additional information: It seems to occur very commonly when you get into the hundreds of crash sites. I get one almost every wave now that I'm over 100 crashsites.
  9. Yeah from the files it looks like it as well as bombers. Supposedly on fighting them it should unlock but it doesn't for any of the 'leave no crashsite' alien craft. I haven't proceeded far enough to trigger the last alien fighter after the heavy fighters or strike craft to confirm but the others act in this manner so safe to bet on all no crash craft do.
  10. I've had this problem as well. Came into the bug forum looking to see if it had been mentioned.
  11. I'm being overrun by the teleport aliens. Those have been in almost every mission for last couple months it seems with only one off missions without them.
  12. Agreed, if I wasn't reading the forums I'd have had no idea about that game component.
  13. Oh so the Androns and drones aren't capture-able? I had thought that given resources I sank into trying but the science blurb mentioned capturing a drone and you learn how to disrupt the electronics off the chain the Androns start so I thought they might be obtainable. Guess I can stop trying now; though I hadn't tried hard for ages there was a mission where I put out some 20 electro grenades trying.
  14. I end up with more damage from friendly fire than I'd like as well. Sometimes weird how far astray the shot goes to hit them. They seem highly prone to shooting each other (with better accuracy than aiming at aliens).
  15. Good lord a AC-130 would be overkill. By 1972 they had the 105mm package available. Talk about overkill; there'd be nothing to salvage of the entire UFO much less the aliens after calling in a sanitation mission on their position. Even the 40mm Bofors from out of effective grounded alien counter attack would mean just sending in a team of one to pick up pieces and act as a spotter.
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