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xakthos

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Everything posted by xakthos

  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.
  16. I gave up on capturing the room neatly, I just dump a LOT of rockets in there from the neighboring room from behind a smoke screen. Area of effect overkill and room is totally empty of destructible items but it works.
  17. Well first that isn't all that called out specifically. Second you don't really improve relations either by ignoring them. It took months to get even a couple of funding blocks out of poor/bad relationship and despite the world paying me some 2.5M a month now 6 of them are still poor/bad. The relationship only seems to improve after big and constant hauls. That aside skipping battles is bad for business. Maintenance costs even with shooting just about everything down still pretty much equal income (that much air power costs lot of money when you brute force it instead of gaming the air battles AI) so the missions are the funding source for the stacks of plasma rifles and materials to build the end aircraft etc. Skipping missions today leads to you not having the resources tomorrow so it makes sense to push the teams to the redline taking even injured personnel on missions as often as you can. I guess the short answer is cash and resources with the sense that if I don't have it coming in hand over fist I'll be overwhelmed totally with no hope of survival.
  18. Seriously. Not attacking every single UFO leads to two outcomes: Less money from missions and lowered money from countries. Even with them putzing around over the ocean where there is 'no gain' from shooting it down, the loss of revenue dictates I must attack every UFO as fast as possible and destroy it immediately to preserve my income level. To ignore UFOs or not shoot them down is to work against yourself. With the maintenance costs if you don't ramp up and blow them out of the sky very very fast, you'll be ground down into dust as the world stops paying you which deprives you of money to shoot them down and the circling of the toilet goes on.
  19. Aliens shooting at my guys through solid walls (bases, sometimes ufos, buildings commonly) would be one of my top ones as well. Secondary is crashing while modifying roles. No pattern just messing with roles and gear in them enough almost always causes a crash in the experimental.
  20. Honestly I don't see that much difference in difficulty. I don't really adjust to target night vs day unless it is a terror mission. Those even in the original I wouldn't do at night; too many things could go wrong.
  21. Well it would explain why my new hires shoot like a bunch of drunken hillbillies after a gallon of moonshine.
  22. Playing around with it, the game seems to have the UFOs never where your base is. I put bases everywhere but Australia and that's where the next 3 months worth of UFOs were primarily. When I had just two bases they were all over the locations I had no presence. With the radar range and the speed at which they can drain down an area (550+ casualties on normal by November, 2/3rds of them in Australia) along with starting plane limitations it seems a tad harsh. Haven't figured out how to change how the aliens target parts of the world.
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