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Fire@Jimmi

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Posts posted by Fire@Jimmi

  1. Hello!

    My man is aiming at an alien, lets say the percentage to hit is given at 50% when I right click a few times to find aimed shot.

    There's an obstacle between us, lets say it's rated at 45% cover.

    • Does that mean that the accuracy of my shot will be 5%?
    • Or, is is the 45% cover already factored into the 50% hit chance that I'm presented with?
    • Or is there an option C I'm not seeing?

    Thanks

    James

  2. Oh two more things. One time I sent 2 foxtrots after a small ufo and auto-resolved the combat. It was successful but there was no loss of ammo after the fight. I've also on more than one occasion auto-resolved some fights that were supposed to be 100% where my planes were reduced to 0% health even as I was the victor of the encounter.

    Thanks,

    Chris

    I also have experienced this

  3. Hello.

    Hear me out a sec, because I'd never normally use this feature.

    Except for at the near end of a mission. You know that bit where you're 95% conclusive that the only Aliens left alive are in their UFO?

    Well in those circumstances it's a real ball ache moving my guys one at a time (especially since their particular placement along their travel means little to me). So it would be great if we could have a group move function to help lazy people like me move their squad into position near the UFO from the other side of the map :)

  4. The circumstances of mine were my first ground combat, comprised of a team of 8 consisting of 2 shields, 2 snipers, 3 assaults, 1 rocketman.

    Ground combat screen was very slow to load, and just as the bar finished it CTD.

    Just to let everyone know we are aware of the crash when loading Ground Combat and are trying to pin down the problem, but it is taking some time as we cannot reproduce it reliably. If you are experiencing this bug please could you post in this thread with details of what the exact circumstances were, which may help us pin it down.
  5. Thanks for replying guys. I'm a little bit disapointed at the lack of enthusiasm towards my idea, but I'm a big boy so no worries.

    How about a different approach:
    • corridors, per square, cost $10k and take a day to build
    • players can use corridors to separate base structures
    • players can build base structures on top of already built corridors

    additionally, corridors could be equipped with armored doors which take a while to tear down or even defense turrets. Maybe an alternative "fortified tunnel" structure available after researching some alien tech.

    So basically, corridors, at a cost, allow to expand the "buildable" base space to either:

    • optimize a base for defense (separate hangars)
    • accelerate construction (build tunnel grid first, then all structures at once)
    • help plan base layout (space initial structures with tunnels then fill in the blanks )

    Now here's a man who shares my vision :)

  6. Hi,

    One thing that I think would be cool in the base layout screen would be the option to lay a corridor piece. It should serve no obvious purpose other than to form a corridor.

    I'm no dev, but I can't really see this being a difficult thing to implement.

    In Game Benefits:

    Allows you more options to design a defensible base IE choke points etc

    Bases can be more customisable/unique to the player

    In Game balancing factors:

    Monetary cost to dig out tunnel

    Less space to build rooms which have an obvious use

    Cheers

    Jimmi

  7. Are you playing with v18? I have zero problems throwing them over most things.

    I'm playing with the standard version on Steam at the moment. Most of the time if my guy is adjacent to cover, if he throws a grenade then it just hits his own cover and blows up in his face

  8. My base was invaded. On the far left of the screen there was a room that it was impossible to get to. This room was densely packed with those robot chaps.

    Regardless of the lack of path, or the presence of unopenable doors in the way, I was able to assemble a firing squad of heavy weapons and mow the robots down by shooting through the door and across the black abyss.

    Bug?

  9. Don't get me wrong, I like a challenge :) But the teleporting guys need some work.

    I mean, where's the fun in running around a level for an hour trying to find the last guy, let alone the last guy who upon being found, then buggers off to the other side of the map. This was an annoyance with the OG, and these guys make that annoyance worse lol!

    I would suggest that they have a much more limited range, and upon teleporting successfully they should make a noise where an on screen indicator gives you an idea of where they've gone to.

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