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Arghy

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Everything posted by Arghy

  1. Yeah seriously its hard to reach the endgame to test it properly--tempted to do it on easy repeatedly so i can get there faster. Historically russia was experimenting with titanium armor in the early 70s and they had already built fairly modern laminate armor on the T64 which allowed it to shrug off kinetic rounds and withstand most of the missiles back then. You need to remember that we are currently in a technological dark age compared to the 50-80s where we invented most of our technology after WW2 then degraded due to the cost of war. Literally any advanced material besides carbon fibers was invented during the cold war haha so they have all of the modern materials and thats just the sad truth of the world.
  2. I've been wanting to play this be sure to update when theres more then 3 ceasans everywhere haha.
  3. I validated 4 times in a row off my clean install and ran into the same CTD at the end of my first mission.
  4. Hahaha wow started a brand new game, first UFO i bring down i get a CTD at the end of the mission, saved before the mission but didn't think to save during it. Here are my saves if you want them. Aut.sav crashrepor.sav Aut.sav crashrepor.sav
  5. I love them as area denial weapons and they are so integral to creating areas of control. Dont remove them, make them not stun if anything but make them suppress/damage you so you want to get out of the cloud or not get into it. Stun batons are pretty absurd since you need to charge an alien to use it and you got things that resist stun/flashbangs. Add in a gas mask, a combination suppressing/hiding/damaging gas grenade and you got your stun baton units! You got an alien officer amongst 2 androns, you throw in a gas grenade then rush in a berserker unit who dodges all the reaction fire and stuns the officer then high tails it out of there while your regular troops clear out the androns! Hell if anything just modify the smoke grenade like the regular grenades, after research it gains a weak stunning/suppressing effect on aliens and more research makes this stronger. When you first get stun grenades it would basically make the smoke grenades weak stun grenades and force your soldiers to equip gas masks or take damage when walking through it.
  6. Just had my first base assault, sebs i had to save scum once because of a stupid pathing error on my part. It was super fun but once again i failed to bring enough ammo--ammo should be lighter so you can pack your soliders to the gills and there should def be more prompts telling you to bring more ammo. The base commander took 3 goddamn gas nades to bring down, it was pretty absurd--hit markers also need to be better animated because you'd just see lasers disappearing into sebs without any sort of feedback. I had my first CTD shortly afterward which is annoying--hoping it friggin auto saved because i dont want to redo that base assault.
  7. Yeah glad your alive dude 6 out of 8 soldiers i know killed themselves and we monitor those 2 very closely. Get help dont wait and dont hesitate--we miss playing games with you when your gone.
  8. It would be around 20-30% more range per fuel pod, the point would be to allow your interceptors to stay up longer at the cost of ordinance. If you increased their weapon loadout you can also have short ranged interceptors that had more weapons to do more damage and long range ones that were purely there to intercept a weak target and fly home. You'd drop them in combat so you would have more fuel to fight with but you'd have to return to your base when your done. As it is now your pretty much never going to intercept and shoot down 2 UFO's, if there was more pylons and fuel pods then you could not only intercept and shoot down multiple UFO's you'd have the increased fuel to do this. Its actually very unrealistic to increase the F16's range without external fuel pods--you'd have to design a completely new aircraft to jam more fuel tanks in there. It would be so much more better to add the pylon system and have the generic condor being a souped up F16 with 3 fuel pods and 2 missiles. I've always hated how everyone copied the extremely simple upgrade system from Xcom, why must it be so simple? Why cant you have interesting balance like giving the mig31 back its cannon and 6 hard points? You can have tactically diverse and interesting aircraft instead of just having a generic fighter and a bomber. I know its not easy to balance these things but the game is in beta right now and its a perfect time to try and fine tune it with the standard being a fall back if it doesnt work or proves to hard. Give the condor its 5 pylons, sure you could mount 5 missiles but it would have horrid fuel range and open up a system for short range powerful interceptors or extremely long range flexible interceptors with the same plane. You wont need to have 1 plane for 1 job, every plane can be kitted out to do a wide range of jobs except some will be better then others. The mig31 for example normally carries 2 ASM's(anti ship missiles), 2 fuel pods and 2 short range A2A missiles as well as its standard cannon. Adding more weapons doesn't make it OP and completely impossible to balance, its still never going to be as nimble as the condor. Air combat would be so refreshing if you really thought it all out before just clicking the standard planes and auto resolving it. You could tweak the UFO's in response so every time you had an air engagement you'd actually want to manually do it to get the most out of it rather then hitting auto resolve and forgetting about an entire portion of the game.
  9. Did you change anything regarding soldiers deaths? i'm losing a soldier a damn mission never had this kind of attrition before. They all got jackal armor thanks to my army of scientists but i'm still losing soldiers to silly things like stray shots out of the blue or a seb deciding hes going to survive a point blank burst after hes been shot by a laser pistol twice.
  10. To me air combat in general is really weak and not rewarding at all, for instance no matter how good you do with a condor you can only ever kill 1 target. You should be able to carry enough weapons to kill 2 scouts on 1 condor but your not going to be able to do that unless you do so manually and intelligently. Aircraft should be glass cannons with great killing power but low durability. A condor should be able to carry 4 light missiles and have its guns as well as a center line external fuel pod that allows it to get to the target but it drops it in combat. You should be able to replace missiles with fuel pods to extend its range/combat time or gun pods. Guns should be extremely efficient since their at such a disadvantage so you could theoretically put 2 gun pods, 3 fuel tanks on your condor and micro it enough to shoot down 3 scouts if your good. Air combat should be this crazy unbalanced thing, you and the aliens should have a chance of wiping the floor with the opponent or totally getting owned by smaller numbers. Instead current air combat is me looking at the UFO's size and speed then assigning the right amount of aircraft and auto resolving the fight for guaranteed victory every single time.
  11. Whats annoying is suppression can still go through smoke though, it may not hit my guys but theres a huge cone of suppression that goes right through it.
  12. Yeah i can see a 3-5% chance to drop it at your feet but it should be out of a 60% chance: - 60% chance to go right where you throw it - 30% chance to land anywhere in a 30 degree arc 1-2 tiles from where you aimed - 5% chance to bounce off something in that arc and go in a new direction - 5% chance to land at your feet but not detonate till the end of your turn There should be a stat showing a block % showing you objects that it might potentially rebound off but if there is nothing in the arc it should now be a 35% chance to land anywhere in the 30 degree arc and STILL 5% chance to land at your feet but not detonate till the end of your turn. These are the best of the best who have seen aliens either through pictures or their corpses and some of them even faced live ones and killed them. Throwing a grenade is not something their going to mess up 99% of the time.
  13. If there is a chance for the nade to bounce off things i should see a 'block %' show up so i know that this can happen otherwise the nades should always travel a distance just not land where i want them to if they fail. I'd love to be able to count on this block % to be able to bank them around corners also--hit crlt and throw them against a wall for 100% block to bounce them around a corner would be friggin awesome but just make sure they cant travel more then 2-3 tiles or they will fly back towards the users haha. I used to have 2 shields now i have 1 shield and 1 grenadier haha, he just carries 3 of each nade and a pistol and if he cant carry more i try to get as many nades as i can get on him. Hes the man who chills in a safe spot until we cleared to the closed door then its his job to never stop throwing nades until the mission is complete! Abilities that cant be used twice even from full TU's should be tweaked down--a MG should be able to shoot 2 bursts from full TU's otherwise its absurdly wasteful, whats the point of getting him in position when he can only ever get 1 shot off? You should be rewarded for good placement--flushed that andron into a firing lane? then that sniper who's been sitting there doing nothing should be able to get 2 aimed shots off. A RPG man should be able to fire and reload in a single turn if hes done nothing else. Grenades should also suppress you a little if their thrown directly at you haha, add some incentive to hitting the alien rather then next to him.
  14. I'd love to be able to boost their stats up by like 3-4 points so i can recruit 20 new soldiers then have them chill in the base for a week and come out with better stats overall. Strength, accuracy and TU's are things that you should be able to raise with training--i'd take some random 3-7 stat boosts for 2-3 days of being in training. The more information i get on aliens and the invasion in general should decrease the time and improve the performance. I'd love to be able to get abuncha newbs strength up so that i can slap on some armor and a laser gun and throw them into a mission.
  15. I've been regretting the MG due to its inability to fire more then once per turn--perhaps a single shot low TU cost snap shot? If the rifle has to choose from a 3 round burst or a higher burst i say give it a good mag dump burst and make snap shot even cheaper so you can mag dump with a burst or snap shot to get the same effect of a double tap/3 round burst. The engines limits totally validates multiple weapons! you cant make a weapon do it all so why just have 3? the standard AR with a 3 round burst, an AR with a 5-6 round burst and a SMG style weapon that has nothing but a 4 round burst. You can have LMG's that dont have such a stiff movement penalty at the cost of a smaller burst, same with the sniper rifles.
  16. Jesus what the hell is wrong with grenades? i can see you might not be able to throw it right on target but COME ON RIGHT AT YOUR GODDAMN FEET?! I've been TRYING to storm a landing craft for 6 attempts now and every goddamn time i get to the ship and some idiot or in my last attempt 3 GODDAMN IDIOTS fumble their stun nades and knock out my entire team! Literally 3 guys in a row, i was going to retreat and wait for the gas to clear but i had to ensure the aliens wouldn't gain a foothold while i waited and 3 attempts at 40-60% all at their own feet. There should be 3 tile minimum arc where they can fumble it--if their throwing it 13 tiles away it should land somewhere in a 30 degree arc 8-13 tiles away not right at their feet. These are hardened professionals not rookies--at the very least they should know how to throw a damn grenade haha.
  17. You could also tie in things like alien corpses and their capture so the more you know about aliens the better your recruits become which just translates into them training faster. It will also allow you to do things during down times, no aliens in your coverage for a few days? well that means training!
  18. I only play on veteran and i've been having some silliness like a guard caesian not getting hit from 4 tiles away by 7 goddamn AR bursts. It was inside a storage shed on a military base with no cover and no one landed a hit after 5 turns until one of my dudes just gets iced out of no where. If burst fire is going to be so expensive there should be another class of rifle, make the soldiers use strong semi auto rifles then have a less accurate AR for close in/suppression work. You would have the choice of the M14/SKS which would use the standard snap/normal/aimed shot and M4/AKU with a 30 round clip that only has burst(4)/aimed/suppressing(10). As it is now the burst fire is purely for suppressing and nothing else which is really silly--why would you use an automatic weapon in single shot when you could use a semi auto weapon to much greater effect?
  19. Yeah i had 117 alloys, 2 pistols, 2 laser rifles and 1 precision rifle later i have 6?
  20. Yeah i've had people get suppressed that were no where near the shots which is why i now move whoever opens the UFO doors as far away as possible.
  21. Wow did my first terror mission! hahaha YOU DID NOT BRING ENOUGH AMMO, TRUST ME. I had every single guy overloaded with ammo that i dropped to the ground once the mission began and i used so much ammo i had to scrounge corpses for guns and ammo. Stun gas is an excellent defense and i suggest bringing nothing but stun rockets and grenades though keep everyone with atleast 1 standard grenade because holy shit it will save your ass against disks! I had to shoot and scoot with my hunter because holy crap it cant hit anything if there is a single piece of cover in the way and it fucking blows up if a seb guard looks at it. What i feel after doing that mission, - sebs should not regen to full after they take damage, they should have a lower cap of total hps every time they take dmg - drop ships need ammo bins! - can we get an actual grenade launcher that has twice the throwing range? - vehicles are incredibly anemic, out of 5 save scrums 3 times i lost my hunter in a single salvo - civs running towards your drop ship and aliens chasing them would speed the game up and save you 20 minutes of 'find the last seb' I then had an aerial terror attack in the middle of no where and none of my planes had range--you should get an option to pay for your interceptors to refuel in a country and extend their range. Its quite silly to be forced to settup multiple bases so you have range to cover every inch of the globe. Why the hell is aussyland its separate little area? i totally thought it was apart of asia then i realized, oh i need to build a base down there where it will most likely do nothing at all! In flight refueling or using another country to refuel would stop the need to have bases all over the place at the cost of radar coverage and planes being on a long mission. I'd also love to see local forces shooting down scout ships then asking me if i'd like to assault the crashed ship so i can really use that drop ship range.
  22. Yeah i hit the reaper with 4 AR bursts from point blank range and that fucker was still walking--not even going to try to kill them since stun nades work so well against them and they like to try and run through the clouds haha. This is why AR's should be able to do a larger mag dump, a 6-8 round burst for about 80% of your TU's sounds balanced.
  23. If its my post all those 5 95% shots hit the thing but it didn't die--it was my first time killing one since i captured my last 3 with sleeping gas. Also the terror attack is taking place in 'DILI' which i assume is a small area of Deli haha. Is it intended that you can see inside of crashed spaceships? i figured it was intended because my dudes were peaking through bullet holes and such since i had to move them all over the outside of the spaceship to see everything. Its prolly a bug but it should stay! storming a goddamn 2 tile entry way when theres 6 fucking sebs/androns waiting for you is not smart at all.
  24. Wow just had a reaper take 5 95% shots and goddamn survive, 4 bursts from AR's and 1 sniper shot. This has got to be the worst time ever to do a goddamn terror mission haha, last mission was me encountering grenades for the first time so 80% of the team is wounded so i gotta bring my hunter along! Somehow my heavy carrying extra ammo gets fucking 1 shotted by a reaction shot FIRST STEP OUT OF THE CHOPPER, he had jackal armor to! There is now 9 sebs and a goddamn disk behind a bus with only my damaged hunter to hold them off while 5 guys tried to kill a reaper and somehow failed. I'm actually glad my shield dudes were wounded because i need more firepower haha, gonna revert to a save before hand and change that single heavy to a goddamn rocketman so i can just blow everyone to hell as my hunter suppresses them. The hunter def needs more ammo and an autocannon turret acting like an explosion sniper round wouldn't be to bad either. I'd love to be able to bring ammo for the damn thing to, i'd load everyone up with crazy ammo then drop it off at the chopper! I already have 2 ammo slaves who carry enough rounds to kill 100 aliens to mimic the chopper carrying extra ammo haha.
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