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Arghy

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Everything posted by Arghy

  1. I haven't had a chance to face them yet hopefully i can stay with my current game long enough to test them out. Xcom type games always punish you for a lack of patience, you could have scouted that black tile but you took a gamble and ohshit its an alien! The best thing i've done so far was retreated a shield scout into a building right after he lost his shield due to an ambush. He retreats into the building then i swivel him around to see hes now right next to a fucking seb and hes got no TU's and no shield hahaha. Androns and disks have already changed my play style drastically so i cant wait to see how the other aliens affect it.
  2. I couldn't for some reason i thought it was because he was standing in the doorway but he had 6 TU and i was frantically trying to close the door but it didn't close so he instead flipped around was his TU. He was 1 tile in front of the door to not actually in the doorway but i figured he needed to be out of the doors arc to close it?
  3. Yeah i use shields extensively as my open field scouts, always take 2 per dropship and they are not OP at all. Hell i'd like to see 2 versions of the shields with a lighter one being the standard and a special heavy one for when you know your facing powerful aliens in tight quarters. The best thing ever was having my shield guy open a door to see 3 androns and a disk just chilling in front of the alien ship, he survived thanks to a heavy throwing some smoke on him after he was at 7/82hps after the round of rapid fire weapons. Its for situations like this that the shield exists, unless you make humans and aliens share the exact same sight range you need mobile cover or your just asking to lose soldiers. You can cheese with everything so don't be surprised that something is OP if your taking the time to exploit it.
  4. Honestly on some missions you should be able to take command of the local forces and if it was a military base throw in the T-80 haha though if you want to be historically accurate it would likely just be a T-72 or a T-64.
  5. Also recognizing the types of UFO's from their traveling speed and assigning the proper amount of interceptors. I always start out with a middle east base because of its excellent coverage then build another one in the Caribbean that is basically an interceptor base with a garrison and a chopper encase i really need to attack something. Early midgame is the hardest part because your facing super strong aliens that will tear you apart and you dont have the proper equipment to deal with them. You just need to really pay attention to the types of UFO's to realize what types of enemies your facing and settup some traps. I tend to leave 2-3 snipers at the end of a firing lane and use my other dudes to try and bait androns/disks/things that cant be suppressed into that lane. Always have atleast 2 combat shields and make sure they are the first to check that corner because i cannot count the times this has saved my ass.
  6. Yeah i try to put in a few hours of testing on vanilla at the very least before trying the mods. Once i finish my current vanilla game i'll try to do some play throughs of your mod to give you some bug reports/balance problems.
  7. Might clear up some room and copy the entire folder so i can play the current xenonauts and the mod because atm you have to delete half the game and verify to uninstall mods and thats really annoying haha. I love what you did with the AR's, totally going to copy that to the vanilla game regardless. Its so damn fun to have my soldiers squeeze off multiple inaccurate bursts rather then single shots--these are goddamn aliens! your scared shitless and bullets are free you should be hosing down anything suspicious. Is it possible to add another burst function? like the standard 3(?) round burst being the cheap one then a more accurate 5-10 round burst being the expensive one. The goal would be to have them dump bullets down range when they need to and if you increased the alien count per mission you'd have a much more action packed mission. After encountering the androns i'd also like to request special ammo types haha or atleast an AP ammo that does better damage to androns/disks because dear god they are frightening as hell when encountered with ballistic weapons haha.
  8. Having all my soldiers use the same 4 damn guns over and over shooting the same amount of bullets is incredibly dull and the flexibility of their loadouts are really weak. I'd atleast like to see some paratrooper variants of the guns that are lighter so i can better adapt each soldier to whats going on. For instance in my game now i have 8 suits of jackal armor and the attrition rate is getting really high to the point where i have 2 hunters. I'd love to be able to recruit strong newbies then stick them with light weapons and lots of armor to improve their chances but as it is all i can do is try to change around their clips and grenades. I'd love to equip them with AKU/M4's because the difference between the shotgon/pistol and the rifles are friggin huge. The gun difference between tiers is also horrid--advanced weapons are expensive as hell, why not give heavy rifles and LMG's as a stop gap between them? You'd start out with AK74/M16's then as your soldiers got stronger and better you'd move up G3/AK47's then as you begin fleshing out your troops with laser weapons the remaining soliders can use RPK/drug mags. Keep upgrading the ballistic weapons so their not better then the new tiers but their better then the vanilla weapons. Snipers could carry pistols as their backup then upgrade to auto pistols/SMG's and eventually use semi auto rifles to fire faster and more often. Its unrealistic to equip everyone with advanced weapons until your in mid/late game so thats half the game you've been playing with the same boring 4 guns. If they had 15-20 guns to choose from then you might not even want to get the better weapons because you could have perfected your tactics using the huge gun selection and research can cater to this game play with things like improved AP rounds, drum mags and advanced composite guns. The missile launcher also could use some love, keep the current gustav but add in RPG's that are lighter but weaker, LAW's for 1 use missiles, underslung grenade launchers that are light and allow you to shoot grenades for a cheaper TU cost, full blown grenade launchers. They would be balanced by their weight and destructive power--you can already do this with the current gustav so nothings changing but your adding so much more flavor to the game.
  9. Is it possible to make the mod loading tool work? every time i try to add mods it freezes the launcher--i converted the winrar to .zip but it still doesnt work.
  10. I checked the experimental builds but the launcher says v21 stable. Do i have to unpack the different ballistic weapons to get them ingame? i cant select them ingame but that may be due to them being in separate folders or does that not matter?
  11. I'd love to see the earth aircraft to have realistic weapon pylons with the options of fuel tanks to expand their range or you can take its default performance and arm it to the teeth and have close range fighter. You should have an option of the advanced fighters(4th/5th generation/alien) which are quite an investment but you pay for what you get and cheaper 3/4th gen fighters which can be your workhorses. You'd have to make the 3rd gen fighters their 3+ variants so they all have radars but they would basically be weapon platforms with a few being dog fighters. The 3+ gen fighters(mig23/F4/mirage/mig21's) would be basically equal of the scouts while 4th/5th would be better then scouts/fighters. You would basically overwhelm single UFO's with swarms of 3rd gen fighters with 4th/5th being the rare fall backs.
  12. I love how AR's are more shooty and i'm constantly spraying all over the place instead of barely getting more shots off. It has definitely improved the pace of combat with more bullets flying. A guide on how to install this would be nice since i think it doesnt work with 21 stable. Is it possible to have all of the different weapon types available? I noticed that i couldn't see any of the new ones ingame but that could be due to them being in sub folders. Are the weapons physically different or is it just the sprites?
  13. Is there any plan to flesh out the current weapon selection atleast visually or will the current weapon selection be there for launch? The game would be infinitely more replayable if you'd have warsaw/NATO weapons/vehicles with some other options sprinkled in there. They dont even have to be unique either, you could have 5 different precision rifles with different characteristics but all equaling the same gun. I'd love to see SMG's make an appearance as that line between pistols/shotguns and some variety in the rifle class with something like the CTME/FAL for more long range work and some AKU/M4's as your lighter variants of your standard AR's. I realize that mods will likely fill this role but if there is enough demand theres no reason to incorporate atleast a few ingame so you dont have people installing mods on day 1. There is so much room for tactical min/maxing in the gameplay so a rifle thats lighter but less accurate or an automatic pistol would change up gameplay so much. You can even add a future bounce to everything but saying their rechambered for a unified cartridge. Encase you needed some ideas this is a great website to get actual stats of the guns, http://world.guns.ru/index-e.html
  14. - choosing to manually do air combat to be more rewarding rather then clicking auto resolve and getting a better result every time - a more stream lined soldier review panel? can i choose what loadout they take, see their stats and choose what dropship their on in the same panel? - can the vehicles get some more ammo? i always have a few hunters around encase i lose alot of soldiers but they seriously only get 30 rounds? or can my soldiers carry ammo boxes for the tanks?
  15. I was exploring all the new changes yet when i clicked on equipment the game repeatedly CTD so i have yet to find out what is hidden in the equipment tab! I can see the grenades and weapons fine but every time i click 'equipment' it crashes. *This is a new game, literally right after i place my base. Update: turned out it was realistic aircraft mod which i had forgotten to uninstall way back when--everything works fine. I got super excited thinking you added in all those aircraft haha.
  16. I personally cant stand the small selection of weapons and the same airplanes. If you guys included some new guns/airplanes i'd actually start playing the game again!
  17. Considering the game itself gets fairly repetitive and relies alot on the player making content in their mind more diversity would go a long way. I didn't like the original Xcom that much and the new one was awesome but linear as hell but when i saw a lets play of this i instantly bought it even though i knew it was in beta because it looked like i'd be fighting aliens with realistic cold war weapons. Even if you are given 20 versions of the same weapons with slightly different stats and looks it would allow for so much replayability--a canadian interceptor base filled with nothing but cannucks fielding period appropriate weapons? HELL YES! Others may not find diversity as much of a draw but to me realism and diversity are pretty much the games strongest points.
  18. Sorry when i posted that i guess glazed over the info--i do love the missile ammo though! I'm in love with RAM's airplane balance but i really wanted some variety with the ground game.
  19. Is there any hidden files that i can use to increase the current weapon selection? why my soldiers are using horrible 1st gen M16's and not awesome FAL/CTME/AK's with underslung grenade launchers is chafing at me. I'd also love to see some automatic pistols and revolvers along with improving the shotgun class with carbines/SMG's to take full advantage of this awesome inventory system. I cant wait for the modding community to pick up so i can use the proper myriad of weapons that this game needs! I always hated how you never used weapons under the old scaling system because there was no point. If you add 50+ dif weapons and allow side by side scaling of the ballistic weapons with the advanced weapons then everyone is happy! I can shoot alien alloy bullets from my AK74/47 while another guy can use his piddly plasma gun. *Also holy crap adding failed weapons like the caseless G11(http://world.guns.ru/assault/de/hk-g11-e.html) and the gyrojet guns! WE CAN HAVE BOLTERS!
  20. Can you post a change log of what this mod adds and is it compatible with the real aircraft mod?
  21. This mod has improved gameplay so much but i just wish i had as huge of a selection of guns to go along with this awesome selection of airplanes. What i would give for some FAL's, CTME's, AK's and some sub machine guns/pistols.
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