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JonathanYu

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  1. I don't dare to play this game any more until the final version rolls out. I just don't want to lose the "new game" buzz by playing it too much beforehand.
  2. Is it because you had your own troops crouch behind the wall? They must stand up to have a clear line-of-fire, they're too dumb to brace their guns on top of knee-high walls. Although I've noticed the concrete crash barrier things are bugged with additional tiles of invisible wall round the sides, could that be hindering your troops?
  3. ^I just realized Lobstermen look more like cockroaches than actual lobsters.
  4. Run up to him (her?) from the SIDES, never right at his/her face even with smoke cover. They can still reaction-fire if your guys pop up in FRONT.
  5. I can confirm that the alien ground troops are non-aggressive and resort to camper tactics. The only time they actually display aggression is when they spot a civilian, and then they really go to town on the poor sucka. It's almost like they hold heavily armed humans in the highest regard and will only kill them when cornered, civilians on the other hand get squashed like bugs, literally. There'd be nothing left of them but blood & guts. Speaking of which, has anyone noticed that dead androns use the same corpse model as dead human soldiers? I know this is early-access and androns are supposed to be humanoid but damn is it disconcerting. The aliens are VERY aggressive in building bases, I've noticed. They've built 3 bases in the Soviet Union within the space of ONE WEEK, all well within the range of Xeno interceptors like they just don't care. I can only shudder at the thought of how many bases they've put up in the Poles where I've no radar coverage. Dozens, hundreds?
  6. Not just in base attacks but in all maps, in my experience at least. I find the AI prioritizes finding good cover over actually attacking, they'd rather pass on a clear shot if they see a nearby rock, barrel, fence etc. But they are very hostile towards unarmed civilians and would go out of their way to gun them down.
  7. But of course, click on target first, then click to fire. Now if only someone would make a naval combat mod with ships vs UFOs or USOs, I think the current air combat interface makes for a delightful naval warfare sim. At least then torpedoes would be where they belong, in the water & not gliding slowly through the air.
  8. Uh, now that you've mentioned it, I don't actually tell individual planes which ufo to target. I simply try to get a single ufo into each plane's firing cone, and since each plane is specifically maneouvred to engage only one target, I assume (wrongly?) they'll launch missiles at the only thing in their firing cone. This problem has also occured when 2 condors + 1 kite engage a single corvette. One of the flankers (sometimes both) will refuse to use their missiles. I don't suppose there's a blind fire button...it's not like the missile lock actually does anything anyway. Might as well fire unguided rockets.
  9. So you're saying: 1) Red diamond, green missile icon: Missile ready to fire, but out of range 2) Red diamond, red missile icon: Missile disabled, out of range 3) No diamond, green missile icon: Missile ready to fire But sometimes (randomly) my missiles show a "1.0s", no red diamond, and will just flat-out refuse to lock-on & launch at targets within their firing cone. In other words, the "1.0s" never counts down and clicking the missile icon simply disables it.
  10. Well in that case, I can sometimes fire missiles at a "non-target" and other times cannot fire at a valid target within my firing arc. I have noticed though that I'd have no issues if I simply leave them to fire at will, the missiles will work regardless of whether the red diamond icon comes on. But that just means alien fighters dodge ALL my missiles and I'm back to using cannons. Do missiles only work in a frontal attack, unable to lock-on the sides or rear of alien craft? No one else having this problem? I don't use any mods, all default key bindings, and I've verified local game files on Steam. I'm stumped.
  11. Why is it sometimes my jets refuse to fire their missiles? The aliens are well in range, missiles are active/green but no fireworks. Clicking on the missiles merely disable them. I had to resort to frontal assault cannon fire on multiple occasions because of dud missiles which invariably leads to damaged fighters. Is this a game "feature" or a bug? Another question, what's the red diamond symbol I see next to missile icons? Sometimes it's there but other times it shows "1.0s" which I assume is the lock-on time. i don't think the diamond is a "missile locked" symbol as sometimes it's there right at the start of combat when nothing's in range.
  12. I was under the impression vehicles could crash through obstacles, or blast them apart with rockets. No matter, I'll try out the triple tank defense and see how things go.
  13. Are tanks/armored cars capable of defending bases by themselves, I don't feel like hiring a bunch of rookies whose base may or may not come under attack. IIRC, Xcom bases could be viably defended by a couple of laser tanks. Xenonaut bases follow the same protocol?
  14. 1) Yeah, I used tactics straight out of Firaxis' Xcom Air Combat Manual initially. Results were....less than satisfactory. Watching air combat tutorial videos in this forum helped immensely. 5) Usually happens to me after finishing a ground mission. Clicking on any tab (units, planes, research etc.) frequently results in a CTD. Thankfully the game autosaves after a mission so it's not a deal breaker, takes <10sec to get back in. Still, this should really be fixed before final release. 7) Got sick of the slow pace of combat owing to crazy high TU costs so I went & halved the values in the XMLs. The aliens got accuracy & damage boosts to compensate for my higher rate of fire. Human pea-shooters should be quick-firing pieces, think Jet Harpoon from TFTD, those were balls. 10) The aliens are actually pretty helpful as they yell out the word "SUPPRESSED" when under the effects of suppression. If they keep quiet it means they're not suppressed and you shouldn't make any sudden moves in front of them.
  15. Why not just disable the ability of UFOs attacking Chinooks altogether? The UFOs usually fly really high up so it's conceivable that they may not spot/bother about low-flying unarmed Chinooks.
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