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KateMicucci

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Posts posted by KateMicucci

  1. I disagree that heavy weapons are too easy to set up. The amount of garbage around the maps makes finding good positions for them difficult. Anyway, making heavy weapons harder to set up would slow down the game, which isn't cool.

    Rockets are powerful but take a turn to set up, a turn to fire, and then a turn to reload. MG's I don't use at all because despite being heavy weapons they can't hit anything and they can't reliably suppress. Sniper rifles are the problem case. They totally outshine assault rifles.

    If a slight decrease in the assault rifle and MG's range is paired with a significant boost to burst fire, that will be a good change. Accuracy should be increased, and TU's decreased to 30, maybe even 25 on the MG.

  2. -Jackal armor should be reduced to 4 or 5kg of weight. Wolf is pretty expensive and time consuming to make, so I disagree that it needs a nerf.

    -Burst fire needs to be buffed. Every time I use a burst instead of snap shots I regret my stupid decision as the bullets go flying everywhere but near the target.

    -Agreed that the scatter laser needs more ammo. Maybe even remove the "recoil", if only because the line about spinning barrels simulating recoil is a little silly.

    -The Corsair needs more than just a 3rd missile or a 2nd cannon. It costs three times as much as a Condor and requires significant research. Money never becomes available enough that corsairs are affordable. A 2nd cannon would be fine if that's paired with a reduction in price/research.

    -Ariel bombardment needs to be pushed back until later months, when the player has a realistic chance of being able to respond to it if he's done a good job on getting global air coverage. Ariel bombardments in New Zealand and the north pole are lame.

    On that note, can we have an upgraded version of the flashbang. Late game it becomes kinda useless and there's nothing else to fill that niche (apart from electroshock, but they explode end of turn)

    Then electroshock should be made to explode instantly. This has been suggested before.

    Right now I don't have any use at all for flashbangs. Suppression in general is unreliable, while smoke, frags, and weapons that give reflex bonuses are not.

    What would be cool is that you'd have to apply a certain amount of overkill to Selllians or they "come back to life" after a while.

    That wouldn't be cool at all.

  3. In my game I get a crash every time an alien is killed by C4 or the explosion from the power core.

    https://www.dropbox.com/s/mmk94e8c6ie3wgg/2014-01-24_00.17.51.sav

    Shoot the power core with the tank. There is an alien standing next to it, inside the fog of war. The explosion will cause the alien to die and the game to crash.

    Also, most of my soldiers have C4. Throw it at aliens and the game will crash if an alien is killed by the explosion.

  4. This could even add another (tiny) layer of depth to the strategy. You don't want to poke the aliens too hard or else they'll poke back so hard you might lose. Something along the lines of: It's month 3 and in the first wave of UFOs, you shot down all 4 (for example) corvettes over euro/middle east/USSR/north african airspace. So now the next wave in these areas is doubled, and there are 8 corvettes zooming around each with it's own mission. Now you make the mistake of shooting down all eight corvettes. A week later there's 12 corvettes flying around and 2 landing ships looking for your base. There might even be 3 terror missions. You shouldn't have gone and made them mad.

    This sounds more frustrating than fun. The player shouldn't be punished for doing well.

  5. I've gotten 2 CTDs from using C4 in an alien base assault mission, on the turns it was supposed to detonate. The first time it was thrown on top of the power core and the second time an alien was standing on it. Edit: another C4 crash. Too bad, I was doing really well on that one. Edit 2: shooting the power core with a pulse laser also causes a CTD. Edit 3: any damage to the power core seems to cause a crash. Edit 4: killing an alien during a base attack with C4 also causes a crash. Edit 5: it seems to be not just base attacks. Killing any alien with the explosion from C4 or the power core causes a CTD.

    Have lasers still not been updated with the new cover values yet?

    It would be nice to be able to see the stats of newly researched weapons (i.e. lasers) in the loadout screen, even when there are 0 in stock. Presently we can only see the weapon stats when there is at least 1 in storage.

    I still feel that burst fire is far too inaccurate and Jackal armor is 4-5kg too heavy.

  6. I haven't had anybody die on the chopper.

    Sebelians are acting strange though. They seem to have two modes- passive and useless, and aggressive murder machines. I've completed two terror missions against Sebelians without losing any of my soldiers because they were stuck in passive behavior and at least half of them never managed to take a shot at me. Then there have been base defense and UFO recovery missions where they're in aggressive mode and completely slaughter the xenonauts even though they are outnumbered.

  7. I believe your issue boils down to both not using Foxtrots

    I am building Foxtrots. I only have condors to kill fighters.

    and not building a full squad of three planes.

    Yeah, that's my point. IIRC it was never necessary to have more than 2 fighters per base in the OG. The huge fleets that seem to be normal here is pushing focus too much towards air combat. Winning on the ground rather than in the air should be the main challenge of the game- but that's a different issue.

    and I made a mistake in a similar vein on my first game. You should only be expanding as far as money allows; a new base is a pointless investment if it doesn't have the fighters to handle the types of craft that are being thrown at you.

    Right. Unless you already have foreknowledge of what the waves are going to look like, you don't know how to plan for them, and by the time bigger UFOs show up its too late to do anything about them if you haven't got your air fleets organized the right way.

  8. The balance between having a couple of bases with tons of fighters vs. having several bases with a pair needs to be looked at. At first it seems like a good idea to quickly build bases to cover as many continents as possible with just a radar and 1-2 hangars, then maybe missile batteries and a living quarters when base assaults start happening. However it quickly becomes obvious that this is a losing strategy, as even with upgraded weapons 2 fighters have trouble taking out a medium UFO with escorts. If several UFOs spawn at once in the same region that pushes the need even more towards having several wings per base. The corsair is 3x the cost of a condor but has the same firepower, making that upgrade useless if you just don't have enough missiles to bring down a big UFO.

    Maybe it would be good to make UFOs easier for small groups to take down, but there are too many of them for just a few planes to get them all?

  9. Terror missions as they are flavored now don't really make sense. There are two absurd possibilities One, the local military can't be bothered to send some of their own tanks and helicopters to deal with 15 attacking aliens, and send only 2-3 wimps with ARs. Two, the terror mission consists of much more than just 15 aliens, and we are only seeing a small part of the map. If that is the case, 8 Xenonauts isn't going to make any difference anyway.

    Nations also, counterproductively, nuke their own cities. This doesn't prevent loss of life, and doesn't make sense.

    Suggested change: The Xenonaut's objective in a terror mission is a targeted strike against the enemy commander(s). Once the commander is killed, the rest of the aliens in the city become passive and easy for local forces to mop up. Xenonaut failure to kill the enemy commander means that the aliens are able to overwhelm local forces and raze the city.

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