Jump to content

Decatur5717

Members
  • Posts

    3
  • Joined

  • Last visited

Reputation

10 Good
  1. Elderdrake ... I'll second that. I found that by the end of the game I JUST finished producing all my needed plasma weapons, then I started the research for MAG weapons. Operation "Endgame" has been sitting at the top for about 2 months and I'm still not done producing all my stuff let alone the fighters needed. The fury was nice but I'd be much happier with with a fighter that carried 2x heavy 2x light missiles and an auto cannon. I even found myself modding the items so I gained more money when a mission completed because God knows I'd never be able to afford everything that was needed to complete the game. ........ I also modded the manufacturing to make some items easier to build ....shhh LOL
  2. 1. I completely agree but I'm also trying to look at this as if I was fresh to this type of game. At the start ..... with the preset 2 Condors it was difficult to down my first normal scout. If I hadn't of played this for a bit I might have been turned off from it. I admit back under V14 I almost stopped playing because I kept losing fighters. V19 has been a lot better for me but I'm also used to it 2. I'll keep this in mind though it drives me nuts upgrading in this fashion. It makes sense but I'd still like the finer control 3. If you notice your soldiers are labeled with "Assault, Heavy and Sniper", though I don't see a difference. The weapons I understand..... soldiers ..... no clue why they are labeled but don't have anything special to them. 7. I'd go for that, though there is still some balance work for sure 8. LOL I loved the moment you went to buy something and realized you have 50 plasma rifles or the moments I was so short of cash I had to start selling things I didn't want. I live more for the strategy of research and downing the UFO then the missions... So naturally I rely on other means of income ..... such as manufactoring 10. Your kidding right? I've yet to actually get this to happen! I'll try again tonight but last time I tried (couple days ago) I must have dropped 5 on some poor guy for him to blast a hole throw me when I proceeded to walk in the UFO
  3. Testing at its finest I’ve been playing the game for a bit now, starting with V14 and now riding on the newest V19. This will be the first time that I’ve actually started to document things I’ve noticed that really should be changed. I’m sure some of this will have already been reported but … Hell, I’m running a beta version of the game right? Might as well act like it  1. Careful I’m fragile! My biggest complaint so far would be the fact that at the start of the game (Even under easy) everything seems so easy to die. The units I deploy to the field are easy to kill but even more than this the fighter crafts I send out die in record fashion, I mean a Condor should be able to take out a light scout with no issues right? How about a normal Scout? Shouldn’t scouts be easy pickings? Sadly no…. I find that 2 Condors are needed just to take out a light scout and 3 for the normal scout. Perhaps these Condors are a little under powered? Once you get going and get a few fighter weapon upgrades then they start to get pretty easy, even with the larger UFOs. I’m thinking there is still a bit of balance work needed 2. Upgrade me! One feature that would add a TON of flavor to the game involves unit promotions, a feature that isn’t being used. Given the chance I believe most of us would rather pick what upgrades we would like when a unit is promoted. For example, my “Assault” class units are my front of the lines… “hit them with a baton and get out of there” units. I know I want them with the highest TUs and the highest HP … but sadly I can’t customize them for this role. Give us the option to choose how we want to mold our troops! LOL 3. Heavy and rolling with a pistol! What’s the point of the classes? What is the difference between a sniper and a riflemen? Do they get special perks? Does their aim improve when holding a sniper rifle vs. a machinegun? Do they need special training before they can use a machine gun or a sniper rifle? At this point it seems like you guys have an idea rolling around but nothing has hit the paper outside of the name of the class ….. I say get rid of the class name but make us go through trainings that give us bonuses for the particular role. For example, Joe Smoe goes through 6 days of sniper training and gains +1 to observation and marksmen while gaining the ability to use the sniper rifle …. Just a thought 4. My shells use teleportation! Yep! The ability to shot through the walls… or even more so… the floors can still be found on the map. I find that the teleports are the biggest offenders. I have 4 units surrounding a teleport and one on the floor above. An Alien doesn’t try to kill the guy on the second floor (same floor he is on) but rather shoots at the teleport and kills one of the guys down below….. hmmm that doesn’t seem right 5. Unit configurations are down at the moment! Hard to reproduce unless I’m not thinking about it but from time to time when I’m attempting to jump to the unit config from the geoscape the game crashes…. Or none of the buttons work. 6. Hunt the hunters! Maybe you designed it this way and I’m not complaining but it does cause a weird glitch. When the notification comes up for a terror site and I fly out to it…. Right before I reach it I get the chance of changing my target to the actual UFO that landed there. SWEET! I get to bag another UFO instead of doing the mission. Upon completion I get the “terror site” notification about a dozen times followed by “Countless lives saved” and then the terror site is gone. If you intend to allow us to attack the UFO instead of the actual terror site then I’d remove those extra mission prompts 7. Takin a break boss! The TU costs for most weapon actions are a bit high and many times cost more than the max TU the unit has. The Sniper Rifle is a popular one, without taking a single action on the start of a turn I cannot use the best aim… it costs 61TU and that’s more than the unit has. Or how about the “Auto fire”, 41TU to pump out 3 shells sounds great but considering I need to get in REAL close to actually hit something you might want to scale it back a bit. 8. Can you spare a dollar? Lets admit it, the game can be difficult at the start and with a whooping 700k in the bank your likely to go broke really quick. Perhaps giving us an alternative method to generate cash would be helpful…. Like selling those “Unlimited” rifles (another thing I vote for removing, in the real world you won’t get “unlimited” so why should you here). By giving us a set amount of stuff we have to be more careful how we use stuff. Man! I could just chuck that grenade in there but the grenade costs 100 …. May be I’ll just run in with a baton then. Selling stuff at the end of a mission kinda feels ….. well like “what if I want to keep it and use it on the next mission” 9. Who taught you how to shoot?!! There is something about the aim between a ballistic round and everything else that drives me nuts, my guys can’t hit the broad side of a barn when holding a standard rifle…. Give them a plasma or a laser and suddenly they are winners of a AAA completion. But … then again it could be me, without knowing exactly how much progress on aim those soldiers have made it’s difficult to say (goes back to #2 and 3) 10. Flashbang how I love you so, you make me feel safe when I run into a room. You make me feel safe but that’s all you do, as I reload from a previous saved game. You leave me wondering if 23TU was worth the throw, you leave me wondering if I should bring you at all. *poem over* so the flashbangs…. Not exactly helpful, I thought they were designed to get rid of the “reaction shot”, well if so then they ain’t working LOL That’s about all I have for now outside of the missing text here and there. I’ll keep writing down what I’ve seen and report back from time to time Later guys! Will
×
×
  • Create New...