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squigoth

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Everything posted by squigoth

  1. I was thinking along those lines as well. The AT-4 type one shot weapon should be at the top of the research tree for that type of weapon in the game. I'd give the LAW a blast radius and damage of a grenade with the center or hit target taking substantially higher damage (than a grenade). The AT-4 would be the same as a rocket launcher round. Carrying the weapons, as well as using them, shouldn't be to restrictive (they were made to be that way: light and easy to deploy) aside from a trooper being restricted to one such weapon on his person. Please send me your weapons mod if you do one once the game comes out....
  2. Between high explosive and incendiary bombs why would the air-strikes have to be nuclear? In the mid 1970s conventional bombs are quite powerful and accurate. Wreck sites would be easy targets. Also I'd go with possible total destruction of UFO craft based on their size and the weapons used against them... like in the OG. In the auto resolve button you might want to have a drop down menu for " attempt to down craft" or "destroy craft" options. Just a thought.
  3. I'd like to see a time to expiration counter next to the wreck because I like to let wrecks sit till its day light out (most of the time). Or at least have the game stop and ask if you want to airstrike the site right before it expires.
  4. Yeah, the AT-4 replaced the LAW in the real US Army inventory while I was still in. I think its rocket was 20mm bigger than the LAWs; 65mm vs 85mm and had about 12oz more explosive in the warhead. It was a big improvement. Like I said it would be the next step up from the LAW. Maybe require more research or something to unlock it.
  5. I like your idea. The single handed SMG type weapon will help shield troopers as well. I'd go with replacing the RPG graphic with the LAW graphic as the LAW is/looks like the "one shot throw away" weapon your trying to make. Or even an AT-4 look... As a matter of fact if you make upgrades for these weapons the AT-4 would be the next step from the M72 LAW on the one shot throw away rocket munitions ladder.
  6. I usually edit the gameconfig file to give me one billion dollars start money... I mean after all, we are talking about the budget for defending the planet with international backing. Money should be no problem.
  7. I'd like to second putting it in the final make of the game as well.
  8. @StelleRat... that's what I do now. @Chris... Make it a B project for down the road.
  9. I'd like to see am equipment stowage bin, perhaps the size of 4 or 5 backpacks, on the transport craft where a player can load up extra equipment for the troops to grab should they need it. Maybe have a load up button in transport screen where you place the troops in different locations on the ship. Given the size of the transport craft, a Chinook carrying 8 soldiers, I fail to see where this would be unrealistic or unbalance the game (seeing how you'd have to run back to the craft to get stuff). It would also help for those times you fly from one crash site to another. Thanks...
  10. I've never had to defend a base yet. Do you get to place your troops on a base map before the attack or do they start in random locations?
  11. I'm good with the current alien ammo situation. Would you guys please consider putting a storage bin/weapons rack in the transport craft?
  12. I'd like to see the aliens have to spend some AP points reloading after so many rounds fired as well but if its too much a pain for the developers for now so be it... Would it be too hard to program in that after every 15th or so shot from their bullet hose they have to spend 20 or so AP standing around doing nothing (reloading)? Then just have it when they die they drop X amount of clips for the weapon they had and a game weapon that needs to be reloaded so the player can use it if he researches/learns that ability. As for me I actually load up a ton of ammo clips for all the weapons in all my guys belts and back packs slots during set up. When a ground assault starts I have them dump most of it on the floor of the transport to get back AP points and have some extra ammo for them if they need it (in the transport). Kind of like the pile of stuff on the floor in the old XCOM game. I've yet to have to run back to get more ammo but at least it's there and it's kind of more realistic. Maybe you guys can put an ammo/weapons rack in the transport helicopter for extra stuff for the team... in real life it would have more than enough room for it. That would be cool.
  13. That's good to hear. Thanks. Another thing I haven't seen is an alien on the second floor of a building... yet. But then I wasn't getting that far into the game when the version would change and wipe out my game saves. I've now figured out how to turn off automatic updates and I'm chugging along with this build (well the last one). I'm sure all the old XCOM players have stories about going nuts looking for that one last alien hold out hiding in some remote room or corner of a building.
  14. Like I said, I've yet to see it and last night I had a group of guys (3) stand at the doorway of the ship for about 8 turns waiting for some of their comrades to finish the map sweep and join them.
  15. Just give the aliens 4 or 5 ammo magazines/batteries and increase the shots per magazines/batteries. That should give them enough shots for a normal battle and if you can sucker them into firing so much they run out then more power to you. A down the road idea would be give the aliens a resupply drone of some kind that can hover around the battlefield resupplying the aliens by spending a few turns next to them. Needless to say destroying it should result in a possible spectacular explosion. I'm thinking it would have so pretty stout armor or shielding as well. A medic drone of some kind would be bad assed as well.
  16. I've been playing for months now and I've yet to see the aliens open the door of a ship and attack my troopers as they assemble outside the door for an assault. That used to happen in "that other game" and was the cause of allot of apprehension while I was getting ready to assault a ship. Perhaps we need to tweak the AI and bring that into the game a bit more.
  17. I do an assault on every crash site as well... got to get those alloys and other tech. Like I said I don't like the current system: I did one mission where all aliens were killed or captured with no casualties of my Charley Team or the friendlies and I STILL got a poor rating. That just don't seem right.
  18. I'm a shield assault guy myself. I have two of them on each Charlie team and they both carry an extra shield and a shock baton.
  19. I do not like the new change in the mission briefing points system. If I louse a trooper or two and a civilian the mission is now a disaster because I get nothing for the seven aliens I killed. Just my 2 cents worth
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