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tscho

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  1. just look other way with the troops that shouldnt reaction fire...
  2. I think I've seen a rifler shooting twice as reaction fire (below 60 tu) but im not sure
  3. well then lets just pretend that the strike team discribed the objects to the lab. Then in order to study the object they have to prepare the room, gathering mashines changing tools etc., so the lab can infact start with the whole process before the object arrives (for bigger objects they may even need to push some tables together!!!). btw i meant the research time increase for items that are auto investigated (autopsies and ufo details)
  4. An option to select reaction fire without reserving it for each round, as in: if you have enough spareTU dont only use snapshots. And a different aiming (with holding CTRL or so) to target ground. Important for throwing grenades. >.<
  5. That from barney (how i met your mother) woulde be "awesome" in it too^^^!
  6. Sorry to open a thread for this. But i couldnt find it in the search. Why isn't there an option to equip soldiers pre-combat, even when you can actually use them in combat?
  7. I just want to mention it would be nice to add something similar like the sell option for alien stuff ( i dont know the reasons why this sell stuff is out but i guess it was often discussed and it has it reasons) If i do just some missions i usally have all the alloys i would ever need, so... The production could use much more of it. and if its high enough an option would be nice to scrap alien stuff (blaster, comm, reactors and such stuff) just for alloys and this "alenium?" or just selling it. That could be happening just in the missionreport too. The choice of material vs cash would add some strategy to the sim. Alien ressources seems to need some balancing anyway in my opinion.
  8. i dont like the low cooldown of this dodging. Is it Really that easy to dodge every rocket in reallife? >.< A fail rate, if not cooldown increase, would be nice atleast.
  9. Well i really like the new ammo system. I think the only real difference now is that you actually can let workers just rest. In most of the xcom games you just produce ammo if you dont know what to do with the workshop (and of course at the start of the new tech- BUT productiontime increase of the actual weapons really balances this out; and its quite balanced i'd say). It would even be possible now to remove the monthly cost of workers and just increasing the production cost now to further increase the thought:" do i really have to bother my men to produce this?" (but its not really nescessairy)
  10. I managed my early game quite well up to the midgame. mostly fights with these migs. (btw autoresolve should reduce fuel properly its easy to abuse it for intercepting multiple targets) condors were not so important in early game. migs are quite cheap and the workshops are not that busy at the start, who needs armor for rookies, eh? (troops are cheap!). the early escorts are quite fun, using migs to shoot the middle is a nice strategy, these early light fighters (dont know the names there (light cruisers?)) are managable with condors, ok but they need more repairtime in general... its all fine in the game till better escorts join the fights. Ok migs shouldnt last till endgame, BUT dont really see what i should do by then. if i mass condors for them i have to wait for long long repair times most of the times, and if i stay on migs its allmost the same (trying to out manuvering the faster escorts is quite risky (as it should be later in the game)). Better aircrafts come quite late and cost quite much of that alien stuff. so it wont be enough for for a real change of the general tactics. there is the possibility to ALLWAYS relocate those 1-2 new aircraft to the nearer base, waiting for refueling and finally attacking... but come on! thats a load of clicks for one - two interceptions. And even then i dont really manage the the fights without taking any damage later in the game. shortening stuff: i dont really get the mid to lategame when migs arent enough. tech is very late and upgradecrafts cost very much of that alien stuff. how to solve the later escort aircombats`? if its intended to overwhelm the player with this stuff so that the player has hurry up and finish the game, then i dont really see the reason bothering with these expensive aircrafts, except to actually "see" them. Migs are enough to down any aircraft if you are willing to take some losses (just to get spacecraft tech etc.).
  11. i think the ufopedia needs some changes too. i think there stands that they are stupid brutes, which mindlessy charge the victim. That should be changed to discribing their ambushing strategy somehow.
  12. I guess the sugestion comes way too late but here comes it anyway. If the Air combat map would be a circle. the retreats would be fairer. the map now often gives the worst possible exit strategy (the corners of the map). By the way, enemy interceptors need to be nearer to the own ships at the beginning of the combat. if they are faster on the global map why should i be able to turn and fly away? and they dont follow after the first interception, they would force crash landings if one would use the afterburner much.
  13. well it would be possible to add a tech for more fuel for combat. nano battery or something more appealing. its quite dissappointing to enter a combat with 20% fuel and crash landing before managing to retreat. Or just let them retreat when a airfight is just unrealistic with that low fuel. a little before the point of no return. How much fuel is needed for a straight fight? (no changes in movement)
  14. second time that i couldnt finish an alien base (either they are rediculously well hidden or its bugged) didnt wanna risk update for a playthrough, dont have these ctd's anyway. http://filedump.org/files/Oum5az1387760959.html
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