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frank_walls

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Posts posted by frank_walls

  1. I think it could be done with a modified throwing area and it wouldn't be game breaking. Really though, once flashbangs are fixed it may not be much of an issue. Not being able to suppress the aliens waiting on the other aide of the door is annoying. I've compensated by just having 3 shield guys do the entry now. They run in and throw grenades, then my laser carbines come in behind them. It works pretty good, but it gets kind of repetitive after awhile.

  2. I shouldn't have to exploit an odd angle to throw a flashbang into a light scout safely.

    I agree. One of the most common tactics you see when assaulting something with rooms and doors is a soldier standing next to the door and tossing the grenade through the door exposing only his arm for a brief second. this should be allowed in the game as well, or you should be able to move to the door, throw without getting shot, and then step back.

  3. This is a single player game, completely smooth and balanced progress doesn't really matter. Personally I would go even as far as to say that end game doesn't matter.

    That's a good point Jaran. I always felt the game balance/difficulty should have a curve to it. On Normal setting the first few missions should be fairly easy to get you used to the game. Once you start researching laser and plasma technology the difficulty should increase because the aliens are like, "Okay, these guys mean business!" Then once you get MAG weapons and all the superior aircraft you should be on equal footing with the aliens. To balance it out you might see more terror missions and larger groups of aliens as they get more desperate in their attempt to take over earth.

  4. Is there any particular trigger for panic etc you think is overpowered, like suppression? The soldier taking damage?[/QUote]

    I've had guys, including a major with full morale (50/50), panic from an alien shooting at another group of my guys 10 tiles away. I agree with Kate about the berserking too. I never understood why a soldier would freak out so bad he would turn and shoot the guy right next to him. I always thought that was cheap shot.

  5. Is this a balance issue or a bug I don't know...

    I am getting really frustrated by the inconsistencies of corners.

    I means sometimes I can shoot round them but most times I can't. However, the aliens seem capable of pulling off a head-shot from half way across the map around a corner which I am not able to shoot around.

    Either make corners universally able to be shot around and through, or don't. Don't apply different rules to aliens and humans...

    Don't know if it's possible, but it would be nice to get a cover bonus when you were behind a corner, but still be able to shoot. That's a pretty common tactic to use corners for cover, but still squeeze off a shot.

  6. So I just started a new game on normal with the version-6, and I would say it's unplayable (as in not fun). 1st UFO mission with a scout and I lost 4 out of 8 of my guys (I just quit after the 4th). 1 alien reaction fired my guy before I saw him, then when I ran another guy over to see where he was the alien fired 4 MORE reaction shots that luckily missed.

    Another alien shot a guy that was crouched outside a window looking in.

    I made it to the UFO, opened the door and threw in a flashbang. No one was suppressed, then the 3 aliens reaction fired 1 guy to death. My other guy, a CPL with 72 TU fired a shotgun round from the door, then the aliens reaction fired him to death. ESC>QUIT>EXIT.

  7. @chris

    Reducing the ammo count on other weapons is a bad idea IMO. 20 round assault rifles was already stretching it, making them any less would completely invalidate any kind of authenticity the game still had.

    And yes, soldiers today still use single shot for fighting battles. In fact, fully automatic fire is extremely rare unless you are fighting in a city. Engagement ranges past 100m almost require single-shot for any kind of accuracy.

    Can't you see the absurdity of 20 round magazine LMGs? and 12 round magazine assault rifles? I don't care if it is "balanced" (and I don't agree that making you reload every 3 shots is balanced anyway), it doesn't feel or sound right.

    @everyone

    I picked this game up because I wanted a game that accurately depicted and immersed me in an alien invasion during the cold war.

    That means period accurate weapons, with authentic (if not real-to-life) characteristics, and a battlescape engine that was not only robust and realistic, but also rewarded squad based tactics used in real life.

    The development of this game seems to be moving further and further in the direction of an arcade game with strategy and immersion thrown in as an afterthought. Just like the newest X-COM EU.

    I've sat through a lot of design decisions I have not agreed with. I've grit my teeth and lived with it. I always justified it to myself that the developers knew what they were doing and I would adapt. Not this time. This game is starting to not resemble the game I came here hoping would be made.

    This isn't a temper tantrum. I'm not demanding changes be made "or I'm leaving" or any other kind of childish ultimatum. Chris can very well do what he damn wants with his own game.

    But unless something changes, I've come to realize this game really isn't something I am interested in playing, and I am seriously considering dropping it completely.

    I completely agree. If you you're going to make everything appear real, model it all after real items and weapons, then make it play as real as possible. I never bought that other XCom game, because it wasn't XCom. I purchased this because it was exactly what I was looking for. I don't think too many people purchase strategy games like this looking for an arcade-like experience.

  8. Hi frank. If you could PM me either a screenie or a savegame (uploaded to a filehost), I'll have a try myself.

    Not sure if the newest update changed things yet. But I'll get you that saved file when I get home from work later. It could definitely be the numbers, and I usually have 12 guys in my base. It just happens that I finished a mission and lost a few guys, my planes are all damaged from taking down a massive UFO, and I don't have enough time to hire new soldiers. I've basically been put into check by the game and I haven't figured a way out yet without losing my base or almost all of soldiers.

  9. What type of aliens are you fighting?

    Wraiths & Ceasans. Yea, I've tried flanking, smoke (helps a little), flashbangs, rocket and grenade spam, barging in, and camping. All except 1 of my guys has good equipment too. It's all plasmas, a couple of lasers, and wolf armor.

    I'm not trying to make it through with no casualties, but I'm losing over 1\2 my guys - many of which are good soldiers. Losing so many good well trained guys at this point means I'll have nothing but rookies left that will get slaughtered unless I grind scouts for awhile. At which point I have to hope there are no terror missions, etc.

  10. Sorry to change the subject, but I'm finding some frustrating behavior in an attack on my base. My weapons are creating very little suppression while a large % of alien shots are suppressing my men. Including snap shots.

    Also, the aliens reaction fire is extremely high and mine is very low to almost non-existent. I'd say 50-75% of the aliens manage to squeeze off 2 reactions shots. What's happening is I'm positioning my guys behind cover around a door, I open the door, and toss a grenade. 2 to 3 aliens are getting 2 snap shots at my guys after that. This destroys their cover, suppresses them, and wounds them.

    Is there something off with that part of the game or am I just sucking that bad? I have some pretty experienced guys in there also - a Commander, a Major, 2 Captains, a Sergeant, 2 Corporals, and 2 Privates.

    EDIT: Attempt 5. Everyone died. Rockets don't help because they take a full turn to reload. Grenades help a little, but can't go very far and can only be thrown over beds. My guys are constantly suppressed and can barely move. Can't reload because that takes a turn and then the aliens run up and shoot my guys before the next turn. I'm trying once more then I may have to start over.

    EDIT: Attempt 6. Gave up after 7 out of 9 guys died, including my Commander and Major. Seriously not fun. I gotta say, if my one Commander could move AND shoot in the same turn it would make a huge difference. Also, please fix the corner exploit for aliens. I lose so many guys from getting shot by aliens through corners. Either make it so I can shoot through corners too, or make it so they can't.

    So I feel like everything is balanced with my guys now - they all suck equally regardless of rank.

  11. I find the aliens are always doing things my guys can't do. Such as running up to FOV with my guys, snapping off a shot that hits my guy, and then running back behind cover. Hardly any of my guys can do that.

    I'm stuck at a point where my base gets invaded because my planes are beat up and I can't take down the alien ship. Anyway, I've tried 3 times to defend my base with the 9 guys in it and the aliens are slaughtering me! I have all 9 guys taking on each breach one at a time. There's 3 breaches, and by the time I get to the 3rd I'm down to 4 guys if I'm lucky.

    The most frustrating issue is the reaction fire. In order to move the game along I usually have 1/2 to 2/3 of my guys maneuvering into a better fire position or get close enough to throw grenades. The problem I see is that aliens hardly move, and just kind of camp there and pick off my guys with reaction fire. My weapons don't seem to have much suppression power, where as the aliens almost always suppress my guys with bursts from their rifles.

    The only thing that seems to work is to either camp there and wait for aliens to wander into my guys FOV and hope they get them through reaction fire, or just spam them with rockets or grenades. However, grenades don't work well because throwing them indoors over obstacles like 4 foot tall crates is impossible. So I guess I'll just load up on rockets.

  12. I think the TU cost for reloading a rocket launcher should go down, because my soldiers can get caught in bad spots if they're stuck using almost all of their TU to reload. I'd like to be able to move around some after reloading a rocket launcher.

    I don't mind the rocket launcher taking a full turn to reload. The process of removing the rocket from your pack and loading it seems like it would take some time.

  13. I'm pretty sure frank_walls is not.

    Actually I think you're right. I'm on the latest patch now, but I wasn't when I was using the MG a few days ago. My guys have had laser weapons and now plasmas since early this past weekend. I'll throw in an MG guy tonight and see how he does.

  14. What was working better for actually killing aliens, the MG or the AR? As I said above, the MG doesn't seem to kill much anymore.

    Well, the MG was better at killing with on the first attack if it hit. I had my highest ranking (and also the strongest) carrying the MG. When camped in a good spot he was pretty deadly with the MG. However, the gun is worthless inside a ship or building. So I have that guy carrying lots of grenades - of course he can't throw them over anything now.

    The AR is average at killing. I get a lot of misses with that one, even at close range. I had 7 guys all take shots at an alien camped in the cargo bay of a carrier and they couldn't kill him. 3 high ranking soldiers were camped at the main door, and 4 were at a side door. I couldn't believe everyone of them missed. I had a Captain walk in and stand 2 squares from the alien and fire a normal shot and miss with the plasma rifle! Ugh, I wish I could recruit some Navy Seals.

  15. So at this point I'm getting farther into the game, and think that most stuff is balancing very well. I don't use the MG anymore because I have plasma weapons. It worked ok until I had better weapons, but that was with 50 rounds per clip. Also, when I think back 5 our 10 bullets hitting was the exception, 2-3 was the norm.

    Grenades are annoying! I was attacking a carrier bridge and couldn't throw any grenades from the bridge while my guys were behind cover. I had one guy, a commander, crouched behind a 1 block tall table thing with a 2 block tall computer object next to it and he couldn't throw anything over them. There was an alien 4 squares in front of him and he couldn't t do it.

    That would be like me hiding behind my couch while my friend hides behind the chair on the other side of my living room, and I can't throw anything from behind the couch. Kind of frustrating. I shouldn't have to stand out in the open to throw grenade!

  16. I like it when they explode right away as long as you can throw them over things properly. Recently I've noticed my guys can't throw them over objects they're crouching behind. You should be able to lob a grenade over an object that's only one block high. That's the whole point! Hiding in close range of an enemy and throwing it over their cover to blast them out.

    Imagine though if aliens could react and run away from the grenade before it blew up!

    I do wish you could throw them a little farther though. An average soldier can throw a grenade 40 meters with a full throw. If 1 grid square = about 5ft then you should be able to throw a grenade at least 15 to 20 squares. Could there be a different amount of TU's used for the varying distance?

    You should be able to quickly (15 TU) lob a grenade through a door, but take longer (30-40)to get a full throw with good distance.

    As far as damage goes, the M67 has a kill radius of about 15 feet and a wounding radius of almost 50 feet. Anything not heavily armored should be killed in that 15 foot zone.

  17. However, remember that the idea here is to create a fun and interesting weapon rather than a realistic one. In video games, machineguns can often exhaust their ammo relatively quickly because they fire so many shots - indeed, XCOM 2012 has the MEC minigun hold two shots and the conventional one hold the same amount of ammo as the other weapons...or possibly one shot less, I forget.

    I would argue that you can have fun and interesting, and realistic. Also, breaking too far away from reality in a game where everything is modeled after realistic items is not fun and interesting.

    For the MG it should depend on the style that is pictured. The one in the picture looks like an MG42 or similar type of weapon. In that case it should have a high rate of fire and ammo capacity since it is pictured with a belt feed for ammo. A 50 round magazine that fires 10 rounds per shot with high suppression makes sense. I like the way it fires now, and the ammo capacity. I also don't think it is OP right now. Half of those 10 shots miss unless I'm lucky, and I need to keep my soldier camped somewhere. Also, once I get to Laser weapons I never use it anymore.

    With a 20 round capacity I'll probably just switch my MG guy to a Rocketeer. 4 Rockets with a guaranteed kill over 4 bursts from an MG that might miss is much better.

  18. General question: has anyone else noticed aliens getting more reaction shots than they should do on their turn. I've had a few instances now when an alien has either been suppressed on its last turn, or else took some kind of move, but seemed to be able to take reaction shots as if it had spent no TUs last turn. Wanted to check if anyone else had noticed this before flagging it as a bug, in case I'm imagining things.

    Yea, I saw this on a terror mission with Androns. Luckily they weren't very accurate, but they were getting 2 sometimes 3 reaction shots per guy. Which, when coupled with not being able to move and shoot makes it somewhat difficult to maneuver into position.

  19. I'm still finding the ability for my guys to move and shoot limited. I have a Captain with 73 TU and he just sits in the back with a scatter laser because I don't want him to die in the front. It makes it tough maneuvering inside buildings, UFO's, and bases when my guys aren't able to run into a room and shoot aliens. Well, they can shoot, but they almost always miss and then are left hanging there. I've got guys 65-70 accuracy that can't hit something 10 feet in front of them! It's unfortunate the only way I've been able to clear a base without losing 75-90% of my team is to just throw grenades everywhere. I wish I had a guy skilled enough to run into the room and spray bullets, then take cover somewhere.

    I'm also getting frustrated that I can't equip most of my Privates with Jackal armor, a laser rifle, and an extra clip without getting a weight penalty.

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