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HammerHead

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Posts posted by HammerHead

  1. Well, if you want to DLC so much, go to the modding section and rename the mods you see to something more DLC-ish like "Ballistic Weapon Pack" or "Revengeance map pack". If you really want to pay for the job, just ask the modders if they want some dosh. :)

    Seriously - modders are much better than paid DLC.

  2. Have you guys fixed the "door stacking" bug? Because I had 4 of my men stack on doors on a corvette, just to get promptly #rekt by aliens now actually opening the doors just to shoot through them (earlier, they had to walk through them first, which was impossible due to my guys blocking them).

    Long story short, I had to load the game. :)

  3. Well, there are a few tips:

    1. Keep shooting down as many UFOs as possible, as fast as possible.

    2. Always clear the crash site, it gives much more money than simply airstriking the thing.

    3. Raid alien bases as soon as possible, they drain funding and relations like crazy.

    That's all I do, and even though I had negative funding changes in first and second month, I had a +300k change on third. I did some mistakes, though.

  4. But priming a grenade would mean that one of the soldier's hands is occupied, and I'm pretty sure it would be hard to implement by modders (devs don't want to add any more features at this point). High-tech grenades with electronic primers would be pretty nice as an addition, though - no argument from me here.

    As for the method, I think the cook-off method is already used by default - grenades explode immediately at enemy turn start, without them being able to jump away. Normal throwing (less TUs used, explode at the start of your next turn) would also be extremely useful, especially against the enemies that you either have to kill/supress or force to move.

    tl;dr

    High tech grenade priming X-COM style is okay by me, choice between 0 and 1 priming on regular grenades is also okay by me.

  5. Hello,

    Found a bug or two. First off, when I get a soldier to shoot in burst fire at an alien from one of the side doors, the game won't let me move any other troops, unless I save and load.

    Second, I noticed a freeze when some alien shot me from outside of my FoV later in the mission (no save there, I'm afraid).

    Here's a savefile that should be enough to replicate the 1st bug, and with any luck, the second.

    https://dl.dropboxusercontent.com/u/28368896/Xenonauts/COMBAT.sav

  6. In that case, you have to approach the enemy using shield(s) and "prod with the prod", while keeping him constantly suppressed. Be it grenades, or MG fired near them (just not at them!).

    Good luck, keeping aliens six feet deep is problematic, keeping them alive is sometime very, very situational.

  7. I'm just complaining about regional pricing on Steam, since it's 23 Euro there, so it's not exactly a $20 game in eyes of many people (even though I bought it for 15 Euro off Humble Store).

    However, Xenonauts gave me much more fun than X-COM did, so mission accoplished, I think. :)

    As for the OP - I don't know if what you say is really valid. With the number of tactical options (rocket launchers for everyone is my favorite), I don't think I'll be bored of ground combat anytime soon.

  8. >Building bases now costs $500k instead of $1m, and base maintenance reduced by $75k per month

    That's great to hear, actually. Initial coverage without the secondary radar base was a pain.

    As for the Air Superiority missions, can they target civilians? Because if they only target Xenonaut craft, the political impact should be negligible, but I get the feeling that is not the case (airliners and fighters getting shot down is probably their fault).

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