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jay_b11175

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  1. @ kabill, don't think you're picking up what I'm putting down, if you catch my drift... So, anyway, I tried it, and it looks like you can add any combination of Aircraft weapons to the aircraft in question (for example, I added an extra cannon to the Marauder for proof of concept to give me a 2 heavy missile/2 cannon craft). The drawback is, as I suspected, the pictures for the cannons in the air combat screen still take up 2 slots apiece. This means that although I have two cannons and two heavy missiles, I can no longer control when my missiles are fired :\
  2. Hey all, I've been doing some fiddling with the Aircraft weapon load-out. I noticed that you can get up to 4 hardpoints for heavy or light missiles, but I think I remember reading somewhere that the game only supports a maximum of 2 cannon mounts (with no missiles). From what I remember, this is because of the control icons that show up during air combat (to turn a specific weapon on/off). Is this true? If so, is there any way to add a half-scale version of the cannon icons (just like the missiles have a full scale and half scale image) so that the aircraft can support up to 4 hardpoints be it cannons or missiles in any combination? If I were to add more than two cannons, would they function normally and I would just loose the ability to toggle them on/off, or would it be a conflict and CTD? If anyone can give me some answers it would be much appreciated.
  3. Not sure if this has been reported yet, but I haven't seen it anywhere. I've been playing V21 stable on normal difficulty and recently I've noticed that my own gunfire is suppressing my own guys who are nowhere near the path of bullets or point of impact. For example, I'll give two separate occasions that I can remember off the top of my head (both of them were inside an alien ship, though I've experienced them elsewhere too so I don't think that's part of the problem. 1). I was firing my Heavy Machinegun at an alien 5 tiles in front of my machinegunner. I cut the alien down in a hale of gunfire, but, one of my squad who was 1 tile back (opposite direction of fire) and 2 tiles to the right of my machinegunner is suppressed... What? Overly nervous I guess, even though he was a hardened battle vet... 2). I was firing my Standard Sniper Rifle (can't remember what they're called in-game ATM) at an alien close to a transport tile in the bottom level of a ship. I was about 6 or 7 tiles at a diagonal to the alien. I missed both shots, but my machinegunner who was 4 tiles away from the alien and about 4 tiles removed from the line of fire becomes suppressed. Ricochet maybe? Don't know, but I do know that for some reason my men are being suppressed when they should not be and it's a little game breaking to me since things like that can make a good situation go bad and a bad situation go deadly for my squad. Hope this can be addressed.
  4. I have to be honest, I think the last version I played was V19 stable. I just started a new campaign on normal difficulty in V21 stable an holy cow, the UFO's ramp up WAY TOO FAST! Only one month in game time and UFO's are appearing four, sometimes five at a time. I only have one base, and just starting a second. I only have 2 Condors and 1 Foxtrot. How the H. E. double hockey sticks am I supposed to handle this many UFO's? This tanks my country ratings which tanks my income, which tanks my ability to scale up my resistance, which tanks the game! Fast forward to month 4, I've only been able to develop 2 bases since most of my money has been earned through downed UFO's cause the world hates me because it's being swarmed by as many as 10 UFO's at any given moment. I've lost South America all together. I've finally been able to make 2 Marauders which may be my saving grace, but holy heck, this is not what normal should feel like... There should either be A.) a much more gradual introduction of UFO's throughout the game (I mean number, not difficulty of ships, I think the difficulty curve is O.K.) Or B.) a much greater reward for the UFO's you do down and clear with your troops (both monetarily and in approval ratings with nations) Also, I must say, if there's going to be this many UFO's swarming around, at least be realistic with refuel/reload times on the aircraft, 2-3hrs. to refuel plus another 1-2 hrs. to re-arm SERIOUSLY!?!? Are we training noobs to fill the tanks for the first time, everytime? Do we need to take an hour long round trip to the local pigglywiggly's to pick up our missile warheads and cannon round before we reload? It's a goddamn alien invasion and I'm left with the "equal opportunity team" trying to figure out where the "ON" switch for the fuel pump is for over an hour...
  5. I've used the Valkyrie in previous builds (haven't had the chance to use it in V21 yet, not sure if anything's different). I guess I've never had a problem with the first turn. I think the trick is (or at least what I do) to deploy your group in two different firing lines facing outward (since you're almost always deployed in a corner of the map, make sure you're not facing into the corner). Make sure they're all kneeling, and, probably the most important part, don't deploy them on the edges of the drop zone. You get a generously large area to drop in, so give yourself a buffer between you and the aliens. Just cause you can drop 3 feet away from the aliens doesn't mean you should...
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