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kefeinzel

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Everything posted by kefeinzel

  1. I'm playing my early game in V12, and I had a funny thought. I make my first base in the USSR, and you start with your 3 F-17 interceptors. So whenever xenonauts launch an intercept, there will be a wing of 3 F-16 lookalikes flying around in the heart of cold war soviet russia. It was just funny to imagine the reactions the soviets would have to that.
  2. huh, from what I could gather, it looked more like if you let them roam around they strafe stuff and reduce funding from x country they strafe, but if they give you money, that's a very slight positive
  3. I'm curious about the justification for fighters, and maybe want to start a discussion.. I think the game is at the stage where I am playing for fun, and shooting down 5 fighters for every one ground combat mission capable craft that have no chance of a ground combat mission or any non negative financial or casualty implications is not really fun. I just started getting to the point last night where I would just let the fighters escape to space and only attack light scouts and above. It's on easy and I feel like I'm constantly swarmed by fighters that I get no benefit from shooting down. I think going into air combat with one fighter which has the same outcome every time (ripple one wave of missiles, second wave as fighter evasive rolls, dead) really dilutes the fun of the air combat too. I am curious to know other people's thoughts on fighter craft. -TW
  4. has anyone else got an intact power core from a scout on this latest build? I've shot down 10+ scout and they all have damaged cores on crashlanding..
  5. reducing the risk and difficulty is good, I get mauled on easy routinely =/
  6. I'm always pretty broke, maybe that was it.
  7. I was in the middle of september on the new build V10 and a funding report screen came up then a game over screen saying I lost. Is this a function of the ticker or did I lose somehow in a way that I didn't realize I could?
  8. does anyone else think this is really annoying? =/ It's not very fun to have all my fighters engaged then a fighter wing swoops down from space and kills all my soldiers going to or returning from a mission before I can react ~_~
  9. not showing up on desura for me yet, they should get on it =/
  10. is 'torpedos' a british american thing? It's supposed to be torpedoes, right?
  11. I noticed there are several spelling and grammatical errors in the xenopedia entries, I can list any errors I find and pass them on if you want. -TW
  12. I put mine on the lower border of the USSR in the middle so I can cover all of asia.
  13. I just wanted to throw my opinion in and let you know that I think it looks great, my compliments to the artist. P.S. I noticed the tooltip for the afterburn button is displaying #### -TW
  14. I started up 9.1, made a new game, made a soviet union base, and my starting sargeant is named Vasili Zaitsev, I got a kick out of that. http://en.wikipedia.org/wiki/Vasili_Zaitsev
  15. I noticed in another thread it was mentioned that in the beginning of the game there may be friendly geoscape forces to act as a speed bump for scout UFOs early game. I got to thinking and figured if you put an existing base down per funding nation and then allowed the player to buy them at a preset point in the game, it could be an interesting wrinkle. It would need to be well though out and balanced, but it could be a good way for a player who has downed a few scout UFOs and sold the materials from them an avenue to increase their power a premade base at a time and not be hindered by the huge building times by using the few millions they have built up from salvaging. There would definitely need to be a 1 per time period cap so you couldn't swallow the entire map. It also seems like a good way to be able to cover twice as much space without having to wait a month. I usually start with my base being able to cover all of russia, and then buying a premade base in n. america would greatly expand my ability to defend funding nations. As long as the cost was equivalent to the benefit, I think this could be pretty neat Any thoughts?
  16. In the new build I am having a lot of trouble making scouts crash rather than destroying them outright. I've tried firing missiles one by one, but the scout will always be destroyed no matter what combination I've tried. Next idea was to get in F17 gun range, but I haven't been able to get my F17's to be able to physically be in gun range of a scout yet after many tries. They just can't catch up before the scout escapes. I feel like it might take a prohibitive amount of time to get lucky with missiles and force land a scout. Any thoughts or opinions from others? My proposed solutions: -slightly expand the air combat grid area so there is enough distance for an F-17 to catch up to a scout on afterburn -make it so a mig can fit an autocannon (is this possible and I don't know how to do it?)
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