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SHOGUN_YAMATO

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  • Biography
    Active games for 34 years now, starting from Atari 65 EX/XL through NES, than mostly PC (486 DX2 was my first) and recently PS4 (Mobile Suit Gundam Battle Operation 2)
  • Location
    Reda, Poland
  • Interests
    Airsoft, miniature wargames, motorcycles, computer games, Gunpla
  • Occupation
    Teacher, looking to change this job, in pays shit in Poland.

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  1. Ok, something is wrong with the Abductor. Now Im in the Arctic, don't see the UFO yea but I the camera moved to the dark space occupied by it and I could see and hear a teleporter and see an alien heal.
  2. Night Abductor combat on a desert. This should not be visible as I did not get to the UFO at that time :/ In enemy turn I could see and hear teleporter used. Once I got to the UFO everything went back to normal.
  3. As in the title, can demolish most base facilities - in fact I can only do that with generators. Did I miss something in the tutorial for base construction and it is intended to work this way? Or is it a bug? I would like to demolish an empty hangar for example and I cannon :/
  4. Pointless story wise. As you don't know if they would be effective you would not issue them to soldiers and rick casualties. Gas grenades seem a nice choice (this was the way to capture aliens in X1) but this would also require research.
  5. I second on that. Felt it was a complete waist of time and Aliens Alloys and I used them on just like 2 or 3 missions and switched over to laser weapons, which are just fantastic :P
  6. Not to my knowledge. And I do not know if I should sell them all or keep them for future use
  7. Hm... on my first encounter with them I managed to stun the first one with a stun baton no problem :P Then I just shot the rest. They are easy to deal with, much easier then Chryssalids from UFO: Enemy Unknown https://www.ufopaedia.org/index.php/Chryssalid Those were almost immune to rifles, took 3-9 laser rifle hits to take down (usually around 4 to 6) and were much faster. So yea, reapers seem kinda weak. And they don't even charge at my units, most of the times they seem to run back and forth. AI needs improvement. Other enemies do a better job at fighting.
  8. True, but after playing those game for the past 30 years I tend to look at them a bit differently when I was around when UFO: Enemy Unknown came out. I really like the streamlining of the newer games compared to the originals, with in some areas are just tedious to play today (not to say I don't like them, completed UFO on many PCs, my phone and my tablet too - this was fun, playing at night, IN A TENT XD). If its possible and not to time consuming to do, an options menu with loads of difficulty options would be the best way to make everyone happy. Invisible, Inc. is one very good example for adjusting the game to players wishes.
  9. Hm... sound nice but overstretching it might make the game too hard.
  10. Let it be an option in the menu to switch it on and off. That would please everyone
  11. Hm... Because of the way the originals handled alien LOS at night I avoided playing night missions as much as possible. It nice Xenonauts 2 has free and unlimited flares. It make those missions much less frustrating.
  12. I never use Heavy Plasma until I go to Mars. Laser Rifles with auto shot are enough to wreak havoc in most situations. Not to mention other OP stuff in UFO: Enemy Unknown like PSI-Amps and Blaster Launchers. Oh, and X-COM: Apocalypse teleporters, those were lots of fun, especially in real time mode XD But don't get me wrong. This is YOUR game, AND I LOVE EVERY BITE OF IT You did an amazing job both in the first part and this one. Like the sleek, clean art style, the aliens, the guns, the UFOs design. I'll see how for I can go with this build and than post a review at endgame.pl I just did a whole story of the X-COM series and other games inspired by it that I played. Its on Polish though but you might try to read it with CHAT GPT translating it for you: https://endgame.pl/article/seria-x-com-i-jej-nasladowcy
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