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SHOGUN_YAMATO

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Posts posted by SHOGUN_YAMATO

  1. 15 minutes ago, momerathe said:

    Speaking of magnetic weapons, these feel like a trap right now. Given that researching lasers is mandatory (for fighter weapons) and I seem to be constantly backlogged on research, the opportunity cost of spending X days on a skippable weapon is too high. I'd recommend cutting the research time, making the weapons cheaper/faster to produce, or both.

    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

  2. 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.

     

    chryssalid.jpg

    • Like 1
  3. 6 minutes ago, Ogilvy the Astronomer said:

    These things can always be balanced though, right? Scale the toughness of Cleaner soldiers up or down accordingly, as an example. Or, seen another way:

     

    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.

  4. On 12/10/2018 at 4:19 PM, Chris said:

    That's more of a fine detail thing so I'm not totally sure what I'll eventually go for, but the current intention is to go for the first option where you can't use alien weapons at all. Being able to recover and use alien weapons does tend to break the tech and manufacturing tree quite badly (as the heavy plasma in the original X-Com demonstrates).

    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 :D 

    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 :D

    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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