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verdas

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  1. and make sure you're looking at the right base, I made that particular mistake.
  2. Yeah it's a pain to have to try to time your interceptors with the landed ship taking off, or sending a drop ship and praying it gets there in time (and thanks to murphey's law of xcom, it will be just seconds late and get shot down, every time, without fail.)
  3. Normal difficulty; I have play my fair share of the original xcom, so I get the system, but I was never particularly good at it (and I always try to beat games on normal before turning it up). I build my second base within the first month, just a radar and several hangers; third base probably by the second or third month. My UFO catching rate is pretty high until the arrival of the aforementioned air-superiority flights, when I need a marauder to deal with them. I try to hit every crash site within the area of my main base, and airstrike those around my listening posts, given the time it takes to reach them.
  4. Hey guys, I'm curious how people go about researching tec and equipping their squad over the course of a game. I had a play through where I stayed competitive in air power and manufactured plasma and wolf armor, but eventually hit a wall where I went broke. The next play through I opted to focus on air power while reserving cash for higher level stuff (namely, Mag weapons). I ended up with a squad full of jackal armor and lasers who could survive but were beginning to be seriously outclassed, and I still didn't have much money left. How do you balance airpower (i.e., needing to have enough foxtrot/marauders with high level weapons to be able to take on 3x heavy fighter squads) with soldier equipment? Do you skip any levels of armor/weapons?
  5. I don't think so, but I can check. The thing is, before exiting the game entirely, I reloaded to the autosave (and it continued), then to a save just prior to the mission and the bug continued as well; once I exited the game and restarted it, that same save was fine. So it seems like a bug in the session itself, rather than the save. I should also add one detail I forgot - I noticed that when a soldier had c4 in both hands, setting one for one or two turns made the other switch to a red "0" despite not being set (which would be "--"). I imagine this was true for every brick, hence why they all went off.
  6. Unfortunately not; the best part was the single privet quaking in the corner who somehow survived. Yeah, I have no idea if its replicable and I wouldn't even have noticed it if I weren't a chronic savescummer. The first time I thought I might have been grenaded (by, uh, several hidden enemies) and reloaded, only to find it happened again.
  7. Hey, apologies if this has been addressed before. I did a cursory search and didn't find anything. Several turns in to an alien base assault I placed one brick of c-4 and when it went off - well away from any of my soldiers - every other brick of c4 in various backpacks went off as well. I loaded a save prior to the mission, cleared all the c4 and placed fresh ones (seeing as it might have been similar to the old x-com bug) and redid the mission. Different base layout, different enemies, same result - the entire team engulfed in five or six explosions. Interestingly, even when a brick was set for two turns, all the c-4 exploded on the following turn, as if it had been set for one. Quitting and restarting the game seems to have fixed the issue, but I thought you guys should be aware of it. Thanks for the great game.
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