Corporal Hicks Posted May 13, 2012 Share Posted May 13, 2012 Not really. Just quickly take down the fighters and if your ships didn't get killed by the corvette, they will stay behind him and the corvette won't be able to shoot back. But you need to lower your speed to do that. Hi! How to slown down speed??? Quote Link to comment Share on other sites More sharing options...
Akrakorn Posted May 13, 2012 Share Posted May 13, 2012 There is a slider at the left side of the menu (where the ship status is). Just move it down and voilà. Quote Link to comment Share on other sites More sharing options...
Corporal Hicks Posted May 13, 2012 Share Posted May 13, 2012 There is a slider at the left side of the menu (where the ship status is). Just move it down and voilà. Thx man! Never thought about that.. Quote Link to comment Share on other sites More sharing options...
GoodGuyEddy Posted May 13, 2012 Share Posted May 13, 2012 Thx man! Never thought about that. We require a tutorial stretch goal! Quote Link to comment Share on other sites More sharing options...
Targe Posted May 21, 2012 Share Posted May 21, 2012 Yeah, totally disagree. The Alpha is very hard, due to all the bugs, most of them favoring the aliens. Masses of useless fighters dragging the funding down. Ridiculous prices for jets. I found the mid-game harder in original x-com. The early crashes were small ufo's with half the crew dead and fairly easy to round up (again, sometimes you would luck out and ALL the crew would be dead on arrival, which should be added back in) But in the mid-game, you don't quite have the kick-ass armour and weapons yet, but your up against medium and large UFO's with crews of deadly Mutons. This is when my body count and fighter loss count started going up to dangerous levels. The end game was far too easy, with the drop ship interceptor, blaster bombs, powered flying armour, the aliens were now meat on a stick. I hope that part is balanced to keep being hard in this game. Quote Link to comment Share on other sites More sharing options...
thothkins Posted May 21, 2012 Share Posted May 21, 2012 blaster bombs How would you go about balancing blaster bombs? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 21, 2012 Share Posted May 21, 2012 Much smaller blast radius, limit their range and number of waypoints if you wanted to stick to the original design? To be honest their only memorable feature to me is that they were so overpowered. Quote Link to comment Share on other sites More sharing options...
thothkins Posted May 21, 2012 Share Posted May 21, 2012 The reason I mention it is that Targe is so very keen to bring them back in other threads, so I was curious. I say that if you have 'em the aliens get something more advanced and there's no fun seeing your guys wiped out by advance blaster bombs. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 21, 2012 Share Posted May 21, 2012 Ah forgot to mention the other option for balance was to make them move slowly and be able to target and shoot them down. Quote Link to comment Share on other sites More sharing options...
thothkins Posted May 21, 2012 Share Posted May 21, 2012 ah now that I'd like to see the Xenonauts up against.. 'Incoming! Incoming!' Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 21, 2012 Share Posted May 21, 2012 Imagine the panic as you see one drifting towards your team. And the fun as your rookies try to shoot down the big explodey blimp of doom. Quote Link to comment Share on other sites More sharing options...
mrsisk Posted May 21, 2012 Share Posted May 21, 2012 I loved blaster bombs. And feared them. They were overpowered but if you think about it, they were kind of balanced after both sides had them. I don't anticipate any of us talking the devs into rethinking their removal, but here are my thoughts on ways they could have been included w/out making them annoyingly overpowerful: 1) My favorite part about them was that they were guided. But they seemed to be 100% accurate. Their power could be mitigaed by making the # of waypoints decrease their accuracy. The more complicated the flight path, the more likely they are to go off course. 2) Destruction of parts of the UFO is already programmed to decrease your yield of special materials. The urge to lob endless blaster bombs into an enemy UFO would be tempered by this. It could be made more paifully obvious that your playing style is costing you a lot of cool stuff if after a mission there was an "Alien Alloys Destroyed" menul item. 3) There power of each bomb could simply be decreased. Their blast radius was, frankly, crazy big. First time I used one I lost at least 2 soldiers and they weren't anywhere near the center of the blast...or so I thought. 4) Or their damage could be selectable by the player, delivering higher yield payloads with more AP spent. 5) Similar to #1: make them less accurate from distance. Distance assumes that a spotter has located an alien and radios back to the blaster wielder. Well, in the time it takes that message to be called in, the blaster programmed, fired and the bomb to reach its target, the alien is likely to have moved. So the farther the way you are, the less accurate it would be. Lack of accuracy in such a messy weapon is a BAD thing. That's just off the top of my head. Like I said, I'm not expecting things to change. I'm actually not even advocating it. Just brainstorming for the fun of it. Quote Link to comment Share on other sites More sharing options...
thothkins Posted May 21, 2012 Share Posted May 21, 2012 And the fun as your rookies try to shoot down the big explodey blimp of doom. Gauddlike, you genius, you may have finally put an end to always sending the Rookies out first. You're going to want your most capable guys taking out the incoming missiles, and they're no good stuck back in the Chinook. not only that, but it should now be law that all missiles are renamed 'big explodey blimps of doom' which is a much, much better name for them. Awesome post Gauddlike! Quote Link to comment Share on other sites More sharing options...
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