Coffee Potato Posted September 27, 2019 Share Posted September 27, 2019 3 hours ago, Chris said: You should have your Steam code by now, but in case you weren't aware the Xsolla backers have had access the to V7 builds from V7.1 onwards! I got my Steam code yesterday, thanks ya! Quote Link to comment Share on other sites More sharing options...
Solver Posted October 6, 2019 Share Posted October 6, 2019 Some gameplay feedback from me. I didn't have the time to try V7, so this is based on V8. The Skyhawk itself feels like I expected, a major improvement over the previous dropship. The ability to get out of it without wasting lots of TUs really makes a difference, and the dropship itself acts as reasonable cover when needed. Getting out can still feel a bit awkward due to not having any extra space to move in, so a width-3 ship wouldn't feel amiss, but it's not as awkward as I expected. I don't like having 10 soldiers, it feels like too many in several ways. With 8, I always found there's a tradeoff to making one of my soldiers a specialist, like a HEVY carrier - it's a useful weapon but then I lose some more conventional firepower. With 10, at least the early Probe/Scout missions feel like I make no tactical tradeoffs. I can go for a high-suppression squad with two LMGs, or get different extras while still having plenty of soldiers with regular weapons. The whole part with soldiers being fragile also feels less relevant. Psyons kill my guys in one lucky hit, but even losing 2 soldiers doesn't feel like it creates extra trouble. With 8 soldiers, losing 2 was a setback because I couldn't properly cover every direction with just 6. So 10 feels like too many, and that's despite HEVY being bugged in this version. Quote Link to comment Share on other sites More sharing options...
Rusknight Posted October 6, 2019 Share Posted October 6, 2019 I would definetly like to have 3 tiles width dropship with a corridor so that soldiers inside could move freely. I don't really care whether it will be some real transport (like mi26) or some fantasy one - functionality is the key issue here. 1 Quote Link to comment Share on other sites More sharing options...
Solver Posted October 7, 2019 Share Posted October 7, 2019 Further on the 10 soldiers issue, it feels a bit bothersome to move and manage so many in the early missions, where the maps are small and where the UFOs themselves are so small that 10 soldiers would just get in the way when storming. Quote Link to comment Share on other sites More sharing options...
Ruggerman Posted October 7, 2019 Share Posted October 7, 2019 In some of the Terror mission you are still getting the old eight seater, with two in the Boot, or Trunk, of the aircraft. Quote Link to comment Share on other sites More sharing options...
Challenge Posted October 8, 2019 Share Posted October 8, 2019 (edited) Since this is about the dropship management I suppose this goes here? I put it with the earlier dropship thread. With the latest update which happened on Monday 10/7 for me since I was gone all weekend, I see we have an increase in squad size to 10. Don't mind the extra troops at all, although the increased number could have been made part of an upgrade in the dropship, I'm not going to complain about having extra guns along. Organization is what I wanted to bring up. Across the top and bottom the troops are laid out in two ranks. I think it would be easier to work with if the soldier pictured lined up with position placement in the dropship. As is is now, with the split every other person is on the other side of the ship. It's a minor point, but one I think would make navigation through the squad during mission set up less confusing, simpler. Also, since you seem to have moved weapon roles from the ship position to the soldier a simple way to determine what the role is while assigning dropship positions would be useful. That way I don't have to make a list or keep checking with the armory equipment screen to find who has what weapon. Edited 1 hour ago by Challenge Edited October 8, 2019 by Challenge Quote Link to comment Share on other sites More sharing options...
raziel1981 Posted November 1, 2019 Share Posted November 1, 2019 I'm pretty much late to the party, but as far as I can say, the Skyhawk seems fine to me? Sorry for the minimal response, it just seems to work just fine for me in the expected context (game beginning transport). Should I be looking for something more specific in it ? Quote Link to comment Share on other sites More sharing options...
squeezechart Posted November 7, 2019 Share Posted November 7, 2019 Also for me the Skyhawk seems fine, although I would have liked closing doors like in 'Terror from the deep.' Quote Link to comment Share on other sites More sharing options...
Sheepy Posted November 8, 2019 Share Posted November 8, 2019 (edited) 8-man team should be more friendly to a new comer. Less troops to manage, enough variety, and leaves more space for upgrade. Side door is very useful from my X1 experience. Glad to see it preserved. Tilt-rotor is cool. And offers an explanation of the continent-crossing speed. Just make sure it has three wheels instead of four. Both copter and fighters can be made flimsy or sturdy. Scout helicopter to Mi26, training plane to A-10. But on the map I think they are both thin walls, so that strikes me as more realistic. Personally I'd leave dynamic door for more advanced, ufo-tech-stealing crafts. Blame the slow hydraulic system of the low tech homo sapiens. Edited November 8, 2019 by Sheepy 1 Quote Link to comment Share on other sites More sharing options...
Komandos Posted February 26, 2021 Share Posted February 26, 2021 I will continue to use only those landing transports that will allow me to fill myself with 16 soldiers. So I suggest you always create a transport so that the player can edit its capacity to 16 soldiers. Quote Link to comment Share on other sites More sharing options...
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