General > Discussion
Feedback 2.3
TallTroll:
Ah, right. I was merely a bit confused due to having seen several references to them in various places. Having a more limited equipment set that works is clearly preferable to cluttering everything up with broken equipment. I suppose smoke / concussion rounds for the GL / RL are absent for the same reasons?
Ideally, I'd like my "assault" role troopers (at least) to carry smoke / flashbangs for making long dashes and room clearance easier. Also, although the AI seems to be quite good at finding cover, having them being able to pop smoke to cover an advance / retreat would be even more awesome.
Very nice to see such a fast reply too, thanks
H-Hour:
Currently, there isn't really a "proper" visibility system in the game. In other words, an alien can not see you if there's a wall between you and him, but he can if there isn't. The game doesn't calculate any kind of partial visibility, so it couldn't handle smoke grenades.
I agree that a whole range of fun tactics will be available with a full visibility system, and to my knowledge this is part of the long-term goals of the work arisian is putting into the renderer.
tomcatmwi:
OK, I think I am done with this game until it's made somewhat fair.
As I mentioned before, aliens tend to become invincible super-Terminators as my research develops. As soon as I invent some new weapon or armor, the aliens instantly have an even bigger gun, and my new toy is rendered useless. Also the opponents become smarter, way smarter than any of my best soldiers, and now we are at a point when they never ever miss a target, let it be at any distance, with any weapon.
Having an unarmored Taman mowing down my entire squad with a plasma pistol from the other edge of the map while my men are clueless about even how to fire their guns is stupid. This really has to be adjusted. A major thrill element in the old UFO was how you were able to see your new scientific developments deployed and used. This game gives the feeling that research is completely irrelevant. Regardless whatever weapon you develop, forget about using it. All you get is a few e-mails but you actually gradually lose your chances in combat. Now I have the Nanocomposite Armor and Plasma Rifles but I find it completely impossible to finish a tac mission without at least one of my soldiers killed. That would be actually acceptable if it was not that hard to acquire new soldiers and it wouldn't be that difficult to improve their abilities. (Which are, as I previously said, also next to impossible.)
A major problem on tac missions that in some cases my soldiers are dropped out to an open field, with no cover within a hundred meters. Sometimes they can't get there for two or even three rounds. It'd be much more advisable if they always started in the dropship, and not scattered around it.
Also wanted to ask why some aliens begin to cry after they get wounded? Is it supposed to mean they are losing morale and panicked?
GPS51:
Uhm what difficulty are you playing on? There are certain ways to beat all maps I've found even if some mean that you hide behind the dropship on the desert crashed harvester map and let the aliens come to you. Love needle guns.
Lew Yard:
Using plasma rifles pretty much invalidates any complaints about missing at long range.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version