General > Discussion

My observations on the game

<< < (2/5) > >>

Nokim:
In the beginning there is the only thing you should get ASAP - a better armor. Your soldier must be able to survive at least one round under alien's fire. Anything else is good and so on, but not so important and can be got later. In X-COM Apocalypse you could buy different set of armor from the beginning. One gives better protection, other - better agility and ability to fly. May be there is sense to add some heavy armor based on human technology on market in the beginning for easier start. Or cheap UGVs to use as scout/decoy. This'll buy some time for research and give more flexibility in actions. About research speed... Just build as many labs as you can. Having 8 labs (4+4) i quickly got everything researched.

Jon_dArc:

--- Quote from: Branes on June 06, 2012, 04:49:42 pm ---I'm a longtime X-Com player going back to the original game when it was first released. I've played a lot of X-Com wannabees, and one thing I've seen in all of them is the insistence by developers to make changes to "make it better."
--- End quote ---
Permit me to suggest that there are additional reasons for changes, some of which are at least as important as a desire to "make it better". These include such issues as not having access to the original resources and code and messiness regarding the line between being inspired by something and ripping it off (and that issue has some teeth, as well—beyond the line between "classy" and "not classy" is the line between "not classy" and "lawsuit-bait").

As for your issue with aerial combat, it's not clear that being outgunned is necessarily a problem (though it does seem weird that you have your pick of three weapons and four ammo types with which to engage Scouts—is there some combination I'm missing that permits realistically engaging Fighters?), but it is very much a problem that in the early game Fighters are faster than the Firebird, can't be resisted by it, and are almost guaranteed to be right on top of the dropship by the time it's detected (between the expense and setup time of bases, it's only really realistic to have one, maybe two bases—which limits you to three or six radar stations, more likely two or five since not building a UFO yard immediately is a recipe for stalling your research pipeline quite a bit).

It should be noted, though, that unless I've missed something the Fighters do not set ambushes. The one you saw presumably started flying to engage while still undetected and just happened to enter radar range immediately after a mission—it was coincidence.

~J

Duque Atreides:
Sorry for use this thread, but i don´t belive that is necessary open a new one for this question.

There is any importance to shot a enemy or a soldier from back or by side? I mean, the character is more weak from the sides or back? What about the head?

H-Hour:

--- Quote from: Duque Atreides on June 10, 2012, 11:40:20 pm ---There is any importance to shot a enemy or a soldier from back or by side? I mean, the character is more weak from the sides or back? What about the head?

--- End quote ---

No, all hits are the same for now.

Ajpe:

--- Quote from: Branes on June 06, 2012, 04:49:42 pm ---But allowing UFOs to shoot down the troop carrier after successfully completing a mission is entirely unfair tactics, especially as it happens very early in the game.

--- End quote ---
Happened to me (april 2084). I was returning after a terror mission and an UFO (speed 880) shot down my Stiletto and Firebird. Fortunately it happened on land, not over sea, and I got a rescue mission. Usually my transporter carries only 5-6 soldiers.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version