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Feedback on 2.5-2.6

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hwoarangmy:
I've played 2.6 lately. Again, thanks for this great game, it is really nice and well done ^^

I like the new GUI. It is not very easy to understand at first because there is no difference between clickable buttons and the rest of the GUI. For my first game, it was not straight forward to get to the screen allowing to recruit soldiers.
During the game, I've not seen many bugs. The only one I have seen is when I try to transfert a soldier from a base to another (with his equipment), some weird stuff is added to the cargo (for example weapons or aircraft stuff).

Apart from that, I have nothing to say except some balancing tweaks.
IMHO, strength is too important compared to the rest. In my game style, I do not use armour because it reduces so precious TU and it usually is not enough to save the soldiers.
I do not use reaction fire either because it is also too expensive on TU and it is usually not enough to kill an alien anyway.
I like the changes about smoke grenades. It forces us to be carefull when using them and is pretty well balanced since there is no way to win a combat with less than 6 losses for me without them. Not talking about the games where you start with some aliens with direct vision on our troups.

BTW, the changes about reaction fire are nice (the timer). It makes it easier to understand how it works. I remember that during my first games (in 2.5 a year ago), I even thought it was broken... I do not use it because I think it is not usefull but at least, it is easy to understand how it works now.

hwoarangmy:
Concerning the UFOs, I usually never try to take them down. I can barely kill scouts and do not see them often. I usually let them fly and go when they land. I understand that in the story, UFOs are much better than human crafts but it makes almost useless to try to take them down before getting UFO technology.

Rodmar:
Concerning the Mumbai massacre and following Terran-Alien ground encounters, I'd think that it lacks some added explanation as why the casualties rate was so high, whereas "skilled" PHALANX teams, properly equipped with ballistic weapons (no energy), win most of the time in a 1vs1 fight.
Were the 2080s-battalions sent with no tactical order and no PRL/GL/MG support ? Even without armour, it should have been a more even fight (as compared to PHALANX first missions efficiency). Did they play on very difficult settings?

Secondly, in Mumbai, they were small alien crafts and even a squadron of harvesters wouldn't have poured down hundreds of aliens.

A last remark: nowhere is it explained why the thousands of dead in three metropolitan cities, and then nothing but seemingly small scale harvest missions on earth.

TBeholder:

--- Quote from: hwoarangmy on August 29, 2015, 12:11:30 am --- Concerning the UFOs, I usually never try to take them down. I can barely kill scouts and do not see them often.

--- End quote ---
Armored and equipped with ECM interceprors shoot scouts okay, and alien fighters are aggressive, so they can be lured to fly straight through a SAM kill-circle (or sometimes two in sequence), after which if they survive at all, interceptors have a good chance to finish the job.

cevaralien:
Hi!

It's possible to change the health increase? I want to freeze the health in a static value. Why? because the health of a human is more or less equal and don't "raise" with the time. It's matter of make the game more "realistic".

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