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Messages - Judge

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1
Discussion / Multiplayer?
« on: May 17, 2008, 11:52:08 pm »
As of such i have been loving the Single player mode, but I'm currently finding the multiplayer....inactive. I'm no stranger to multiplayer games with small communities, but i'm wondering how active multiplayer is right now, and if so what times it would be best to check on there (I'm Pacific Time Zone)
Thank you for the help

2
Discussion / TODO battle
« on: May 17, 2008, 09:56:56 pm »
Finally made it to the ToDo battle, and disapointingly killed most of the aliens in the first few turns (i assume i got most of them as the Ai's turn started going by really fast). (First Complaint)
The last alien whose presence i knew of was sniping from the building south of your spawn site. i tried sending some men over there, but the terrain there was raised so that the only way to get there was either through the ship, or walking all the way around the ship. (Second complaint)
So, being the lazy guy i am, i of course sent some people to get into the ship. Problem is, everytime they got up to the top of the ramp to get in, they stopped. Even the next turn, you couldn't get them to move at all. I tried shooting the green thingies next to them (possible tractor beam of some sort? that would have been interesting), but nothing happened. (third inquiry/complaint)
Lastly, I took my last guy that wasn't stuck on a ramp (i did some expermenting there....) and took him ALL THE WAY around that giant ship, and took out the last alien (i think it was the last) Game didn't end, but the AI did nothing after that.... :S
So, in Summary, here are my questions/suggestions
-Are there only like 5-6 aliens on that map? and if so, is it possible to make it more? because I would really enjoy  a big fat climactic battle for that one, and i don't think a giant ship like that, and a mission to infect a bunch of aliens would take only 5-6 aliens to pull off.
-Since it's an infection fight, can't you put some hostile humans on there? I was all excited for the chance to plug some of those idiot humans with particle rifle.
-Can you make it possible to go around the ship in an O, rather then having to go all the way around the ship to reach the point at the end of the U?
-What is up with the entrance ramps into the UFO? Is it really a kind of forcefield/tractor beam, or is it a glitch? And if it's a forcefield/tractor beam, any hints on how to get around it?
-Is there a bug with an alien falling off the map (like in a previous map, i circumvented that one by sniping the sucker before he fell off), or just the game refusing to realize i've killed all the aliens, or are there aliens posted as guards inside the ship, which i can't reach because of the aforementioned problem?
Other then that, i found the game very enjoyable. Keep up the good work!

3
Discussion / Re: Ideas for new technologies
« on: May 15, 2008, 07:46:40 am »
They say that some things can affect emotions, like perfumes can make you happy or dog poop makes you feel sick. How about a weapon that deals morale damage? I've only had my men lose morale once, but i can say it was pretty devastating, and it's much more frightening to me then (Gasp) another plasma cannon. Although hearing or seeing particle weapons makes me grimace. (AHHHHHHHHHHHHHHHH PARTICLE WEAPONS RUN FOR YOUR LIVES!)
Back to the point. Perhaps a sound emitter, kind of like a dog whistle that damages morale, or something along that line?
Also, The really heavy armors use servos to allow movement right? So what about maybe an EMP bomb of some sort that disables servos. The alien would be pretty much incapacitated.
And definitely, I think it's pretty obvious that the gas grenade should be put on the grenade launcher because IT IS AWESOME!
Seriously though, i've set up all my men to carry gas grenades and one other, because most gas grenades knock them out the first time, and if you screw up, it's not like the guy's dead, it's just he's out of the way. I use them if i can't get my guy healed, i just gas myself to save him if i really like his stats.

4
Discussion / Re: Weapons (again) ;)
« on: May 15, 2008, 07:34:11 am »
I don't think the sniper rifle is too TU consuming. I mean, think about the careful aim and prescision needed to actually hit with those things. And if it's too far away to reach, i just send the sniper up closer looking at the target with reaction fire set and crouched, it'll usually hit.

5
Discussion / Re: rotating the geoscape
« on: May 15, 2008, 07:31:36 am »
hehe, i wish i knew this earlier too, it makes 3d geoscape really worth it.
Simply RT CLICK and drag to rotate.

6
Discussion / Re: First Impression 2.2.1 / bugs / suggestions
« on: May 15, 2008, 07:30:45 am »
btw, if you go to hire employees, under soldiers you'll start off with a pretty large list of soldiers. Go through the list, and look at each of the soldier stats for each one, as the computer usually give you some pretty crappy soldiers. Make sure you get the right weapon for each on too. (Guy that has competent in sniping? give him the sniper rifle.) (Competent in high explosives? give him the rocket launcher or the grenade launcher. and so on) You say you had 4 snipers, that probably sounds like either a very unbalanced team, or a bunch of people with sniper rifles, and only one of them actually trained in using a sniper.

7
Discussion / Re: First Impression 2.2.1 / bugs / suggestions
« on: May 13, 2008, 07:15:14 am »
- snipers are too bad i think, clear aim on 100 meters.. no chance to hit.. y not ?.
   Snipers are EXCELLENT! I can't say how many kills i've gotten with a sniper crouching with snap shot on reflex. Alien pops out and BAM! dead alien. Pretty much whenever i have them crouching and i can see at least 2/3 of their body, it's a sure hit.

- in my opinion aliens have better shooting chances ( the marine is half shielded by a car, aliens hit it, the marine hits only the cars edge)
   Was the alien perhaps (gasp) higher up? was the marine crouching? (Reflex shots are from the hip in my experience, so while the marine's head is above the car, his hip is below the car, and ends up hitting the car instead of the alien.

- aliens = 1 shoot 1 marine kill; thats so boring. All time recruiting noobs, buying new wpns, armor etc.
   Hardly boring at all, it means you have to be extroadinarily careful with the soldiers, eh? Easy Campaign doesn't really have any one hit wonders, even when they break out the particle rifles.

- no real fights because of the quickkills ( aliens do about 90 dmg per shot vs my marines with the 2nd armor .. health of marines is between 70 and 100 ..)
   On the contrary. If you have the marines in pairs, you'll almost always get your return fire. And an illustrative note: 8 ortnoks spawned in all in view of my troops. Move into positions, set up reflex, in two turns the last surviving ortnok was holding his hands above his head.

- silly civilans always block my shooting line ! I testet it, they always walk between marines and aliens !
   Research the stun rod. When you have a civvie blockage or just want him out of the way, stun him! don't know if it works with the gas grenade yet :S.

- supply ufo is faster then fighter ...
   COUGH COUGH SUPERIOR TECHNOLOGY COUGH COUGH
- ufos flee at the second you start fighters/copters
   Look at the direction the ufo is flying. wait until the ufo is as close to the base as it's going to be THEN send the fighters, you'll get them 75% of the time. And when you have bases with radars that intersect make sure you send a fighter coming from the other way.

- night fights ... you even see nothing *g*
   Go to options, and set the gamma alllllllllll the way up.
- shotgun useless
   Shotgun useless at a distance. There's a reason it's under "close" combat skill.


8
Tactics / Re: How to Avoid Night Missions
« on: May 13, 2008, 01:36:30 am »
Another method to avoiding night missions, is just clicking cancel when the mission arrives. The ship will stay at the mission, wait until it's sunny, then double click the mission, and select to send the aircraft that's allready right on the mission.

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