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Messages - GPS51

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16
Discussion / Re: PHALANX base design
« on: March 07, 2013, 08:56:07 pm »
Warning :delete this post when done with. I can only get 2 full smoke nades + 2 tiles no matter how many i throw (a must in late game pb rifle sniping situations) I have used the "fix" in the forums and use the latest build. Is there a setting in the options menu I should adjust?

17
Discussion / Re: PHALANX base design
« on: March 06, 2013, 07:51:27 am »
Yeah the cameras work (provides there's a camera near an alien) and you have a soldier on the right tile in the command post. It's a great feature. Great idea about civ "door" or placeholder that can be shot out or broken to allow passage. This idea in a lot of buildings/walls would change how a lot of maps play. That and more then 2 smoke grenades showing up when thrown (now where is the 3rd one?) :P

18
Discussion / Re: PHALANX base design
« on: March 05, 2013, 06:48:56 pm »
Is there a design doc I can go look at to see what is/is not possible (engine wise) and or planned for base defense. I have a hard time connecting what will and won't work. Please don't take this as critiscism of the game or the engine as I enjoy the game. I'm just trying to figure out if I can help the mission I hate most become more fun to play. Things like the unbuildable tiles would make great sally port areas etc. I realize the dev team has heard what I'm saying before I'm sure.

19
Discussion / Re: PHALANX base design
« on: March 03, 2013, 01:09:38 am »
I'm curious (as usual), from what I've seen the map "tiles" all have to be modular in so they can randomly be fit together? Isn't this where the majority of the problem comes from in the "stuck in the corner" part of the base defense mode, because all the tiles have to join at the 4 edges of the map for pathing? I believe changing the spawn points also would help a great deal, I chuckled to realize the aliens where spawning inside my base (no wonder they were on me so fast). But I'm hoping that had more to do with stairs being broken and random files being tweaked then anything else, why else would they wind up hiding under the laser and missile batteries in my base? I would be very much interested in trying my hand at map tile creation if there was a map plan of how base defense will play out in the future, namely will workshops always be an "easy access" point for a supposedly secure facility that has a *gasp* entrance/exit building that MUST be built before the base is ususable, weird eh? I'd love to equip all 50 production workers with rifles and send them off to fight the aliens. Failing this how about a (base ground defense weapon) 2 man world war 2 vintage aa machine gun (german 88) at the base gate, or some base guards? (would probably die quickly but be fun). Why do workshops have to be raised? Why can't they be flat like a lot of other buildings? Then there's a lot of room for landing a ufo on top of the base and watching the aliens sprint for the gate as you move your troops ?from the barracks? around the base? would be great! (sorry for the wordy post)

20
Discussion / Re: Weapon Skills in 2.5
« on: March 02, 2013, 06:37:38 pm »
Out of curiosity, what will things like heavy laser and machine gun use for skills? Just assault?

21
Discussion / Re: PHALANX base design
« on: March 01, 2013, 07:49:46 pm »
I don't understand why workshops provide 2 access points per buildings for aliens. (yes my production base was just overrun 3 straight tries). I did try shooting down the bomber with a fighter equipped with antimatter missiles (low dmg to ufo) but it calmly flew through my sam sites/laser points (no dmg dealt to ufo). I'm also curious as I've never seen aliens move so far in one turn, I can't move my units more then one turn before the aliens have run down through the workshop doors and through the next "tile" building and started gunning down troops with pb rifles. For goodness sakes, the production workshops shouldn't even have doors to the outside world. If all the aliens must spawn around the entrance ramp then so be it. But I'm tired of them getting stuck in corners and having to go find them when they attack my other bases because they went into a workshop and moved into the next building then stopped in the corner (tends to be very effective). Also, shouldn't there be a time limit on base attack missions? Say 30 minutes? They are such time hogs compared to other missions that I dread playing them due to having to find the aliens stuck in corners etc. I've taken to equipping my troops with sniper/bolter/em rifles and just shooting through walls/floors because the aliens get stuck in corners and/or just stand above my troops above ground for the most part. Perhaps moving them all to the access ramp would allow the AI to function better?
I don't mean this to be a simple rant post. I would love to help out in creating fun, dynamic (as the engine allows) base defense missions because I feel that done properly that they add a lot to the feel of the game. I have no technical skills beyond doing qa for another indi studio.

22
Bugs in stable version (2.5) / Re: Stairs broken
« on: March 01, 2013, 04:56:16 pm »
Ok, great to know it's already being fixed.

23
Bugs in stable version (2.5) / Stairs broken
« on: March 01, 2013, 12:51:59 am »
Hi there, Just a little note to say that in the newest build (feb 26). I was unable to go up/down stairs on either the sewer pipes or base defense map (first 2 maps I got). The stairs worked fine yesterday on the various maps. Time for a quick revert perhaps? Thanks

24
Mapping / Re: UFOradiant questions
« on: February 25, 2013, 08:34:12 am »
I'd like to see a "sand dunes on one side vs high rise building" but on a large map to allow for extended game play. I'll add more maps as I think of them. The offices towers already in the game would be perfect.

25
Discussion / Re: PHALANX base design
« on: February 23, 2013, 07:21:09 pm »
Yeah I agree, I've taken to just shooting aliens through the floors/walls. I don't understand at all how supposedly a "top secret ultra military base" is so wide open to assault and capture. My soldiers start ALL over the map? huh? But I'm sure the design team will get around to it. They've usually got a good idea (just never enough hours in the day) ;)

26
Feature Requests / Through wall shots
« on: February 22, 2013, 07:31:46 pm »
I'd like to suggest that shooting through either the dropship walls or ufo floors/wall be eliminated. I haven't gone into a UFO since I figured this out as it's so much safer (especially with the humungous corrupter ships). When using the dropship heracles, it's essentially a 3 sided pillbox for snipers. I believe this takes a lot away from the tactical gameplay. Just my 2 cents :)

27
Tactics / Re: Mary Sue Aliens
« on: February 21, 2013, 09:41:07 pm »
I found a very different approach to dealing with end game (or all) aliens. Just pop a smoke grenade outside the dropship and move all troops into it. Now wait for the AI to orc rush you. Move units out of smoke cloud 1 tile then back in to provide LOS for all other units. End game.

28
Discussion / Re: 2.5 sucks completely
« on: February 16, 2013, 09:15:06 pm »
Just wanted to say that I really like the changes to the tech tree made in the recent days/weeks. The researching of the alien light armor leading to laser weapons feels much more "right" and adds to the gameplay. More specifically the rewording of the tech briefings (like the electromagnetic rifle) makes more sense and feels less like a placeholder paragraph :) Keep up the good work.

29
Discussion / Re: 2.5 sucks completely
« on: February 14, 2013, 08:06:05 pm »
I tried all those (bear in mind this was a month ago~). Only the shot gun "sometimes" got a blast off. The rest no matter how far aliens walked/shot either didn't get a shot off 90% or missed 10%.

30
Discussion / Re: 2.5 sucks completely
« on: February 14, 2013, 07:47:08 pm »
Agreed, It took me a couple of days of trying to read through threads (some of which were quite old) to sort out just what/how RF works. Well enough to know that it's worthless for anything more then a pistol.

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