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Messages - Triaxx2

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136
Tactics / Re: Where/why/how many bases do you build?
« on: July 25, 2012, 04:22:15 am »
I spend more cash trying to keep interceptors up in the air than I gain selling tech. If I let them land, the bottom drops out of my funding. Frankly it's easiest when the aliens come knocking.

I think there should be at least some cash value even for a crashed Alien ship. A fraction of the pittance it sells for already would be fine, but even crashed there's alloys and such of value.

137
Tactics / Re: Where/why/how many bases do you build?
« on: July 18, 2012, 07:21:38 pm »
So far? I mostly lose before I can get the second base operational.

138
Could it be possible to have them function as states, like doors, with the explosions changing the states?

139
Tactics / Re: Combat Medics
« on: July 09, 2012, 03:00:30 pm »
One situation I encountered was in a game where a UFO popped up just ahead of my returning dropship and shot it down and all the useful weapons were on board. I only had enough cash for a new drop ship, so I had to send my second team, which had been intended for a second base, with whatever weapons I had lying around, so they ended up with nothing more than pistols, SMG's and a single Machine Gun I had manufactured. It was surprisingly effective.

140
Tactics / Re: Combat Medics
« on: July 07, 2012, 06:03:42 pm »
Still playing 2.4, but I'm going to try it with a 6/2 distrobution of combat to medic. Then I can operate in teams of four and clear the map while not getting too far from the safety of healing.

141
Discussion / Re: changing craft's homebase - need an extra hangar?
« on: July 07, 2012, 06:01:01 pm »
Pity there's no way to get it to just land where it is until it can be recovered. After all, it's a tad silly that it can land anywhere for a mission, but it HAS to crash if it doesn't have fuel.

142
Feature Requests / Re: Different campaigns
« on: July 04, 2012, 11:22:36 pm »
Because it's awesome. That's why I'm playing it. I love the tactical possibilities. Snipers on the second floor shooting across a road at enemies that pop up to shoot at you? Rocket launchers, shot through windows to deal with ambushes. Mines placed in patrol routes, so patrolling enemies don't become a bother, they just become a splatter.

Add up targeted shots, such as to the eyes and appendages. It makes the game feel more fun and functional. I can deal with mutants by shooting their arms and breaking them, so they can't fire at me. Or legs so they're slower and can't chase me as easily.

143
Tactics / Re: Combat Medics
« on: July 04, 2012, 11:15:02 pm »
I tend to put a normal pistol and two mags in the holster and a medikit. I fill the belt with one Frag/Plasma Grenade, and the other three with Flashbangs.

144
UFO's tend to fly in populated areas. Try putting a Base in Europe.

145
Discussion / Re: My observations on the game
« on: June 21, 2012, 06:10:33 am »
I tend to stick armor only on things like Saracen's, which are already quick enough the penalty isn't that bad. Plus once I have a second base, I can probably launch and engage with a second fighter to pincer any UFO around.

Fighters I've found can be shot down with a Single Stiletto, arm it with one SHIVA, and two Missile Launchers. It'll be nearly dead when it comes back, but it will take the fighter down. (Nine times out of ten, your results may vary.)

146
Discussion / Re: Accuracy of pistols
« on: June 18, 2012, 04:12:51 pm »
It occurs to me that pistols should be more useful at short ranges, than rifles. After all, unless you don't have the option, when entering a room, a pistol or SMG is usually a better option than a long rifle. (Shotgun beats both, but that's another story.)

Of course that's probably not possible in the engine.

147
Design / Re: Things to learn from Xenonauts?
« on: June 17, 2012, 02:23:29 am »
I suspect that this is why a lot of games have the Iron Man mode. Where, like AI now, it disallows mission saves, and only allows them int he 'overworld'/'geoscape'.

I like the small Soldier pools. As long as I don't end up stuck with truly abysmal soldiers.

148
Feature Requests / Re: Different campaigns
« on: June 17, 2012, 02:10:16 am »
Actually, I've never played JA. But I did play Fallout Tactics, and still do. I'd love to be able to play it in a more 3D manner.

149
Feature Requests / Re: Geoscape countries
« on: June 16, 2012, 12:50:41 am »
Looks pretty modern at this point.

150
Feature Requests / Re: Different campaigns
« on: June 16, 2012, 12:49:40 am »
I'd been working on looking at the coding to see about turning it into something Jagged Alliance like on a global scale. Of course, that's not easy either.

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