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Messages - nagy.m.bear

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Discussion / Re: Disassembly time
« on: August 10, 2010, 07:36:25 pm »
Could you also try and make disassembly time dependent on state of the UFO? I have a Fighter UFO in my yard on 20%, which will yield 84 alien material and nothing else, while it will still take 1100 hours to disassemble it. I will probably just destroy the yard in the end, and start collecting 100% UFOs again, but it will take 11 days to build a new one.  :(

2
Tactics / Re: Storming harvester
« on: August 09, 2010, 07:55:30 pm »
I hope they will at least have an off-hand penalty for that gun. ;D

3
Discussion / Re: Antimatter storage
« on: August 09, 2010, 07:52:47 pm »
I think what Sarin was trying to say was that AM can be used to fight Harvesters (fighters, and scouts can be shot down with Stilettos, and Saracens), but they are also the main source of AM. So you want them to land, and get AM from them, to shoot the next one. And then what? Yeah it is kind of strange... although I am guessing you will also need it to go to where aliens come from, and finish the game. Is it possible to finish the 2.3 version? I mean is that part of the game finished?

I have a 100% Fighter UFO. Probably from one time when my base was attacked. It holds 250 AM, but can be dismantled in 1100 hours "only" (compared to the 1700 hours of the Harvester). I guess sometimes it is worth making your base defenceless. ;)

4
Discussion / Re: Disassembly time
« on: August 09, 2010, 07:41:19 pm »
I have 3 UFO yards full of UFOs, and saw that from most of the I won't be able to gain antimatter, due to them being damaged. Is there any way to transfer UFOs from one yard to another, or sell them? I didn't find any.

5
Tactics / Re: Beginner's guide
« on: August 08, 2010, 08:18:52 pm »
-It seems to me that you don't need to play every mission in order to keep the factions happy. I would ignore harvesters, and terror missions in the beginning. (harvesters are the ones flying with 1100 km/h).
-Also as the terrain, and objects are not destroyable, use as much cover as possible. Even a wooden fence will keep you completely safe from grenades directly on the other side (at least it worked for me).
-If you have the chance, only hire soldiers who have a weapon skill above 30, and make a small but good squad. You can build your tactics around the kind of squad you can hire, but snipers are a must.

6
Discussion / Re: Feedback 2.3
« on: August 08, 2010, 07:52:07 pm »
Oh I forgot to ask about the laser turrets. I researched and produced them, but can't use them. I can't install them in my SAM. It is in my base nearby, as I am able to sell it, but it does not show in the SAM as "in store". I also rebuilt the SAM, but still I am not able to install it. Any help would be appreciated.

bear.

7
Tactics / Re: Storming harvester
« on: August 08, 2010, 07:47:15 pm »
I am in September 2084, but did not research much of the laser weapons. I usually make a team of 4-5 snipers, 2 heavy weapons guys with machine guns, and 1-2 with shotguns, or assult guns. I usually played the crashed harvester, where it is more difficult to charge in, especially if the side you are facing is opened up. My best bet is to ignore harvesters, as it seems to me it is enough to shoot down scouts and fighters to keep the factions happy. :) Also if, and when I go into harvesters, I only send 3-5 soldiers in, as the rest just wouldn't be able to move. Also in crashed harvesters ther are less aliens. Some just jump out the second floor, and are outside on the ground.

8
Tactics / Re: Snipers vs Medium-armored aliens
« on: August 08, 2010, 07:29:54 pm »
I think there are no weaknesses for aliens, because of the lack of ammo types. I am no programmer, but I think the damage system would be easier to modify than graphics, hope it will be done in the future. I am in 2084 September in the game, but still use snipers. Researched the electro-magnetic rifle, but it takes ages to produce any weapon in the game, and they are really expensive too. Also none of my snipers have a skill above 40, but my soldiers are still not dropping like flies on standard difficulty. (I am playing the 2.3 version)

9
Discussion / Re: Feedback 2.3
« on: August 08, 2010, 07:16:50 pm »
Its great that you guys made this game happen. The least I could do is to give some feedback:

- frequency of UFOs, and game difficulty: like previous comments suggested, I also found that there are a lot of UFOs and terror missions. In game time I am in September 2084 now having ignored a lot of them for 3 month reacting on 2-3 a week, and all factions are happy, if not exuberant. I also used auto mission lots of times, but after a while it ends with the mission being lost (which does not include any losses in personnel, or equipment - strange). Oh yeah, how is it decided if I can automission a mission or not??? My first base is on the "corner" of Europe, Russia, and the Middle East. The second is in Alaska, but first I only used it for research. It is a bit strange for me, if I were any of the factions, I would be pissed that UFOs are flying around, and terrorizing people. I play at standard difficulty, but I don't think thats the issue here. And I am not suggesting making the game more difficult. :)

- lights: on some missions at night places are just too dark, I can't see if the house I'm approaching has a door, or which side it is on. I tried turning up brightness, but there was not much improvement. In a terror mission, where there is a casino, the stairs above the enterance were pitch black, but there were lights in the staircases in the back. The 2nd, and 3rd floors were also pitch black. I know that the aliens have no problem with that, but I would have thought that by 2084 this will not be an issue. I am not sure whether the problem is with the maps, or maybe flares would be too difficult to programme, but it is really annoying for me.

- visuals: it seems to me that the game starts to lag (not sure if it is the right word) when I raise the camera to 3rd level or above. There are also some issues with dead civillians, but I guess this is nothing new. Or sould I change the settings somewhere, or download some new drivers?

- saving on tactical missions: I know it is on purpose that one can not save during mission, but one can before. ;) From what I read about difficulty, and mission frequency, I would guess that this will change in future versions. If you guys reconsider things, please add some saving options. It could be related to difficulty, and there could be a limit to saves per mission when the maps become larger. Some people save much, and some don't. I think it should be up to the player (I read somewhere that it would take the fear away,  maybe "0" saves on harder difficulty will keep them from sleeping through nights ;)). Or maybe it is a technical issue? Also I find the save slots on geoscape not enough (I am one of those who saves much :)).

- For those of you who find the game difficult, concentrate on scout UFOs (the slowest smallest ones) in the beginning (recovery is a bit less complicated as aliens start out in the open), sell everything you don't research currently, take cover as much as you can, and crouch for precise shooting. It is also good to keep medkits in your holster instead of your backpack, to save time.

Keep up the good work!

bear.

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