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Messages - ETBuster

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Feature Requests / Re: Small tweak to reaction fire.
« on: October 28, 2011, 06:17:45 pm »
Sounds great to me but apparently that's what flash-bangs are for I quite often lose a few soldiers before they get a chance to fire.

You have to keep a few cannon fodder units on hand. I always lose at least 1 unit when trying to kill an alien, so if I keep a few useless units on the transport I can have them shield the more important ones.

Usually there's at least 3 reaction shots before one of my units can fire at an alien, and the first shot is always dead on which kills most of my units.

Even if their already facing the alien apparently raising the gun to fire or aiming is considered worthy of a reaction shot, It becomes especially sticky when the aliens develop needlers.

Tactics / Re: 2.4 IR goggles
« on: October 27, 2011, 03:51:25 am »
On the darker maps it seems like if I used the IR goggles just before ending my turn the reaction fire of my units was far superior, I retried the effect on a couple missions and it remained the same.

Bugs prior to release 2.4 / Re: Campaign Missions Targeting Bug
« on: October 26, 2011, 03:46:00 pm »
 :o Still coming across this bug... if it is a bug. I've been able to advance a group of soldiers through heavy alien fire since they always aim for the unit with the lowest health. It makes it rather easy to take out an entire group, If I have at least 1 injured unit they usually pour out of the ship on terror missions intent on ending his life. Placing him behind cover usually works well while I advance my other 7.

Bugs prior to release 2.4 / Campaign Missions Targeting Bug
« on: October 26, 2011, 12:24:34 am »
It seems that the aliens in campaign missions always target the unit with the lowest health. This makes for some interesting strategies, I've noticed that if I leave one unit with low health at the back of the map most of my units can avoid alien weapons fire as they all target the said unit.

I had a unit about 4-5 spaces away from an alien coming out of a door and instead of targeting him he fired on my injured unit clear on the other side of the map.

Part of the time this is very annoying, and makes you have to protect or hide your injured units. But most of the time its a very exploitable perk. I encountered the same thing in previous versions.

Windows / Re: Cant study advanced alien weapons
« on: October 24, 2011, 09:56:53 pm »
Its version 2.3.1.... however I have given up and moved on to 2.4 and started over.

Tactics / Keeping the Nations Happy in 2.4
« on: October 24, 2011, 09:55:09 pm »
In 2.3.1 I never had any issues with keeping the nations happy, however now I have 3 bases, one in north america, one in russia, and one in Australia, north america and Australia are strictly mission bases I have 16 soldiers between them and Russia is right next to my ufo yard for production, currently Im unable to un-assemble any ufos since their needed to keep my nations from giving up, I have 6 sam sites strategically placed wherever my stilettos cannot reach.

I am currently taking every mission possible and as far have not missed any of the terror missions that pop up from time to time and shooting down every ufo and selling them to the worst off nation.

It is rare that I lose any civilians in terror missions, most of my units are currently amazing shots especially with reaction shots, Ive been trying to retry ever mission where I lose a civilian however I didn't think that losing 1 would be taken so harshly.

Most of the nations are tolerant some are mad, and 1 or 2 become angry. Im desperately trying to acquire enough money to create a 4th base, perhaps I need to drop back a few saves and convert my 3rd base into another mission base instead of having it be full of workshops...

Im not sure if this is a glitch.. or perhaps just a new addition to the 2.4 version to add more of a challenge to the game, however in 2.3.1 I could easily miss a few missions with out losing an Exuberant nation.

Windows / Cant study advanced alien weapons
« on: October 23, 2011, 11:07:39 pm »
No matter how many times I have picked up the particle guns or Needlers in missions I cannot study them, they disappear at the end of every mission, even when I had my soldiers pick them up, they returned home with no weapons.

Tactics / Re: Plasma vs. Laser
« on: October 18, 2011, 09:01:21 pm »
The orkish approach seems to work very well for the Hard campaign, 2 soldiers proficient in close combat with laser pistols, 2 proficient with heavy weapons with heavy lasers, and 4 proficient with assault weapons with laser rifles, reaction fire seems to take down most of the aliens quickly. At this point after struggling through many missions, most of them are a breeze with my current squad.

Tactics / Plasma vs. Laser
« on: October 18, 2011, 08:17:24 pm »
I find that the aliens are extremely proficient with Plasma Weapons, however my own units are terrible with operating them. My team of units are very efficient with using laser weapons, now that I have nano armor and every soldier equipped with a laser weapon losing a man is very rare, when I finally completed the research on plasma weapons I found my soldiers to be very inaccurate with them and very limited with range.

Do the aliens get a bonus when using plasma weapons? or do my own troops need more experience in operating them?

Discussion / n00b question
« on: October 18, 2011, 06:26:07 am »
There appears to be a limit on how many scientists and workers I can employ?? I've built a 4th base for deconstructing alien warships, protected by 4 sam sites built right next to my ufo yard, I did this when I saw it would take 2000 hours to dismantle 1 ship.. However I have only been able to hire 10 workers... so far I've built 9 workshops for.....10 workers? I thought i could hire for any of my other bases and transfer them but I have not gotten any new employees yet...

Will i have to transfer my workers from my other 3 bases?

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