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Messages - Eegxeta

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1
Is there any way to turn off the game pre-purchasing equipment when you place your first base? It always buys a bunch of stuff I end up selling which because the selling price is lower than the buying wastes money.

2
Discussion / Re: 2.6 dev reaction fire
« on: March 23, 2015, 02:22:02 pm »
That should be changed to something a little more obvious that doesn't really seem like the most logical place to set the reaction fire mode. Thanks I wouldn't have figured that out any time soon.

3
Discussion / 2.6 dev reaction fire
« on: March 23, 2015, 01:51:31 am »
I'm playing the 2.6 dev versions and I was just wondering if you can choose which fire mode a soldier will use for reaction fire? If I can choose I haven't been able to figure out how. I keep running into situations where my soldier was a 3-round burst reaction fire away from surviving the mission.

4
Feature Requests / Re: Aliens have bad memories and are deaf
« on: January 26, 2014, 05:34:20 pm »
That doesn't make sense though because the aliens always shoot at soldier 8 no matter what so I put a really tough guy there and they still shoot at him if they have a "clear" shot. I once had a soldier who was hurt standing next to a alien but he could shoot at #8 so he did.

Anyway even if it wasn't like that firing at the civilian got him killed because he wasted so many turn chasing him down. It would make more sense if the alien would attack your soldiers over civilians because the soldiers are a threat and dealing with the threat first is only logical.

5
This is something that is sorely needed because one snap shot is not enough to stop a alien from mowing you down.

6
Feature Requests / Re: Aliens have bad memories and are deaf
« on: January 25, 2014, 07:36:56 pm »
Well the thing is I think that if you are shooting at the alien he should react and shoot back instead of going after the civilian. Which is the whole reason I made this topic in the first place.

7
Feature Requests / Re: Aliens have bad memories and are deaf
« on: January 22, 2014, 03:39:57 am »
Are you sure the aliens always know where your guys are because they always seem like they are wandering aimlessly till they find something to aim at.

What I meant by save civilians is the alien would not shoot at the civilian because he can hear that he is being shot at and will turn to address the shooter rather than attack the harmless civilian.

8
Discussion / Re: Interceptions
« on: January 17, 2014, 03:22:27 pm »
They are planning on adding a battle screen for air combat, though with the way it has been described I imagine something that looks like watching battles in Galactic Civilizations 2 except you would be able to interact with your aircraft.

9
Tactics / Re: Is there really any point in equipping armor?
« on: January 03, 2014, 04:00:16 pm »
It's not that you absolutely need snipers, with enough smoke and ammo spraying you can get through the game,

Ammo spray? When I got lasers my Assaults pretty much couldn't miss.
You may also want to check your soldier stats, a sniper with 22 accuracy and 21 weapon skill is a total putz who can be out-shot by a grunt with a shotgun. Your good snipers will start with a 27+ accuracy and a 26+ skill

I recently changed what I go after in a soldier I started going for physical stats over skills and my first team is composed of the people with the highest speed and accuracy combination. My last sniper I had preformed well and was worth having on the team till I got plasma weapons and everyone else could out snipe him easily then I got the EM rifle, but it was far too late and the sniper had fallen so far behind that he wasn't worth using anymore because the missions were getting too dangerous to has a soldier that was all but useless most of the time.

10
Discussion / Re: Some UI2 Base design issue.
« on: January 03, 2014, 03:41:43 pm »
That is where I actually thought they lead when I first tried clicking on them.

11
Discussion / Re: Problems with the new UI design
« on: December 25, 2013, 06:19:45 am »
No I haven't partly because I have no idea where it is.

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Discussion / Re: Problems with the new UI design
« on: December 24, 2013, 11:07:02 pm »
Well you could do it the same way the old UI did and have the equip screen accessible from a employee screen.

13
Discussion / Re: Problems with the new UI design
« on: December 24, 2013, 06:36:01 pm »
The new UI really isn't as bad as I first made it off to be. The only real problem I see now is the soldiers button is misleading since it sends you to soldier equipment screen. Employees and soldiers should be handled like they were in the old UI it is a lot less confusing.

14
Discussion / Problems with the new UI design
« on: December 21, 2013, 08:43:47 pm »
I know it isn't finished, but so far I like the old one better. The new UI is just so cluttered and tries to display too much information in too small a space. What I like about the old UI is it is bright, straightforward, well organized, information is displayed in consistent places across screens and the screens are divided up so everything has enough space to do its job. The new UI is dark, the information displays are smaller, oddly shaped or place and some things are placed where they really don't belong.

15
Tactics / Re: Is there really any point in equipping armor?
« on: December 21, 2013, 03:21:32 am »
Yeah I used the EM rifle and the assults could still out snipe the sniper. I have just not encounters wide open maps with enough frequency to merit use of a sniper and that is why I stopped using them.

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