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Messages - Tamanfodder

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16
Tactics / Stilettos VS Harvesters
« on: April 28, 2011, 01:21:48 pm »
Yes! I know attacking a harvester is a NOGO! But, for what i remember from 2.2, they leave neat wrecks fun to fight in. So i just want to know this: How many Stilettoes are needed to bring down a harvester???? Theese stilettoes would be epguipped with shiva, 2x sparrowhawks, armor, ECM and targetting computer. It has been too long since i saw a flaming wreck of a harvester!

17
FAQ / Timelines?
« on: April 04, 2011, 10:07:59 am »
I know this game is being made by volunteers, but is there any place where some loose timelines of the game releases can be seen? Like when 2.4 is released and so on??? Or should a topic like that be opened and stickytaped on the forum?

18
Feature Requests / Re: couple of suggestions on health
« on: March 26, 2011, 05:58:36 pm »
I agree with you completely! But wait! What is skyranger???? We call it firebird! ;D

19
Feature Requests / Re: Robots?
« on: March 22, 2011, 02:05:01 pm »
Well, for starters it'd be just enough to implement immobile robots or androids, perhaps a robot reloading on a power jack or one android with open head so you could see into his mainframe, and some of his chips laying on a workbench beside it. It would add greatly for the admosphere, especially for japaneese terror missions, to have theese meshes usable as "furniture" and it would be no coding work at all (well, but a lot of designing work, though).
Well to be honest, i myself hawe no idea what "coding" means! That`s just the usual reply for theese things!  ;D Well i had the idea it has something to do with programming...    ...which has something to do with something...


And about my last post(s): I maght hawe written something unclear here! Sorry! I like the idea of robots, but i dislike the idea of human shaped combat robots! Best shape for combat robot would be something insect like! Like the meter long ant with a machinegun. But theese robots would resemble small UGVs! Which got chanceld at another thread.

20
Feature Requests / Re: Robots?
« on: March 21, 2011, 09:04:20 pm »
Yes yes yes... What i ment was that humans are HORRIBLY designed in terms of war! Insects hawe much better design for that! I was crushing the idea of human-like robots on battlefield (terminators). But what is the difference between a robot and a small UGV???

21
Feature Requests / Re: Robots?
« on: March 20, 2011, 11:31:10 am »
It starts to smell like terminators here! I remember hearing/being told to that UFO: AI is Hard scifi (= realistic scifi) So for example: Human shaped robot would not hawe any military promise! The military robot programs today are aiming at ant or spider like things, with a machinegun stucked to them  ;D! So no terminators! And aliens already hawe the blodspider. (this leaves us with the ant???)

Problem with robots would be: They are too much like small UGVs, and i recall some admin/mod saying that small UGVs are a no-go!

Sorry about the burial of the terminator consept.

22
Artwork / Re: Alien bestiary
« on: March 18, 2011, 12:37:21 pm »
I like the consept of having little aliens that still fill many tactical roles. (The current way things are going) Less stuff to memorize. But we could use a "cannon fodder" alien, like grunts on Halo. Tamans aren`t really cannon fodder since they will hawe the PSI-abilities.


P.S: I hawen`t seen a shevaar since 2.3.1 came out! What has happened to them???

23
Feature Requests / Re: Upgrade basebuildings - another way
« on: March 03, 2011, 10:44:10 pm »
Actually almost all bulidings seem to hawe surface level...  ...which is stubit since the base schould be as un noticable as possible i suggest to dump those surface levels of bilidings so there would be only four bulidings that could be seen on surface: Enterance (obviously), small- and large hangar(blast doors), and missle/laser -silo(blast doors again)

24
Feature Requests / Re: Upgrade basebuildings - another way
« on: March 03, 2011, 05:08:11 pm »
I fully support cameras and motion sensors and all kinds of sensors, but one extremely helpful and easyly added thing would be some kind of information box which tells you which bulidings hawe acces to the surface! That would make planning the base a LOT easyer.

25
FAQ / Re: A little help pleace???
« on: February 26, 2011, 02:05:33 pm »
Well i now haw Gimp and wings 3D. (I downloaded the blender but it wouldn`t work without... err... something i don`t even pretend to know what) And i am still trying to figure out how the Gimp works... But i am somewhat familiar with Wings! I just don`t know how to upload my creations here so you guys could give some criticm how should i improve my "art"... I hawe done something that resembels a gun of some sort... i wouls like to share it so you could tell me how to refine it ... So any help with theese new problems pleace?  :-[

26
Tactics / Re: Your Tactics
« on: February 25, 2011, 06:54:16 pm »
My tactics??? Well at the simplest it is to kill every last alien on the map without caring about collateral damage  ;D

Then seriously: I personally like sniper rifles...  ...a LOT! I usually search for aliens and get my snipers to kill them... Though there is nothing stopping me for going all out close quarters... I usually improvice on the field... It has served me well so far!  :D

27
Feature Requests / Re: Sniper rifle buff?
« on: February 18, 2011, 02:05:23 pm »
The alien material ammo was just an example! The idea is to make a better ammo for sniper rifle to keep it useful on the mid-game before you get the coilgun. The fact what sort of ammo and what are its technical carachteristics is not my point! It can be improviced at the certain degree...

On all its simplicity sniper rifle has been castrated and needs its balls back at the mid-game!  :)

28
Mapping / Re: training_a screenshots & preview shots
« on: February 12, 2011, 09:23:44 pm »
Soo??? Is there going to be a trainingroom to bulid on your base afterall??? Or is this for tutorial??? Or did i miss something???

29
FAQ / Re: A little help pleace???
« on: February 12, 2011, 03:07:17 pm »
Ok thanks! It will still take a while before i can master theese... But at least i can now do something!

30
Feature Requests / Sniper rifle buff?
« on: February 11, 2011, 08:07:33 pm »
I know what this may sound but read this first before feeding the possible trolls!

I remember reading a topic about adding special mutions (plasma core, AM-core Alien Marerial jacket .etc.) to the quicly obsoleting projectile weapons. It has a chance to be refined!

Such ammo would be made of WAYYY too expensive materials for automatic weapons. BUT How about Alien material tipped ammo for sniper rifles??? Idea behind this is that: Sniper rifle gets castrated way too soon on the game! And the replacement: Coilgun, i hawe newer even seen a needler on campaing so far... Also what ive tested on skirmish: The coilgun is ridicilously bulky! Idea is to add the MUCH needed stopping power to your poor snipers on mid-game and to get a way to get rid of the exess alien materials that start conquering your storage spaces! Alien materials are heavy = more kinetic energy = more penentration! And they can change shape when stimulated with electricity = shape chande when inside enemy = massive damage!  ;D

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