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Messages - Noordung

Pages: 1 ... 17 18 [19]
271
User modifications / Re: NeoTweaks [V2.1 Current]
« on: January 25, 2013, 10:20:52 pm »
So I like the idea how you adapt alien technology to be used without alien materials. If there would only be a way to get more antimatar, or at least werehouse for it be bigger. Those ačien fighters use antimater for fuel right? And maybe change this game so new aircrafts could be added.

Unfortunatley i couldnt use mode. Game says "window mods not found".

272
FAQ / Re: Reaction fire
« on: January 25, 2013, 09:57:48 pm »
Well i know how to turn it on. Its just that when i shoot one alien five of them will shoot back at me, but my own soliders cant to such coorinated attacks. I generaly looks like aliens are much much better in RF than my soliders.
Yes and i also understand that if ypu shoot alien in back there will be no RF. It just seems that view angle od aliens is much bigger than human. Maybe we could determine that angle with autopsy? That would be very useful information.

Its also aliens many times can shoot more than one shot on RF. And i never know will there be one shot or more. I also noticet with needler gun shooting on RF that attack is different. I cant normaly use that attack.

So if aliens on RF are intentionaly better than my soliders may I suggest that as my soliders become more experienced they would become better at it. Mainly that they cover eachother. So one alien shoots all of my man shoot back. Alien move or come to view angle my man shoot. Similar like aliens do.

Its just sometimes alien RF seems too good or at least much much better than one of my soliders.

@H-Hour I cant see option to choose how many TU you can use for RF. I can only switch RF on or off. I see you can reserve some TUs for shooting but does than mean whey will be used in RF? And sometimes aliens use RF even when your soliders just walk around. Never saw my soliders do the same.

273
FAQ / Reaction fire
« on: January 25, 2013, 07:31:21 pm »
So i have a little problem with it. I cant understand it.
Sometimes aliens shoot before my soliders sometimes after my soliders. Many times they will shoot you even if you shoot them at flank, you shoot one and 5 will than shoot at you.
So why cant my soliders do that? Sometimes they even wont shoot back or even if you have raction fire on 5 soliders aliens will shot 6th and none of mine will do nothing about.

And i use 2.4. Dont think 2.5 had any improvments on human reaction fire...

So is alien reaction fire intentialy superior to human?

Sometimes aliens will shoot if you heal/walk. Why cant my soliders to the same?


And whats the difference between very easy and very hard campain? I didnt notice aliens would be any easier to kill or that they do less demage. But must admit i only tried heard and normal.

274
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 23, 2013, 03:49:31 pm »
Pilots do gain experience in 2.5.
Im stil with 2.4 :)

275
Discussion / Re: Soldiers should be able to self-heal
« on: January 23, 2013, 01:47:21 pm »
No, not self healing, but self bleeding stoping. ;)
Now i get it. Madikits are classified as weapons and you cant use weapons on self.

So whenever solider is hit he well bleed and even if its just a scratch he will eventualy die? So all soliders have hemophilia?
And armours should mostly prevent geting wounds. Just demage, or if armour gets penetrated than wound.

And just a quick question? How do armours work? If it says protection 10 that means 10% or simply demage is reduced 10? in any case with that demage by weapons dont thing armours are useful anyway.

276
Discussion / Re: Soldier skill 'intelligence'
« on: January 23, 2013, 01:43:38 pm »
Higher rank has any bonus in combat besides veterans already have better skills?

277
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 23, 2013, 12:59:21 pm »
And pilots gaining experience would be nice + pilot rescue mission.
What does ECM do? I usually have 1 ecm and 1 computer.

278
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 23, 2013, 12:56:40 pm »
Maybe dropship could have camera or movement sensor. So aliens couldnt just come at jour back near dropship.
And pariscope for looking around corners.

279
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 22, 2013, 11:15:23 pm »
some kind of movement sensors witch you could drop somewere?

280
Feature Requests / Re: Base Improvements
« on: January 22, 2013, 11:12:23 pm »
What if here and there nation offers you a base, not just free first base.
And those rocks... maybe building on those rock would be more expensice end would take more time.

Would it be possible to upgrade command centre for more/better instalations? Like hangars or marine base for searching ufos lost on sea?

281
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 10:33:51 pm »
You can load any compatible ammo into your weapon in the battlescape by opening the equipment window and dragging the ammo into an empty weapon.
yes but you have to open inventary ;)
not that im lazy but sometimes i forget i have more kinds of ammo

282
Discussion / Soldiers should be able to self-heal
« on: January 22, 2013, 10:29:32 pm »
So we are in year of 2084... well i heard there are some kind of sprays used to stop bleeding in existnace even today. So it would be nice if every solider could stop his own bleeding. Im sure you can reach any spot of your body with your arms.

283
Tactics / Re: 2.5 DEV How to enter a Fuel Depot??
« on: January 22, 2013, 02:13:56 pm »
if you win only with granedes and you have a bom to spare... how strong s it? can it be used in combat?

284
FAQ / Re: Endgame
« on: January 22, 2013, 01:30:18 pm »
so if alien transport ship lands it cretes base?

285
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 01:00:27 pm »
different bullets are great but to make it more useful reloading should need less turn points. once i had to use two full turns to reload machine gun, first to move ammo from backpack to left hand and than to reload. and you have elite soliders?
as soliders get more skilled maybe actions should take less turn points. highly skilled soliders in heavy weapons should reload and shoot faster than rookie.

maybe ad options to choose what you want to reload in your weapon similar like you can choose what kind of attack to preform.

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