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Messages - Danny

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166
Open Feedback / Re: *gasp* It's so beautiful!
« on: August 18, 2013, 11:44:20 am »
Yes you are. You kept killing all my soldiers before I even found your UFOs you fuker!

Weren't you the one who killed a whole destroyer of mine full of Snakemen and two Chrysalids with almost no loses?
And made a Cyberdisc in one hangar kill another Cyberdisc in reaction fire, clear across in the other hangar?

167
One thing dear to my heart is the close combat.  You had daggers and light sabers.  What about a fast firing weapon?  In laser squad the lasers were not that powerful but had a high rate of fire.  There's very little to reflect that except the low action point cost of the laser pistol.

Are there other elements that might be good in OpenXcom?

Add a fast firing Gatling laser?
Same damage as laser pistol, same accuracy as laser rifle and very heavy.
auto shoots 8 shots, snap shoots 3 shots.
No aimed shots.

168
Suggestions / Re: Soldier salaries?
« on: August 17, 2013, 02:50:42 pm »
I feel the same way you guys do about low psi strength guys...  Morale ain't so much of a problem but psi strength 90+ gets flying suits....

PSI strength 90+ wear personal armour and never leave the Skyranger, Lightning or Avenger... XD

if all my spotters die, I blast off...

169
Suggestions / Re: Soldier salaries?
« on: August 16, 2013, 08:30:26 pm »
Well I'm not always consistent with what I do with them, but for the most part I just don't even want them around.  They are a serious liability.  They panic and run away when morale slides and steady hands are most needed.  They go berserk and kill the valuable, brave ones who are NOT throw-aways.  Yeah I don't feel badly when they get killed, but when they get OTHERS killed...   That's why I generally immediately fire anyone with less than 30 bravery - and the ones with 30 bravery are still not very trustworthy.

Low morale troopers on the front lines and always out line of the good troopers =3

They make good spotters, if you go for the very popular "spot and snipe" tactic... ;)
Spotters run draw reaction fire and you're good morale snipers pick the aliens off. And if your sniper fail to kill one or two aliens, the low morale troopers can have a go at it.

I paid 40 grant for them, dammit! Any use is better then no use... ;)

So no armour, first ones out the Skyranger, on the front, being meat shields and always out of sight of the good troops.

170
Suggestions / Re: Promotions
« on: August 16, 2013, 11:14:08 am »
Speaking of Murphy's law:

"When you finally get a Psi lab all your officers will turn out to be Psi weaklings..." XD

171
Suggestions / Re: Soldier salaries?
« on: August 16, 2013, 11:10:32 am »
Well a lot of new guys get $40,000 from me just to show up and then get fired for having the bravery of a squirrel.

Any one with the bravery of a squirrel are point men and suicide bombers, they die first... ^^
That way I can boost the bravery of my actual soldiers even more XD

172
Suggestions / Re: Damage/AoE as separated values in Ruleset?
« on: August 14, 2013, 07:48:52 pm »
that would be the blaster bomb, right?

I think (no guarantee, though) that in the original, the explosion radius was simply determined by explosion force (see UFOpaedia), with damage decreasing outward. I don't know how the "blastRadius" mechanic works here in openxcom... does it simply set a maximum radius, after which no more damage is imparted? @Warboy, can you help me out?

Lol derp.... I read blasterbomb, instead of stun bomb... XD

173
Suggestions / Re: Transfer loot from sites
« on: August 14, 2013, 07:36:24 pm »
Clearly this will allow for a new mission type :) the map would be a huge cargo transport with little outside map, although cargo-ships are just a huge empty area we can make it similar to the ships in TFTD :) those were always a pain to search.

If I see another 2 stage troller or cruiseship missions its too soon!  >:(

174
Suggestions / Re: Damage/AoE as separated values in Ruleset?
« on: August 14, 2013, 05:47:10 pm »
What's the default blast radius for a Stun Bomb?  It isn't defined in the ruleset as far as I can tell.

Thanks.

In the original it was about 15 squares?

Though if you make it come down from the top level straight down its much bigger XD

175
Suggestions / Re: How about a new points system?
« on: August 12, 2013, 09:37:08 pm »
Though killing a Sectopod is often a team effort... You can abuse it by having the rookie do the killing blow...

176
Suggestions / Re: Transfer loot from sites
« on: August 12, 2013, 09:35:45 pm »
I would LOVE to see a cut-scene of a captured reaper being forced into a cage... ^^

177
Suggestions / Re: Some things i expect in an OpenXcom for TFTD
« on: August 12, 2013, 10:08:44 am »
1 and 2: Seem a bit silly, the aliens in TFTD are fully focussed on things underwater... :\

3. fair enough. ^^

4. OH GOD THE HORROR!!!!

5. Overwatch?! :\

6. Tanks getting stun damage?! XD

7. I thought they did have different ammo :\

8. Sure...

Also:
Removal of 2 stage terror missions, especially on cruise ships... :(
Too many damn little cubby holes, that HAVE to be ALL checked!

178
Open Feedback / Re: *gasp* It's so beautiful!
« on: August 12, 2013, 09:16:21 am »
But most if not all games have an AI that cheats, i think that is just what gaming is all about :) but yes i agree i want the A to annihilate our little soldiers :)

Then again then I am a big fan of TTS... XD

179
Open Feedback / Re: *gasp* It's so beautiful!
« on: August 11, 2013, 03:50:26 pm »
So when is the next build? I hope we get another badass feature... I've been dreaming about the Black Market idea people keep throwing out... Selling to anyone and everyone and sending operatives to make the exchange. Please add that!

Then also maybe with human terrorists with alien weapons?
Maybe some might even being helped by the aliens directly... XD

180
Open Feedback / Re: *gasp* It's so beautiful!
« on: August 10, 2013, 11:03:03 pm »
I do NOT want cheating AI!

Personally I wanna be the alien commander crushing the silly Xcom commander :P

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