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Suggestions / throwing stuffs underwater
« on: May 25, 2016, 05:11:35 pm »
It's cheesy, it's unrealistic, it's against the law (of physics).

I tried to play early missions without grenades or proximity but it's a nightmare.
I can make grenades weight a lot more, so they are thrown in a more realistic way, but it's not a good solution for rookies with 20 strength.

So I make a suggestion for the devs: can we have an option so that throwing underwater use only 1/3 (or some other numbers) of the soldier strength? This should not apply to aliens, because, they are aliens.
Or maybe this behaviours is already possible with the ruleset?

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Suggestions / Knock, knock. Who's there?
« on: May 24, 2016, 05:07:57 pm »
I used to wait until turn 2 before open the Triton door in TFTD, but...

Not a problem with EU Skyranger or Avenger they have no doors, but submarines are supposed to be, I don't know, you must at least have the keys to enter.

Well, that's XCom baby.

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Open Feedback / TFTD question: That unarmed gillman
« on: May 23, 2016, 05:14:34 pm »
Just found how to play TFTD. Thank you guys.

I was wondering why there are unarmed gillmans in terror missions, so I have checked AlienDeployment.rul and nearly all rank 1 and 0 aliens (leaders and commanders) do not carry weapons at all.

This is how the original game was, or is because TFTD is still work in progress?


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