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Messages - Martin

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376
I haven’t seen a single imperial probe in a year. Is this normal?

377
Everytime rockets hit my own troops because the projectile got stopped by a grass-stalk.

Heavy bullets should be able to penetrate wooden wall and his the guild hostess hiding behind it. Just like it worked in Jagged Alliance 2.

378
But seriously, you can't buy players into going red only for this one particular melee weapon that needs a fast and max'ed out fighter to handle the TU-costs and low-ish acc.

If you are careful, you can make it out of the early game with very few loses or even none at all and considering as of the latest update, stading right in from of gun-toting baddies is a good survival strategy, this results in plenty of nearly maxed out fighters in your crew when you can finally  manufacture the things.

379
The demonic axe and the +15 flat damage to all guns craft is not good enough for you?

380
If modders wanted the ability to "fiddle" with the AI, how should/would this ability look like? What could you configure/implement and how?

Simple conditional statements  to override its usual behavior would, I think, work for the issue of AI pointlessly shooting into melee.

381
Makes sense to me. First thing you're gonna do in a fight is try to push someone's gun out of the way if you manage to get that close. "Melee failure = guarantee burst of gunfire to the face" is a big and common flaw of turn based shooters.

True. It is however unfair to the already handicaped (no kneeling, no indirect fire) AI as it isn’t coded to move a square away and then proceed shoot the shit out of you like you would.

Is it possible for modders to fiddle with the AI?

382
XPiratez / Re: Stuff learned about X-Com 2 (vanilla)
« on: May 17, 2017, 09:46:43 pm »
Beaing limited to a maximum of 6 soldiers really hurts the squad training aspect of the game.

383
It’s pretty funny that squares right next to a gun-toting enemies are  nowamong the safest squares on the map.

384
XPiratez / Re: Stuff learned about X-Com 2 (vanilla)
« on: May 16, 2017, 02:27:09 pm »
The game-over movie for X-Com 1 (20xx) with the sectoid MC-ing the council dude is canon.

Just like in Ufo:Aftershock.

I’d say nuXCOM oves more to Ufo series than to the original games. Tiny squad size, simplyfied base building, talking heads, weapon mods...

385
XPiratez / Re: Bugs & Crash Reports
« on: May 15, 2017, 01:31:33 am »
Is church CARDINAL supposed to spawn in the neophyte boot camp?

386
XPiratez / Re: I had a dumb idea for a support weapon
« on: May 09, 2017, 12:04:04 pm »
Lack of classes is what made X Com unique, so please don’t add that feature.

387
The X-Com Files / Re: Early gun balance
« on: May 04, 2017, 10:49:05 pm »
Wrong, your European is showing. :)

http://www.economist.com/blogs/economist-explains/2015/05/economist-explains-22

But I suspect we don’t have as many Swat teams merely because my country’s military industrial complex consists of truck manufacturer, cheap pistol/sporting rifle factory and used military hardware mafia, so they don’t have much pull in the goverment.

388
XPiratez / Re: Flak tank firing sound
« on: May 04, 2017, 10:22:28 pm »
Solution: give tanks a lot more armour 8)

Power armour should not be as good as vehicle armour even when magical forcefields are involved.

389
I dunno, but one would expect people with aeons of experience in conquest and weapons development to have access to a gun that has no hard counter or drawbacks.

390
XPiratez / Re: Codex Choice
« on: April 21, 2017, 09:08:40 pm »
Herder’s staff is manufacturable now?

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