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Messages - cptelerium

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31
Open Feedback / Re: LOVING THE NEW UFO DEFENSE
« on: November 24, 2019, 04:04:15 am »
Yes, UFO: Enemy Unknown (X-COM: UFO Defense) might be the best ever tactical(+strategical) game created by humans,

and open xcom project makes it x2 more fun to play than old clunky controls.

Thank you guys forever  8)

32
Troubleshooting / Re: Difficulty 2 - heavy plasma on first ufo?!
« on: November 03, 2019, 05:18:10 am »
this is all within the realms of possibility.
improbable, yes, but not impossible.

Was this also possible in original Ufo game? On the lowest difficulty (or is it different on 2nd difficulty)?

And are you sure? Never seen anything like that before in first mission.

Basin on https://www.ufopaedia.org/index.php/Alien_Weapon_Loadouts

it seems in Large Scout you can get HP only in L... layouts - Late layouts.  The 1st month is a Late layout?

33
Troubleshooting / Re: Difficulty 2 - heavy plasma on first ufo?!
« on: November 03, 2019, 05:00:49 am »
attaching the save game files

34
Troubleshooting / Difficulty 2 - heavy plasma on first ufo?!
« on: November 03, 2019, 04:31:05 am »
I am playing on the almost-lowest difficulty, not the easiest but the next one.

After around 10-15 days I spoted first UFO in range of my base, shot it down - this is the small one (the 3rd smallest ufo) with sectoids.

One of aliens had heavy plasma - wtf? I thought they will be getting heavy plasma much later on, no?

EDIT: and now, on aroun 25-th day (just after shooting 1 ufo, and chasing but not downing one smallest ufo) I get a... base defence mission!

like WTF ?!?!  :O   :o

35
Suggestions / Re: Reward for autopsy
« on: July 24, 2018, 10:46:29 am »
I would welcome a feature that will increase ranged/melee weapons damage for all units where the autopsy has been researched.
Like: "You learned how to best target the XYZ for maximum damage".

I usually research the autopsies last, as I know which ones are useless at least at the 2nd play of a game.
That is quite a bit sad to have a lot of research that players can discard as there is no benefit.
I think it would also be realistic to improve the soldier performance verus enemies that are well known to them.

spoiler: it's always the balls

;d

36
Released Mods / Re: [WEAPON] Gauss Weapons 1.9
« on: July 15, 2018, 04:11:37 pm »
Mostly because using heavy plasmas for the 347th time you complete the campaign can get a little boring. ;)

Exactly. There should be a strategic/tactical motivation for doing that.

Perhaps a mod that makes plasmas super expensive to produce, and as for recovered ones they have a chance to malfunction and die after a mission in which they were shot at least once

- plasma pistol 50% chance
- plasma riffle 80% chance
- heavy plasma 90% chance

also, plasmas could be made less accurate, especially heavy (though give a bit higher aiming skill to aliens), and then gauss would be the super accurate weapons


37
Released Mods / Re: [WEAPON] Gauss Weapons 1.9
« on: July 15, 2018, 12:33:23 pm »
4. Heavy Gauss. Makes big holes, easily comparable to plasma weapons (at least when pitted against enemies with low resistance to Armour Piercing), but much more unwieldy.

I wonder what is the reason for Gauss, when sure enough soonish you will be using Heavy Plasmas

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