Base! The Dracs are mounting PPCs in the missile pods of their Catapults, uploading recon data!
*PEW!* Another PPC strikes our Hunchback. We're gonna have to move in closer since we don't have the range to deal with them!
They're running in through an open field, while we're in the hills. Best we exploit this while we can!
Moving through the hills our Crab takes 3 hits, the other mechs overheat to fire while the enemy is in the open.
Our Wolverine and Griffin fire off alphastrikes at the Catapults as they shred our Hunchback and Crab with PPC fire. The Hunchback limps behind a hill waiting on the enemy to get closer since he's so slow.
At the beginning it's like I have flashbang on every person. It helps vs Sectoids, it helps clear overwatch and it helps with reducing AI accuracy. Until you have some other utilities that help with that and are more deadly. Smoke I use less often since it's only purpose is to help with defence, but when fighting vs snakes or sectoids it doesn't stop vs mind spin or poison spit.
Every 2-3 years I have a serious case of blue balls about tactical combat, inventory loot management, gun management, troop management RPG. And I would run with Fallout Tactics -- Silent Storm -- Silent Storm Sentinels - Hammer & Sickle -- UFO Aftershock --- UFO Afterlight (not in that particular order).
This run is nearly to its end. I basically restart UFOAL right before the Primary Key Gate battle just so I can have Zamyatin's Grave and get Olga early. And I am estimating if I will try Xenonauts or XCOM EU. Possibly Xenonauts~
Or maybe a change of speed and try Dungeon Rats. I dunno. I dont feel the blue balls fading.
Or maaaaaaybe a 90o turn and try Front Mission 4 or Valkyria Chronicles, though turnbased tactical jRPG is a bit ...
@SV: Your reputation precedes you, Sir, and I shall strive to raise our standards to your lofty spending goals... Please don't mind the disposessed game devs desperately reaching out for scraps on your way in - there are steep promotions I must bring to your attention!
GoG's weekly sale is here. Dedicated to turn-based games with discounts reaching even 90%.
Space Voyager, on 23 September 2020 - 05:43 AM, said:
? I wasn't aware of this feature... What is it?
I mentioned it further up. Aliens in phase 2 of colonies always seem to spawn in the North, apart from the commanders (who have dedicated spawn points in the command module). I believe it's a result of there being too many spawn points for the engine to correctly roll among all of them - those maps are FAR more complicated than anything from UFO*.
They can move southward as the mission progresses, but generally you're going to find most of them in the North.
(I think this is also why there's the long stretch of nothing in T'leth L2/L3, as the usually-abandoned section is in the South. It's not nearly as striking as the colonies, though, probably because the map isn't 3D.)
*Remember, the Gollops made UFO's engine and all the data was designed around it; TFTD was made by a MicroProse team in a year, and they didn't understand the (shared) engine anywhere near as deeply. This is why they made rookie mistakes like changing the UFOpaedia-displayed values for craft-weapon fire rates without changing the real ones, or removing the limit on how many Engineers you can put on a project without twigging to the fact that the limit was there to mask an underlying engine limit on manufacturing rate. And then there are the various ways TFTD expands on UFO, whether that be more aliens, bigger maps, aliens with carried melee weapons or two-part missions, which often run into hidden engine limits (the obvious stuff they noticed and could kludge, but a lot of the subtler stuff got missed).
I'm late but how is the search going, have you heard of Live for Speed (not "Need" lol...)? Even though it released in 2003 (and in some minor parts it still looks that way) I got a feeling you may like it. And if you like it then you will love it and refuse to play any other racing game.
I'd hate to spoil the first impressions for you so just grab the free demo and hop in. Very old school stuff, many intuitive customization options, low system reqs, all the good stuff. Multiplayer is where bread and butter is (from casual, beginner, to pro) but you can drive single player (alone or with bots). I'll just say to may knowledge, and many others, this is the most accurate commercially available simulation of driving a car. I heard Valtteri Bottas made his first steps there. Poor sucka should have stayed longer and he would be Champ already...
It's still in active development but very slow progress due to one coder and one artist/modeler. Its peak was '07-'10 when it had a large active community. I stopped playing in '17 I think, after being addicted for over a decade, due to saturation. And I wasn't even a fan for racing games to begin with but stuck with it, so that's saying something. You lemme know, susjed Janez.
Finally return to this game after six years. I am repicking up knowledge and reflex as I go.
1. Forget that if you control the capitol, you control any provincial mines just acquired without bothering with tracks. Meaning starting the game we shouldnt have to build any for Central europe, and one for Paris (France). The difference between two and three tracks is so STRIKING in early games that it dictate our strategy of expansion. The last time it didnt hit me because I'd been in a long stretch of playing, but this time I jump straight onto SH diff. It's... staggering.
2. Forget the terrible time and resource sinks in manufacture: queued items keep resources in that, so shouldnt queue great number and just adding more if you feel the need. And time is too freaking long: I capture most of Central Europe and France and just barely make 6 light helmets.