I hate voice of one arabian-type-guy (please, no offence meant). Sounds like he's whining all the time oh yeah, that blonde short-haired chick is awful too they aren't all so bad tho
well, it seemes that squad layout is relative- I used heavy armor on ALL troops- fitted them with 2 gatling guns, 2 double barrel guns, I had 2 medics and one rocket launcher trooper. I got through that mission in no time. Trick was to keep your squad together- so if one trooper with gatling got PSI-controlled, the other trooper standing next to him shredded the alien in seconds. Was a walk in the park Even the vey last ending... medics carried additional ammoboxes for gatlings and double-barreled machineguns.
1) Somewhat agreed, but UFO:A has a nice feel to it too 2) Agreed! 3) I dont agree wit that- why do you need money when all of the civilization is destroyed anyway and you just can salvage everything? Maybe if the expansion's storyline would be that "humans are new guns for hire etc", then somekind of credits could be implemented... but now? no. 4) yes! more compex! I'd like that.. but UFO:A doesnt need to turn into a SimCity also. 5) well, that's personal I liked to do alien base missions and those easy ones I delegated. 6) agreed, more aliens or at least HORDES of more transgendants. nad no more slow-moving jellyblobs, but very fast and tough ones. 7) again, from where do you hire scientists? from aliens? 8) agree on tanks, and turred should be deployable, yes. 9) fog of war would be grand
dunno, I like those "conventional" weapons more than those alien masterblasters. humans should develop gauss technology in expansion pack... now that would kick a$$
aye, I know what you mean. but...isn't it that when you click attack on an alien ONE time, then soldiers just shoot as long as alien (or soldier) drops dead? you dont have to click 7x there! then they shoot 7 times and just stop- those are specific orders
dunno.. I slightly experimented with it- when mission was accomplished, I searched out a disabled alien, saved and exited... looked at the exp points. then I loaded, killed that alien and looked at exp points... and voila! number has increased! very little, but still increased. Now I'm doing mercy shots to every alien I dont want alive. :alien2:
damn! flamethower! I keep forgetting about this grand weapon ??? I guess my ending would have been easier. but my squad was all in enhanced heavy armors, carrying: 2 gatlings 2 double barreled MG's 2 medics (who had medkits in one hand and nades in other, they also carried additional ammo for automatic weapons) 1 rocket dood worked nicely... by the time 2 "octopuses" were left, 2 of my men ran out of ammo, also the rocket guy. So they sprinted back into the base and looted some corpses. Actually, was quite an easy mission, but really slow (thanks to EHA)
Autoshot: when its optional, then ok. no problems right now its all pausing when someone sees the alien. I find it much more useful, because maybe I must give all the squad new orders to deal with given situation properly. But when one guy just starts blasting that alien and others just wander futher, it can lead to catastrophe (thinking about those psi-and rocket aliens). I play on max speed too, so I may not react quick enough. So that pausing is good enough for me Autosave: I 'm aint saving very often, altho I had many savegames. I saved in a certain points of missions. That bug is annoying but nothing very serious...
Auto Shot: I would NOT like to see that in UFO:A Reason? In X-com there were very little area-effect weapons, in UFO:A I would'nt be very happy when some bloke goes frenzy and starts shooting with rockets, plasma or any of the weapons on an alien who popped up behind the corner. Damaging the alien, himself and squadmates who were between line of fire. AutoSave: Why? Just use several savegames. I use saves in general and 6 saves in battle. No problems with that autosave is a thingy that you can't rely on.. what if it's saving itself on a "bad" moment? So yea, I'm pretty much against those ideas