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Ravenwing

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Squaddie

Squaddie (1/5)

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  1. Quick list: - editing everything that is in game already (stats, aviability, graphics, sounds etc.) - ability to import graphics (both 2d and 3d) together with animations - mission & campaigh builder and scripting tool (preferably quite easy) That would be it, I see that we all ask for much, but maybe to those tools (if they will be usable ) game will buy itself some more time on our hdd.
  2. It looked impossible for me as well first time I tried it so I waited a little, then with changed tactics it was quite easy. Just having 1-2 snipers, 1-2 medics and some heavy (really hevy) firepower helps a lot. Keep healing your soldiers (warp medikits) and most of all spread on the beggining of the mission (especially with medics). One psi soldier is nice as well to take back your men. Interior is just another base mission, even easier than other ones to be true
  3. I will try to be nice and point youhere here and finally here for some tactics, weapon loadouts etc, as for biomass I had no problems as I got the node instantly after getting the sample (probably just got it earlier when clearing all those planters). Now it's your turn to make use of this info.
  4. Warning, answers may contain some spoilers: You won't be able to scavenge the crash site if ufo crashes over water, otherwise you should be given a mission (not all the times as some ufos can be totally destroyed in flight I think Apart from taking some extra alien tech downing those crafts, especially observers makes your sky clear and gives aliens less info on your bases ie. less attacks. Right, but the big ones will be transported home after succesful mission anyway. After capturing each base there is a chance that your soldiers will find a cache of equipment (quite random). There is a second base in russia that you have to raid to research those. In time you will find and develop tech to upgrade your planes (another reason to shot down and retrieve those pesky ufos). Also human pilots tend to have far worse performance at night so choose your interceptions wisely.
  5. Hmmm, maybe there is something to this game after all What I love is players using different tactics to win and succeding (I hate games with one and only proper tactic to do anything). I hope that heavy armors will be a bit stronger after patching or maybe someone will mod them a little. I'd love to see my heavy armored men cutting through aliens. So far I used heavy armor only once in base defense, quite suicidal but I was satisfied with my rookie (lvl5 while rest was lvl12-14) cutting down 7 aliens before dying (you will be remembered...ummm, what was the name of this soldier seregant? )
  6. OK, it was bad statement on my side. Of course you don't need human weapons but let's just face it, nothing works better than some lead (eventually napalm) to make aliens go to sleep faster. And yes, I tend to carry a bit too much in term of weapons but I prefer moving a little slower and being prepared for everything. And with my soldiers speed dropping from super heroic to 'merely' heroic doesn't bother me much Last thing, I prefer to spread my men in alien bases to avoit friendly fire after being mind controlled, believe me facing your own man with neostead in small corridor is like having a stampede in your living room.
  7. Let's see... I like the idea of taking the fight to aliens. Let's imagine that earth wasn't the only planet they tried the biomass project on (it would be stupid anyway), so there is another planet where allied human/grey forces fly to and try to clear the biomass through orbital bombardment. Their ship is shot down and crash lands. Now is where player comes in...using limited resources you have to call for help and hold off your position, in time you'd get reinforcements via small undetectable ships or just try to salvage and rescue crews of other ships. That's it for the story, now for game additions: 1) More mission types and working missions like biomass clearing (imagine squad of heavy armored soldiers burning everything down with heavy flamers) or sabotage ones (we could use some silenced weapons). 2) More normal (not bio) technology from human-grey cooperation. 3) Mechanical units (like robots or scouting/sabotagin devices) sound nice, also some extra implants maybe (easy to implement as additional training but you could only install limited number of those), and those would be needed anyway because of very limited human resources. 4) Automated sentry guns, mines and proximity grenades. Also making inc ammunition burn out the terrain and making flames burn longer in overall. 5) Calling in 1-2 airstrikes in open terrain mission (probably limited by aviable ships or ammo) 6) Power armors (heavy ones are just too weak in term of protection) 7) Close combat weapons (I find it silly to see greys firing rocket launchers and damaging interiors of their own ships) More to come...
  8. My usual setup at the end of game *some spoilers warning* 2x barret (Neostead in backpack) 2x steyr (mp7 in backpack) 1x rocket spitter with inc rockets (Neostead in backpack) 1x mp7 (loads of ammo and some grenades) 1x psi/warp medic All members in bio armor except psi expert in improved medium and enchanced psi helmet. Everyone with at least 4 mags for both weapons and usually 1-2 medikits. Medic with backpack full of warp medikits. I usually switch all people to seconday weapons when clearing bases/alien ships. No plasna/laser weapons used since first contact with sky armored alien. Seems that in the beggining you're forced to use human weapons, in middle game some alien ones and then back to human weapons again to even stand a chance. Didn't use alien microslug accelrator though as I only got one magazine for it during the whole game lol.
  9. Yes, looks like there was supposed to be something about those greys but got eventually dropped probably. While they are of little (or almost no) use, maybe at least they will lead to expansion pack? I'd just love to see expansion (or part two) where you'd lead human-grey alliance.
  10. I'm not sure but this metal looking part of ships/bases looks like the inside should be looking like. And the other nice textured thing looks like all covered in some organic filth...you know what I'm talking about? I'd say more but don't want to give out too many spoilers here.
  11. 1) didn't manage to get any of those transgenants alive, but it doesn't change anything as you can still perform the autopsy anyway 2) capture a living reticulan: you'll need alien containment and then capture alien like you'd be capturing anything else.
  12. As I told you first thing is to blast the group close to you with rocket spitter and run up with neostead or mp7 to finish them off. in this time snipers take out the mind controll aliens (takes time as they usually have to dodge the first rocket). Psi/warp medic runs to the safe spot (right by the deployment site) and takes back/heals everyone in range. Second assaulter runs up to other group and takes out another rocket alien. Then it's only mopping up and keeping your men alive. Note that my snipers are mostly excellent with marksmanship and what's more important almost heroic in aliens. Makes them deal even over 1500 damage with one shot (that has to hurt hehe), while neostead one packs even up to 3500 damage according to what I see on screen. This wasn't my first attempt at this mission. I tried it earlier and got wiped out totally, but I had different loudout that didn't exactly work so I postponed it, made some other base/downed ufo missions to get a hang of those a bit more and came back blasting. Didn't believe it myself that I made both last missions in fisrt try
  13. 1) Aliens run out of ammo, they even drop weapons they have no ammor for (kind of nice feature) and rl ones usually have a backup in for of laser pistol. 2) In mission where you have to capture alien ship warp medic is almost a must. Other thing is to have 2 close quarters soldiers to rush the enemies and draw their fire and a psi one to take back your troops. 3) Neostead is the fastest killing machine in whole game, aliens rarely need more than one shot at close range from it to go smell the flowers. 4) rocket spitter with inc ammo works miracles on groups of greys, it seems to deal far more damage than stated, or aliens just simply keep burning after being hit 5) bio armor wins the day as you only have to fear own troops with mp7/neosteads or inc rockets from aliens (and they use very little of those in late stages)
  14. Just finished "Retribution" without a single reload and no losses on my side. My equip for this mission: 3x snipers with barret and neosteads in backpacks. 1x Neostead and a lot of grenades, warp medikits. 1x mp7 with backpacks full of ammo 1x psi (last weapon) + medikits 1x rocket spitter with inc rockets+backup neostead in backpack all soldiers in bio armor except psionic in adv attact armor & enchanced psi helmet 1st part: 2 runners spot enemies, snipers take them down in no time. In case of big group rocket spitter softens them nicely. It was real cakewalk. 2nd part: most ppl switch to secondary weapons, 2 go for medikits. Clear corridors very slowly with Neostead wielding soldiers. Keep no more than one soldier in each corridor so in case of psi attack you won't kill own troops. Slowly clear and destroy mission objectives. Then prepare for big shootout on the way to the queen. That's when backpacks full of ammo come in handy. And don't forget to take advantage of 5m range of warp medikits. If you have problems in previous mission (getting the alien ship) the interior tactic is the same, but in exterior it's rushing with runners and lots of napalm dropping (from rocket spitter again) and sniping. If you want more detailed tactics just let me know. PS. remember to have some grenades/explosives handy in alien base
  15. I agree with most tweaks already mentioned like: 1) toned down PSI powers and alien stats (they come from low grav world and have heroic strenght? lol) 2) less heavy weapon aliens (it's silly like having all soldiers with bazookas in army just because it's powerfull 3) tone down difficulty jump, it goes from easy to insanely hard in one moment 4) ability to deploy turrets without firing and keeping them deployed 5) some tweaks to certain weapons and especially the 'must have heavy armor to use this one' especially when aliens (who are supposed to be physically weak) carry them with no problem at all Now for some additions and content changes that seem doable: 1) Base defense and mission deployment. I think we should have some control on where and how our soldiers get deployed, especially in defense missions. 2) proximity grenades 3) more mission types, hopefully some even with support units controlled by ai (like helping in fighting off some major alien/mutated thingy offensive or recruitment mission) 4) ai controlled security personel in bases 5) ability to manufacture at least ammunition to earth technology weapons (some on they can make laser rifles but can't make ammo for my sniper rifle?) 6) or make that supplies are being gathered from your resources (adding some ammo and weapons each month/week), that could also lead to nice "protect the convoy" mission I know some things I've mentioned are hard work but all of them seem doable in a patch. btx. great game anyway Some first post that is EDIT: fix that annoying bug with items disappearing from chopper, especially when doing more than one mission in row without going back to base
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