polo
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that's pretty stupid. People keep whining how it's not better than ja2...it's because it's not meant to try and beat it. UFO:AM is different as the ufo fan base has been shat on repeatedly. This is a stand-alone game that hasn't ripped anybody off. The hud resembles ja2. So do a lot of games. I think this game got a lot of good reviews. But it hasn't been released in the US properly yet so thar?
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They won't have some tho ammo because it's created by terrorists mabye. Also you might not be at a high enough level. I don't think ammo is much of a problem anyway, you only use them for about 3 missions. I didn't have a problem with mortars, are you looking in the grenade section? Also some ammo for normal guns might work, as pk ammo works for normal guns.
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Well my all scout team is doing pretty badly. It's hard to complete a missions when enemys stay in one spot all the time and you can't get the upper hand. Also, early melee weapons suck as do pistols. I'll carry on though, but I have problems starting a new game (I can't get into it)
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Personally I found scouts useless in my play-through and my team basically became snipers or soldiers. Medics always seem to be good with rifles, and would be helpful later on mabye. I'm thinking of starting with an all scout mob though, just to see if I could do it.
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I just left him where he was and killed everyone.
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Is it the abandoned weapons testing facility? That missions pretty tough, but usually you could walk all the way round to the gates and get killed or shoot down the fence and get killed.
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I find it also increases a bit every level, but nothing much to get excited about mebbe. The engineering skill doesn't seem too helpful though, most doors I can shoot down and that's basically it? My engineer ended up being a soldier towards the end.
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err...it's not a real-time with pause game. It's turn-based. You can select multiple soldiers to fire on a target at the same time, or move to a certain place at a certain time etc.
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Has no-one noticed that big generator ;;0;0;0;)) Just use the generator, get the pks from the near warehouse room, power back on, alarm off, skiddaddle
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Dev Art might work, but you have to give a link to the picture instead of posting it elsewhere. There's a trick with angelfire or something if you name picture files .txt that allows them to show, but I don't know.
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I just opened the editor and looked at the pk models. Upload to a site then use the tags.
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Spoilers below - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Right http://wasteland.duckandcover.net/megatron/asdsaf.jpg Here are the 3 basic panzerklein suits. A panzerklein is a near-invincible mobile suit that can carry weaponary. In this thread I'll try and get information I've gotten so far about PKs, because I have not much better to do and there seems to be a lot of threads about them. I'm not 100% sure about all information, but it's better than nothing. Basic Panzerkleins A basic Panzerklein (PK) is a lot better than a normal troop. The advantages of a PK is that it can wield powerful weaponary like gatling guns or plasma cannons, usually inflicting at least 50 vp of damage upon a target. PKs also deflect most damage, besides certain types of ammo. The only disadvantage of a PK is that you only get it for about 3 levels and their really slow. Also they lower some stats but boost others. A PK also boosts the users strength by 2. A panzerklein can only walk and crouch. While crouching the PK can't walk. It takes about 7-14 ap per step, depending on the suit. Pks also can't climb ladders, use kits (like med kits, lockpicks, mine probes) and some suits are better than others. A Panzerklein is nearly unstoppable. A panzerklein also has it's own VPs. If you want to keep a suit with a wearer, you need to try and damage the suit the least, then carry out the body and use the PK. Energy weapons and targetted sniper shots seem to harm the body the most, while heavy grenades and machine-guns damage the suit and body. Also making the PK fall through floor by shooting it out from underneath may cause damage, but it seems a bit random. A pk can wield various weapons, but some can't change or be used by other suits. No weapons seem to be able to cross over to other nations suits. You may find several mortars that look like big green missiles. These are PK grenades that fire from either arm launcher. Axis and allied PKs can wield 2 seperate weapons while the THO PK fires 2 weapons from each arm at the same time. Allies Panzerklein The Allied PK seems the most flexible of the 3, but also the weakest. The ordinary AlPK has 450vps. Bonuses the AlPK seems to get are bonus to burst, and steps cost 50% less than the Thors Hammer Organization (THO, Terrorist) PKS. Allied PKs can't hide. You can get 2 ordinary allied pks in the N. England store and one in the basement of the Swiss Warehouse. The allied scout can wield close-combat weapons and can hide. It has 400vps. You can get it on the N. England store level. It boosts all skills except burst. The allied sniper suit can wield the sniper rifle and has 420vps. You can get it in the same place as the scout and is basically the same except I don't think you can hide or use the sword. Axis Panzerkleins I haven't used these yet. They have the most vps out of the 3 (600vps) and I'm guessing they must be slower. You can get a soldier pk and engineer pk. Terrorist Panzerkleins The terrorist pk seems the most common, and also is different from the other 2 suits. All TPKs can hide, but only use one weapon in both arm slots, doubling the amount of rounds fired. All TPKs have 600vp. You can't change the weapon on a TPK. You can get a grenade launcher, gatling gun and plasma guns. I'm not sure if this suit fires mortars like the other PKs. You can get these suits on most final missions, like Switzerland or Ural Mountains. Think that's about it. Be nice if someone helped out with axis missions or corrected/added information.
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I'd like to see a mod with a terrorist campaign, where you get pks+experimental weapons earlier. More enemys+tougher missions but you get better guns and uniforms. The basics are already there, just need to make a terrorist base and fiddle around with some stuff (mostly object placement). But missions, models, sounds and other stuff is there. I wouldn't like to see a Fallout mod. Look at all the Fallout mods in developement for nearly every game, they usually get cancelled. It'd be better for a wasteland mod as it's more squad-based. I wouldn't like to see the sci-fi stuff taken out of the game, but if people never made mods because 1 person didn't like the idea...well that'd be pretty crappy. I'd like too see a shorter turns mod. Mabye a omaha beach level. Be nice to do something with the destructable enviroment too. A flamethrower would be pretty good.
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Wasn't there something like the dads army where all the older soldiers fought at home as the very last line of defense? But yeah, they're too young. And only about 2 black/asian npcs in the game too
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I played the allies mission first for opposite reasons-none of the german uniforms seem to make sense. You could always re-play the axis missions, every game should be different as clues seem randomly leading to missions. You won't play through every axis mission on a play through.