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MJ12 Commando

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  1. Aren't those Aftermath editors, not Aftershock editors?
  2. Anyone know of a save game editor which actually works? Alternatively, how can you set a tech in a save game to 'researched'? If I'm going to be playing around with different mods, I want the ability to use nifty stuff now.
  3. ...when you have no less then six Wargots with heavy weapons on a mission all pointing at the sole chokepoint you need to use to get through... OW OW OW.
  4. More modding features for weapons. You know that XM8? Give it an extended barrel and it turns into a marksman rifle for snipers. Or give it a short barrel and reduced stock to turn it into a one-point-five handed SMG. Lots more attachments-I want some kind of underbarrel shotgun, at least, so you could combine the fun of short-range shotgunning with the fun of long-range plinking. More movement features for soldiers. I mean, splinter-cell and action-movie style stuff like dive rolls, jumping through windows, maybe even leaping off buildings if you have high enough skill. As a corollary, add an 'acrobatics' skill in Misc. keyed to agility, or acrobat training, or something you need for the more advanced moves. The ability to fire on the move. A toggle setting like 'fire when moving' or 'stop to fire'. Firing on the move would obviously reduce accuracy. A 'suppress fire' order where your guys put random unaimed fire in a sector to keep enemy heads down. Burns through ammo, but keeps enemy heads down... unless they're stupid mindless mutants, in which they'll charge through and die anyways. As a difficulty setting corollary, add 'damage settings', like: Arcade: Standard damage levels. Tactical: Most of your guys and most of the enemies can only take four or five good hits from weapons unless given good armor. Realistic: X-Com style, one shot you're in real bad shape, style. Armor which doesn't just reduce damage by a percentage, but negates a flat amount of damage first, making it so that heavy armor is no longer rediculously vulnerable to 9mm ammo. The ability to buy, sell, and trade weapons you don't need for weapons you do.
  5. Pshaw. My l33t area denial skills laugh at the aliens. And, besides, what should I do with the grenades, if it isn't beat up aliens with them? Play catch?
  6. Best ways to kill aliens? Early game: RPGs and grenades in combination with shotguns and sniper rifles work wonders. Middle game: Plasma rifles/shotguns. Late game: Deployable plasma turrets, microslugs, Barrets, and Rocket Spitters.
  7. How do you get enhanced heavy armor? First, sorry for the double post. Second... I found EHA, hiding right under ECA. Fun little armor... but I demand strength enhanced armor. Third, I beat a base defense mission today by just setting up my guns and camping at a chokepoint, while throwing grenades. My two turret gunners annihilated most of the enemy force within seconds, and my team took three hits, total. Note to self: Incendiary and acid grenades are fun in a box.
  8. All I must say is that... it's a CQB situation. Not all that many places where I can setup mantraps. Although, a modified version of my current base clearing strategy might work... Either that or building more military bases.
  9. Base defense missions are annoying now, given that aliens either have: 1. Warp rifles/pistols 2. Mind control devices 3. Rocket launchers and minislugs. And most of them wear bio armor... Yech. So, how do I stop these Reticulans? With a heavy dose of Vitamin Lead? With a plasma infusion? With warp rifts? I've tried my standard team, but the fact that you start seperated is f***ing annoying. And they get cut to ribbons when seperated... the first one or two aliens are easy, but the next ten that swarm you... ugh. How would I do this?
  10. I wish that all weapons and armor research and development raised CoE chances... So, if you had bio armor and advanced plasma rifles, the CoE troops would also have them and thus have pretty good chances against the aliens.
  11. Yeah. Can you give someone, say, a pair of warp pistols and have him use both of them at the same time? If yes... w00t yea! If no, I guess I'll have to use a couple hundred of those acid grenades now, won't I?
  12. The Warp Demolisher would probably also be a pretty good weapon against them.
  13. Your translation is the first colum, the other one is what I think matches your descriptions. Some of them I have no idea on, though. Larvite-Morelman Hangfly-Danglefly Flapper-Flapper Bludgeon-Cudgel Balloon Fish-Balloon Fish Puff-Ball-No idea Sludgethrower-No idea Plectone-Plecton Pupae-Chrysalis Spitter-Sludgethrower (I think) Deathbellow-Deathbellow Fire Tick-Fire Tick Car Crab-Car Crab Destroyer-Man O' War Star-I know what you mean, but I can't remember its name. Guardian-Watcher That's what I know...
  14. Plasma guns and automatic grenade launchers. Okay. Not *THAT* close-quarters, but they've served me well on CQB missions.
  15. I finished it with few psi powers. I lost one guy, and out of the six remaining, five were in sickbay after it. My strategy... I had one sniper, 3 guys with SuperStrikers, and 3 plasma rifle dudes. The sniper snuck up on the aliens near the road and killed them all with his Accuracy International Rifle. Then, I blew a hole in the wall via hand grenades (from my plasma rifle guys)... And immediately started spraying bursts of 20mm grenades into the facility. That did it to kill most of the rocket guys. Then, in the indoors section, I used the SS wielders to saturate the path which I was taking (I had nearly 200 clips of SS ammo at that point, so it didn't really matter how much I used). Then, I had my non-splash damage wielders beeline to the computer, and then exfiled. The single loss was from an alien appearing in front of my SS trio and killing one of them before my other 2 could kill it off. All my guys had Sun Armor, and all of them were levels 8-10.
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