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ricardo440

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  1. in addition to sectopods etc... In my second play through the 2 heavies I took made the final room much much easier. Blaster Bombs for the win.
  2. I thought heavies sucked my first play through. The second I loved them. Once I realised that Blaster Bombs can shoot around corners I was no longer scared of sectopods. I give my heavies a SCOPE. suppresive fire works ok too. Usually take 1 on a mission, but increase it to 2 if Sectopods are listed on the enemies by the hyperwave scanner. Think an etherial or sectopod is round the corner? Send in 2 blaster bombs first! It will also blow out all the walls so everyone else can shoot too without moving.
  3. My recent revelations. Blaster bombs can really shoot around corners:- This means that you can set up your Heavies in a safe location to take out those sectapods, or get them real low on the HP for someone to finish them off. Capturing Aliens is not necessary. Except for the 2 you have to it is entirely pointless to risk your men when the biggest payoff is a few days in the lab saved. Mostly my scientists sit idle anyway. Capturing aliens DOES give you their weapons. This is handy if you want to stockpile some guns. Mind controled aliens who are killed drop their weapons. This usually arrives too late as you probably have a squads worth of weapons by then. Firestorms can be built BEFORE you find the alien base. A firestorm with a plasma cannon on each continent is all that is needed. This is the big one; I am yet to verify it. Anyone who can disprove by counter example please do but I noticed it over the last couple of months while I was waiting for my Psi screening: Alien Abduction Sites don't appear on countries you have satellites. I noticed this because I've been burning time to get my Psi troopers online. I had left all but three locations (brazil, USA and canada) without satellites, and every time I got an abduction mission it was on those three places. Once I built the remaining satellites I now can't remember having an abduction mission at all. Terror, Council UFO and Crash sites, but no abductions... Can anyone confirm or deny this? As far as I can see this would make satellite placement really important on high difficulty games because you can then manage the Terror level.
  4. someone already mentioned it I think. But on the abductor (I think) the second level doesn't work properly and it always draws the ceiling so you can't see where you are moving or shooting. Move the view down and you can't select hte squares.
  5. ending turn works. Button that looks like a cross on the bottom(ish) left
  6. Totally agree. You can't shoot at walls or your MCed enemies. Very annoying. Nor can you drop his gun or unload it. I tend to get the guy to run about and then throw his grenade at his feet. That usually gets him dead before it runs out.
  7. I messed up with the panic twice. Once because for some reason Russia is in Europe and not Asia. The second was when apparently I found out that Australia was in Asia! I think the developers should get an atlas for their next birthday. I suppose if they had called them Eurasia and South east Asia I'd have been alright, but Russia = europe is just silly.
  8. http://i.stack.imgur.com/NGLEJ.gif I found this. But deleted the original link to the website it was on already
  9. Doesn't building a sattellite reduce the panic in that country by 2? Perhaps it isn't as much at higher difficulty. Also about once a month I got a "special mission" like disposing of a bomb, that clobbered panic totally. I also found when panic rose they celebrate with a terror mission that arn't too hard to get excellent excellent good on and reduce panic.
  10. I want more pockets and more men. And more grenades. Then I'd play it again.
  11. I tried a couple of times but it didn't work. I was wondering if anyone had left a UFO and seen if it landed? A very handy trick in old Xcom, especially when you needed Elerium, or your weapons wern't up to scratch.
  12. I wished you could shoot and move. Expecially as you can move and shoot (2 actions) but shooting on its own (2 actions) I also wished there was a snap shot (one action) and aimed shot (2 actions) Just think that would have been so easy to implement with their system As for moving. I like the new movement. You have to commit. When a soldier gets up from a crouch to dash for a piece of cover they have to commit, you can't advance one inch at a time and peek for enemies, you dash across and hope you survive. The 6 soldiers thing seemed harsh. There is no room to put expendable losers in your squad in order to try to make them any good.
  13. Been lurking for a while. Lost my password and it was linked to an old email account. Anyway. I completed the game on Sunday (normal). I really liked it, but the fact it was designed with an X-box controler in mind and not a mouse made a lot of things irritating. NEver built or even spent research credit on a weapons platform. My experience of them in previous games has always been they are rubbish. Except in the original, but then you had plenty of space in your ship to field them. I found leveling up people was very slow. When it got hard, getting a rookie a kill was very tricky so they never leveled up. I never used more than my original few and anyone I won with a high rank. I tried to level up rookies, but they were a liability and often died. The score system is unforgiving, you can't lose missions. Or get easy missions later that you can send you second line squad in to level up. But I really enjoyed it. It felt like you were always moving forward which was good. The movement and cover is ACE, the people look so cool when they hunker down behind things. The mission variety is really good. I used a pistol to effect ONCE when I wanted to capture someone. Otherwise they were entirely pointless. Mind controling the last alien doesn't finish the mission, and you can't shoot it!!! that is annoying!!!. And I wish there were more grenades or slots for the cool stuff you make. I make loads of bits and pieces. They all sat on shelves because Chiting armous, medkits and a Scope were the only thing that madfe the cut. Finally a hint: If you mind control an alien (e.g. muton) and it gets killed then its weapon gets recovered!
  14. Not useful I'm afraid but I never once used the supplies in UFO in the entire game.
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