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Skeelo

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Everything posted by Skeelo

  1. 4 x gatling 2 x sniper barret 50's 1 x medic mp7 did the final mission on hard with this load out and won!
  2. Well I've had a response from altar support and they have confirmed that the blue textures are a design feature and thats how its supposed to look.
  3. Well since i don't have my own web space the screen shot will have to be for my eyes only oh well!
  4. I'd like to post the screenie but errrr I dont know how to.
  5. Ok i have got the screen shot and I've backed up the save game. I'll send it off to ALTAR in the morning. I'll let u know what there response is when(if) i get one, but I'm sure they will reply
  6. Yes I've had this problem, I also raised a post about it a few months back and the general opinion was this is the way it was meant to be. :hmmm: To be honest I still don't think it is right, It just doesn't seem to fit with the rest of the level design. doors that join to these sections have textures but the walls do not! bizarre. missing textures or the way it was meant to be? I guess we may never know!
  7. You are restricted to 1024x768 no matter what spec you got! Sorry that's just the way it is. The directors cut does not save all the action but gives you really odd camera shots when you kill an alien or get killed!
  8. Opps dont if feel stupid I just checked out the 1.2 patch details and the rpg range has been extended :o . Please ignore my last post
  9. Agreed, but the only major problem i have with the range is with rpg's and such. An rpg has less range than most assault rifles which makes them next to useless. :hmmm:
  10. I've not had any trouble with the heavy armour(but it was the advanced stuff) it can take a fair amount of crap but the double barrel machine guns and gat cannons dont become available until about midway in the game but when u get them u wont wanna go back, u dont need to deploy them like the other heavy weapons and the damage they do cant be matched by any of the peanut head weapons oh and rkaye the g11 is alot better that the AUG(IMO), the AUG has more damage but its rof is alot slower, rof is very important, thats one of the reasons the pdw is so good!
  11. The setup that worked for me is 3 heavy armoured with gatlin cannons, 3 snipers and a medic with a pdw, I used that setup right to the end(once i got the 3 gat's of course ).The snipers can do the long range stuff and the short to medium the gat's make short work of it. Inside the alien base i like to keep my squad together because if u get mind control on one of ur squad then the others can drill the mind controller to release them(even with to gat's u can drop any alien in a second or two). I know they are slow but they make up for it in fire power and it suits my game play style.
  12. daishiw, yes that voice is very distinctive and i also "dismissed" her during a mission with an M4 but in the end i turned off all the voices. They just get annoying when seven people chirp up with some comment when they've done something or have nothing to do. So it would have been no big loss if there was no voice "acting" at all!
  13. Yeah i know what ya mean, I guess its just me then . It just seemed a bit odd that game is based on and organic theme, the look of the alien ships the biomass etc and they go and slap dirty great sheets of metal in some of there rooms. Have they not heard of DIY? a lick of paint a few pictures it would look so much nicer
  14. I think the future of this game really depends on whether altar intend to address these issues of balance and the other issues that have been raised in the forums or whether they intend to just fix the bugs.I really hope its the former! Its been raised elsewhere but a skirmish mode would be good, that would keep me coming back for the odd battle long after i've complete the game. Oh and Pete im sure im gonna get my ass handed to me on a silver plate with a side order of fries at dreamland2 just like everyone else
  15. Skeelo

    Modding

    Agreed the tatical engine has alot of potential and would extend the games life 10 fold. Im just woundering if they had modders in mind when they started this project
  16. sorry to rain on ur parade but the Reticulan will shot at u even at point blank range, I had a similar strategy, i thought if i run up the the peanut head with the missle launcher and drill him with an mp7 he will never fire it at me from point blank. Oh how wrong i was! Also it never seems to work out that u have a situation where u have 2 missile Reticulans in two seperate locations to take advantage of them in that way. Dont get me wrong it is a good idea! but alot depends on circumstance and its not usually in ur favour
  17. Yeah the base liberation missions are in two parts, Once u'v got all u'r team inside the green squad at the bunker door u need to click on the next area icon at the top of the screen(its a square with an arrow pointing to another square). That will take u into the bunker for the final part of the mission. good luck.
  18. Pete - I've had a go at what u'v suggested and started again on hard and to be honest there doesnt seem to be that much difference than on normal setting. I've not saved during a tactical mission and i've not lost a man(yet ). That might be because im more accustom to the game and its style of play but im not looking forward to as rezaf puts its the rocket-launcher-syndrome, I agree with him on that point, A game should be challenging but not frustrating. I lost count how many times i've been in an alien base or ship mission when at the start a peanut head pops round the corner with a missile launcher, u scatter ur team only to run into more rocket launchers or mind control. At this point there is alot less strategy and tactics required to win just more luck,praying,reloading and swearing. It's a good game but it needs to be balanced because as the difficulty curve is, many people are being put off what is a generally good game.
  19. I agree, 7x% is about fair. ufo:a just seems to lack a certain quality that should make it stand above the rest. The biggest disappointment for me was how short the game was, I had it beat in just over a week and that's not playin 24/7(work got in the way of me doing that . oh and on normal difficulty. Dont get me wrong its a very enjoyable game and i was hooked at the start but i feel that it hasent got that replayability of some of the x-com games. I just dont have a great urge to play it over again, It would have been nice to have a skirmish mode. Oh well back to mach commander2.
  20. I agree with most of ur points(which are some what harsh at times) except for the turn base/real time system which i personaly think is a better system but that is just personal preference and not a fault of the game. It seems like alot of ur disapointment comes from the fact that ufo:a is not x-com4, I know what ur thinking, here we go someone else is gonna say it was never meant to be an xcom game! but it wasent. Just because it has some of the same features as xcom it doesnt mean it is xcom. That logic can be applied to almost all fps and rts games. Does that mean that ravenshield is a poor copy of ghost recon, they both use team of soldiers u select ur weapons go on missions and kill terrorists! No they both different games based on the same theme. U should judge UFO:A on its own merits as a stand alone game and not as a sequal to xcom.
  21. Agreed, thats what i thought when i first noticed it. That it was a bit weird and payed it no more attention, but one mission drew my attention back to it when almost all of the top quarter of the map was grey and i thought no that dont look right! There was a door in the middle of one of these room that had the "normal" texture but was surrounded walls and a floor that was just one colour grey. :hmmm: It seem a bit strange that they would texture the ship to have a certain look/feel and then do a random amount of rooms just blank. ??? maybe im just being picky
  22. I've notice when doing alien base/ship missions that some sections seem to be missing textures, the walls and floors are just grey. This doesn't seem to fit with the rest of the look of the base. The amount that's missing seems to vary from a small room to on one mission a quater of the base(it looked a bit odd). :hmmm: Just wondering if it is a bug and has anyone else seen this?
  23. Skeelo

    Snipers

    I agree with bulldogc because of its low mag size u have to carry masses of ammo with u and having to reload the weapon every two shots kinda takes away any advantage the high damage gives. But sniping in general 4 me is a must, I completed the final mission with 3 snipers (and of course 3 gatling cannon men ) None of that alien weapons 4 me just good old' fashioned bullets.
  24. BiOToXiN, I didnt use any special armour just the 10kg stuff and one with sun armour, the g11 is a HK assault rifle but the g36,g3 and the steyr AUG will do as well. Im not a big fan of laser/plasma weapons On the second part of the mission i completed it without fireing a single shot! I left all of my squad at the start and took one guy with excellent stealth and speed(also an mp7 pdw just in case ) and planned a route to the mission target takin back corridors and the small rooms, it was a long way round to the target but i didnt enage a single target there or back. Its best to stick to the small rooms because if u do meet the enemy u'll have a better chance of killin them quickly at close range with a pdw or mp5. Oh and one last thing walk to the target, u have more chance of gettin the first shot of if you do meet someone. Good Luck
  25. When i got the second dreamland mission i didnt have the usa just europe russian and north africa and i think a part of the middle east so im not sure exactly what u need to get it but i didnt do anything special it just poped up one day but to win that mission i took 2 men with super strikers 2 snipers with ai L115(think thats what it was called, the barret .50 and falcon .50 i didnt get im time 4 that mission ) 2 assaulters with g11's and a guy with heroic running speed. At the start i got the two super s guys to start layin down round after round at the gate, guard house and road(hold down A key while placin multiple shots) while the rest of the team ran back deeper into the forrest, from the far corner of the map the two snipers can drop most aliens with two shots each and use the fast runner to draw the fire from the missile launchers while the snipes pick them off. It seemed to work 4 me
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