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FireWarrior

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Everything posted by FireWarrior

  1. Hey guys, thought I'd have you wonderful people take a look at our youtube channel, me and a friend have been playing around with various co-op games for about a year now and have gathered a fair collection of gameplay videos, currently going through Splinter Cell Chaos Theory (we recently finished up a playthrough of Conviction), we also have games like Mount and Blade, Half-Life 2 Co-op and Dead Space. I'd love it if you guys have time to take a look at them. Give us a like or let me know if you feel you have ideas for improving our videos! (btw, I go by Changrey on most sites, have for some years now) Linkes! Main channel - http://www.youtube.com/user/2pRadicalGaming/ Playlists, since all of our videos are categorized in these - http://www.youtube.com/user/2pRadicalGaming/videos?flow=grid&view=1
  2. I want a movie that tries to copy X-Com UFO style turn-based missions, would be the funniest thing ever watching actors trying to figure that out
  3. I wish I could remember the names of my chars, but after so many deaths they sort of blend together. My only clear memory is Panic-killing my entire team. Assaults gets injured, panics and kill support, which panics sniper that fires a round at the heavy, headshotting him instantly, the damage panics 2nd sniper that then takes out first sniper.
  4. Played it, loved it. It's plagued by the same syndrome of "I wanna be commander" that tormented NS1 though, which means that on public servers you will get screwed over time and time again. It's also quite hard to get into, with no tooltips and a good dozen training videos (no tutorial game mode that I have found, but it does allow servers to be made "rookie-friendly"), it's not really a pick-up-and-play title.
  5. There's always something on kotaku worth reading, if nothing else then for the giggles you get at the poor writing Here's another one - a real what-if for X-Com (and XCOM). img.gawkerassets.com/img/1837pne7b5eq1jpg/original.jpg
  6. Had to start over on a fresh campaign after RNG decided completely and utterly f**k me over. 9 shots at 80% or higher accuracy missed over 2 rounds ( 5-man team, first terror missions) + a group of floaters that spawned right next to me mid-turn. Must admit that had me raging quite a bit. 2 snipers at 85% or higher, 2 Heavies with LMGs at 80% and one support with 2 90% shots (cryssie was right next to him). Net result, best 5 soldiers killed and 5 countries gone into Panic and no way for me to get another satelitte up... Yay for RNG (I suspect my troops were rather more displeased than I was though )
  7. Just letting everyone know that the Nexus network have set up a mod site for XCOM - xcom.nexusmods.com For obvious reasons the selection is kinda sparse atm, but I'm sure it will pick up in due time.
  8. Hope this game isn't released to soon, I have yet to find enough free time to get through the other Kings Bounty games Have put probably in excess of 150 hours in total into these games.
  9. Just like the sound of the Starcraft Hydralisk have been used in a dozen or more movies as the universal "alien monster" sound
  10. Oh, it's dfinetely a well-implemented system, I just don't like it very much Purely mechnically speaking, it works fine, even with the limited options the game gives you. What I find rather sad is that placing satelites in other countries made me loose a game. If you discover a UFO and let it leave (ie not interceptors are ready in that continent) it actually costs more in score than not discovering the UFO at all, and simply responding to the mission that pops up. Had an A score reduced to a D on a monthly report because I had to let 2 UFOs go as the 'ceptors weren't ready in that continent yet (Classic, Ironman Mode), which immediately ended my game as half-a-dozen countries decided to bail because of it.
  11. You're missing an option - All of them A co-op game mode, even if it's just single skirmish battles would be epic - two squads (or dividing one squad) against a varying number of aliens. I'll be taking a look at the game files this weekend myself, to see how feasible sound packs might be, I know there is a mod out that lets you shoot down UFOs in order to prevent Terror attacks (reduce the number of cities you have to choose from)
  12. Steam name is Changrey - I'm not on very much atm (work is an absolute bitch this week), but I should have some free time Friday and possibly saturday. Will look at the names when I have some time.
  13. Funny fact - In Terror missions, one of the sounds in XCOM when a civvie gets it is the same as the sound of a civilian getting killed in X-Com Apocalypse Was grinning very broadly when I heard that noise I must admit. I find the animations and clipping a little immersion-breaking though... A sniper using a rifle one-handed, even when he is taking cover against a perfectly good railing?
  14. The limitation on two actions in combat, regardless of effort is an issue for me. If I move one square, then another I can't move again until next turn, which makes absolutely no sense to me. I understand the concept, and the logic behind it, but I disagree with it being good design for a game of this type, I needz my freedom. The limitation on team size and bases. If we are the most elite, well-funded unit in the world, then why are we limited to one base and one sodding skyranger? A max of 99 soldiers in the base, but no matter how many aliens invade or how large the enemy base is, only 6 will ever be deployed at the same time. Make the alien invasion feel less like an invasion and more like the occasional birthday party gone out of control, at least for me.
  15. Veteran, you can equip Assault troopers with rifles instead of shotguns, helps alot with range if that is the main hurdle. Get one up to Lieutenant rank and get Flush or Rapid Fire, they are amazing.
  16. I dislike alot of things about this game immensely. Ther are too many issues and odd design ideas. There are too many bugs and simplifications. So why am I sitting here counting the hours like some goddamn addict? I'd just gotten clean off Apocalypse again, damn you all! And I can't even play when I get home because I need to get up early tomorrow *whinewhinewhine*
  17. For the first 2 months, don't worry too much - The difficulty just means you get more sectoids or thin men in the mission that you can gun down horribly. I more or less ignore difficulty and go straight for Panic levels, or rewards (depending on your situation - Engineers make stuff cheaper, scientists for quicker research, money and soldiers for when you need those).
  18. Because Win7 costs money. Quite a bit of it here in Denmark. And if I want to still be able to play my older games I'd need to run a dual-boot system, which means more expenses for another HDD. My PC isn't strong enough for Win7 to be a "much-needed upgrade" either as I would have to spend further on hardware to get any sort of benefit performance-wise. As an example, the cheapest upgrade here in Denmark, is actually the english version from amazon. Most editions run up to 200$ or more due to taxes (due to issues with my XP key I can't use the Upgrade options). That's a big investment for a single game, even if the game made use of DX10 or 11. (Un)fortunately, it doesn't, the only thing is a vista-enabled ID load system (haven't looked into it enough to give a proper explanation, apologies), so not going for that little bit extra compatibility just seems odd to me. Had the game made use of DX10 or 11 for it's graphics or had a need for more than 3.33GB of ram, then I can see a case for not bothering with XP, but that is clearly not the case. The game works absolutely perfect on XP, all it takes are a few custom-made DLLs and 5min in a HEX editor for the the .exe file to make it use the new DLLs. And Veteran, I have already seen (and talked to) several people whose sole experience with X-Com is from Youtube and yet still whine that "it's not as good as the original". Just the nature of the interwebz I guess, apologies to Sorbi if I sound a little annoyed on that account.
  19. It's not so much moaning, more perplexing. If it takes one man, with no knowledge of the sourcecode a few days, I don't get the logic behind not fixing. Surely spending a day making it playable for more OS's will be made back in sales easily (or failing that, fan goodwill if they make an announcement out of it). I only bought it after verifying that the fix worked on the demo anyways (had simply chosen to ignore it, no point in wasting time on a game that don't work on your system), so it was never a big deal. More disappointing is the utter lack of empathy shown by the gaming community if you aren't using 7. Some of us are old enough to have an interest in the non Win7 classics you know.
  20. Interestingly, my biggest gripe with the game has nothing to do with the gameplay, but the developers. The game does not inherently support Windows XP, however it took the community less than 3 days to find a fix. A simple emulator-thing that changes how the game loads (from a Vista-specific load system, to an XP-compatible one), which apparently exists as a free add-on or something to Microsoft Studio allows for the game to work. Considering that was done by a fan in 3 or 4 days, I have a hard time coming up with a justified reason for the devs not including this, by all accounts, extremely simple fix to get the game working in WinXP. And please, someone create a mod that allows for multiple deployments. An elite world-saving combat unit with only one vehicle for deployment is just utterly and completely illogical. What I find interesting though, is that they actually seem to have a created a balance with the classes. A tag-team of 2 Assaults with the right perks is an absolute powerhouse and 2 snipers with squad sight will dominate as well, it's all in how you play.
  21. They aren't actually locked, it's just that the game limits you to Europe and US if you play the tutorial - In order to select any of the starting locations, you have to deactivate the tutorial (retarded, I know). In general the whole game reeks of two things, consolified simplicity (alongside a few retarded design ideas) and a lack of throrough QA work. In the end though, I've dumped 12 hours into it over 2 days, so somewhere along the line I am having fun
  22. Well, barring major upgrades on the response delay and the general feel of the game, I won't be buying it anyway. That list just makes that a certainty. FoW and turn-based I can understand, it's a design decision. Most of that list though just smells of lazy. No accurate portraits, limited roof access and limited explosives? Sector Inventory is a JA2 staple, but is not a necessity IMO. A game like UFO Aftermath did just fine without for example. I do find it hard to believe that they will make anything that even feels close to Jagged Alliance with that many features removed though... As with so many other titles, I will simply wait and see for now
  23. Played the demo for a while, but simply could not get into it. The pauses between giving orders and having them carried out is ridiculous and pretty much a game breaker for me. Without an accurate way of estimating when your merc will fire at an enemy, you either shoot walls alot, or end up getting shot to pieces when your merc sits around staring at his target for 5 seconds. I tried a quick experiment, an enemy was walking through a doorway, Magic was sitting next to the door in cover (hiding), ready to burst-fire his enemy into the floor the instant he crossed the threshold. If I clicked when the enemy actually made it into range, the enemy could stop, look around and get off several shots at Magic before he had even fired one burst. If you do not, an click when the enemy has not crossed the corner, it becomes a matter of randomly guessing how long it will take for your merc to fire (in order to time it with the opponent getting into LoS), or even if the target will actually move through the doorway at all. No way to easily see weapon type that I saw either. The stats, or even names, are only available in the inventory screen and a mouse-over of the weapon only provides a rather useless tool-tip that repeats itself all over the interface. The thing is that with a switch into this type of real-time mode, info HAS to be readily available and it simply is not there, combined with the silly delay between giving orders and having them carried out, this is looking like a no-go for me. Also, can someone please tell the devs to turn down the number of replies? After hearing Magics "lets make some magic" line 15+ times over a few minutes while setting and cancelling orders, I just ended up muting all voice entirely. Beyond those 3 points however, the game works fairly well and is a decently solid JA-remake. Tactical games of this type are ALWAYS hard to pull off really well in a real-time setting, so I'm not surprised that I find it a bit lacking. Based entirely on a rather brief session with the demo, I'd give the game 6/10. It's slightly above average atm, but with a bit more work, could be a very good game, in my opinion anyways.
  24. Try going Prone and sneaking, and bear in mind, getting within close range is very difficult at first. Try getting a silenced rifle, someone with Sneak skills and sticking to night-time raids. I found the Vintorez (assault rifle with built-in silencer) to be very good, but it is quite difficult to get a hold off at first. Otherwise go re-read the M-team, there is a surprising amount of solid tactical advice to be learnt from FAs playstyle. Remember if all else fails - Running for the building with only one entrance and waiting with the entire team till the suckers run face-first into your bullets is always an acceptable solution.
  25. Cover is for wussies. Apply more bullets in the general direction of the hostiles (a full team of machine gunners is rather unpractical to setup, but it's a lot of fun!).
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