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Paganarh

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Everything posted by Paganarh

  1. I hate voice of one arabian-type-guy (please, no offence meant). Sounds like he's whining all the time oh yeah, that blonde short-haired chick is awful too they aren't all so bad tho
  2. well, it seemes that squad layout is relative- I used heavy armor on ALL troops- fitted them with 2 gatling guns, 2 double barrel guns, I had 2 medics and one rocket launcher trooper. I got through that mission in no time. Trick was to keep your squad together- so if one trooper with gatling got PSI-controlled, the other trooper standing next to him shredded the alien in seconds. Was a walk in the park Even the vey last ending... medics carried additional ammoboxes for gatlings and double-barreled machineguns.
  3. ha! I have 1 blonde chick in the squad. She cant do anything right! Keeps up squad's morale tho
  4. 1) Somewhat agreed, but UFO:A has a nice feel to it too 2) Agreed! 3) I dont agree wit that- why do you need money when all of the civilization is destroyed anyway and you just can salvage everything? Maybe if the expansion's storyline would be that "humans are new guns for hire etc", then somekind of credits could be implemented... but now? no. 4) yes! more compex! I'd like that.. but UFO:A doesnt need to turn into a SimCity also. 5) well, that's personal I liked to do alien base missions and those easy ones I delegated. 6) agreed, more aliens or at least HORDES of more transgendants. nad no more slow-moving jellyblobs, but very fast and tough ones. 7) again, from where do you hire scientists? from aliens? 8) agree on tanks, and turred should be deployable, yes. 9) fog of war would be grand
  5. Paganarh

    Unsure

    heh, weird.. mission screen said that noone died, but when you went back to base, was that guy alive then?
  6. dunno, I like those "conventional" weapons more than those alien masterblasters. humans should develop gauss technology in expansion pack... now that would kick a$$
  7. I managed to take ground this way 2 times, but I didnt noticed the pattern. Everything becomes clearer now
  8. oh goody, free exp! thnx, gonna try that out when I reach PSI stuff in my second game
  9. aye, I know what you mean. but...isn't it that when you click attack on an alien ONE time, then soldiers just shoot as long as alien (or soldier) drops dead? you dont have to click 7x there! then they shoot 7 times and just stop- those are specific orders
  10. dunno.. I slightly experimented with it- when mission was accomplished, I searched out a disabled alien, saved and exited... looked at the exp points. then I loaded, killed that alien and looked at exp points... and voila! number has increased! very little, but still increased. Now I'm doing mercy shots to every alien I dont want alive. :alien2:
  11. damn! flamethower! I keep forgetting about this grand weapon ??? I guess my ending would have been easier. but my squad was all in enhanced heavy armors, carrying: 2 gatlings 2 double barreled MG's 2 medics (who had medkits in one hand and nades in other, they also carried additional ammo for automatic weapons) 1 rocket dood worked nicely... by the time 2 "octopuses" were left, 2 of my men ran out of ammo, also the rocket guy. So they sprinted back into the base and looted some corpses. Actually, was quite an easy mission, but really slow (thanks to EHA)
  12. Autoshot: when its optional, then ok. no problems right now its all pausing when someone sees the alien. I find it much more useful, because maybe I must give all the squad new orders to deal with given situation properly. But when one guy just starts blasting that alien and others just wander futher, it can lead to catastrophe (thinking about those psi-and rocket aliens). I play on max speed too, so I may not react quick enough. So that pausing is good enough for me Autosave: I 'm aint saving very often, altho I had many savegames. I saved in a certain points of missions. That bug is annoying but nothing very serious...
  13. I had a pilot sitting INSIDE a tree once. No means of moving him. Squad just shrugged and killed all aliens in victinity. mission accomplished
  14. Auto Shot: I would NOT like to see that in UFO:A Reason? In X-com there were very little area-effect weapons, in UFO:A I would'nt be very happy when some bloke goes frenzy and starts shooting with rockets, plasma or any of the weapons on an alien who popped up behind the corner. Damaging the alien, himself and squadmates who were between line of fire. AutoSave: Why? Just use several savegames. I use saves in general and 6 saves in battle. No problems with that autosave is a thingy that you can't rely on.. what if it's saving itself on a "bad" moment? So yea, I'm pretty much against those ideas
  15. they have their own armor on them- dont remove it (you'll not be able to put it back)
  16. Paganarh

    The end?

    Well, I finished it a while ago. Now playing again You know, I liked that video. I think ALTAR didn't had the means to do a fancy rendered full3D clip. Instead they did something, witch would not be very expencive. And I like what came out of it.
  17. Paganarh

    Snipers

    yea, do that. all my snipers run around with Neostead shotgun in their backpacks
  18. I finished the Interceptor and I absolutely LOVED it! I know, many X-Com fans said that this is a stupid game and so on, but I liked it. I couldn't finish it too when I had only keyboard and mouse, but when I bought myself a nice joystick, I was able to play it through properly.
  19. Well, I think we must keep X-Com series very much apart from Aftermath. They have very different background stories afterall. In X-Com you have all the might of Earth economy behind you In Aftermath you have to salvage that might
  20. I would like the story to go on from Aftermath in expansion. Let's say that friendly grays were so impressed by humans quality to destroy things ( ) that they started to hire humans to counter baddies throughout the galaxy. Aand because there were so little humans left and earth needs to be rebuilt, then humans need somekind of "job" to keep them alive. I would really like to see humans CONQUERING a planet already infested with biomass - starting from one stronghold biorepulsion base. That would be idea for expansion... but other things. I'd like to see some robots that I can send in when I know that behind the corner sits an alien with super-heroic skill in PSI. Just to wax that bastard. And that robot would be upgradeable with different weapon loadouts etc. Hey, we can build that kind of distant-controlled robots even now, eh? So it wouldn't be so utopian or anything.
  21. depending on the requerments I guess... at the start of the game there wasnt much things to develop but awful lot of things to research.... later in the game was vice versa. but military bases were always on the outskirts of controlled terrritory and later, when that territory was huge, I left some military bases inside territory too- some missions still apperar inside your countries and there's nothing more annoying than to fly from some middle east base to the europe mainland just to capture a transgendant that eggheads wanted
  22. Paganarh

    Snipers

    In wilderness missions, ALL in squad have sniper rifles, in urban missions there are 3 snipers in my squad. Needless to say, I find them very useful.
  23. weird... I had a problem too- I got the biomass sample and when I shot down a Planter and raided it, I got a Biomass Node research. Are you SURE that you dont blow something essential up in the UFO when you raid it? It could be a Node or something. I seized that UFO completely without using explosives. And when you finally get biomass repulsion bases, then those bases in the middle of biomass become takeable, you just have to build repulsion base right away. For now I have cornered the biomass to the bottom of the Africa (it covered whole the africa before I got the repulsors
  24. don't click on a target several times. just click once, so no number will appear- then soldier just shoots until alien or he drops dead. he even reloads and continues shooting automatically.
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