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deroger11

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  1. You can also keep your mouse near the screen center and use the maps movement keys (WASD) to bring the explosion sphere to the desired spot in zoomed-in view.
  2. Yeah, weather would be much better if it came with consequences... and imagine snowfall in winter with short-lasting foot tracks and reduced visibility. Rain degrading laser performance. Well, I hope that the next serious DLC will bring us the missing alien races (Celatid, Silacoid, Snakeman, Reaper) and the option to retake "lost" countries by subsequent base assaults. And, why the Eff would they not include an alien-tech-based next-gen dropship? Whatever. I also hope for a map editor, giving us the option to include locally-correct scenery to missions. It annoys me that the same architecture (maps) can be found in Kalkutta, Paris and Lagos. And sorry, could not have been that complicated to put European-looking cars in Europe maps, and US vehicles where they belong. Hell, the models are there! All that's needed is a regional reference (TruckUS vs TruckEU) Okay I'll stop my rant for now and return to decimate off-world biomass into body parts. Torsten PS.: I WANT THOSE FARMLAND MAPS BACK!!!
  3. Not on a mere battleship, but if you assault the TempleShip at the endgame and this happens, it means that there is at least one alien still lurking around somewhere. The T-Ship is divided into sectors you have to finish before you can move on.
  4. Ceasar, if you don't mind please tell us how you fixed it... Steam struggles to replace my installation for the fourth timw now (yes I let XCOM run at least three times between modding attempts), and when I run Modpatcher again, it immediately corrupts the game. Thanks Torsten
  5. a) Snipers: On the other hand, remember that the Gunslinger perk will have him almost as much "firepower on the move" as a support w/ regular rifle, but usually with better accuracy. Also, if you supply him with a scope, it will affect both gun types. If you go for an inbetween approach (most longrange perks but also Gunslinger), he won't be a dead duck if overrun or suprised by leftover targets. b) Armor: It is possible to layer two types of armor... the Carapace/Titanium/whatever in the Armor slot and the nanofibre or chitin in the Grenade/Medkit/... slot. Titanium w/chitin saved my assault's ass twice yesterday (ok I admit I handled him a bit recklessly...) c) Supports: I totally agree. Though they lack some firepower against Elite Mutons and such, they can have that additional movement ability making the difference between a captured/stunned hostile and a dead trooper. My stunner always is a supporter with that perk. Also, Smoke grenades appear to be really effective. In my latest game I have two PSI Supporters, they have a wide range of capabilities. d) Hint on "Advanced PSI training"... Most (easy) council missions have you face a bunch of those poisonbags (thin men), so take as many gifted troopers as you can on that trip. On sight, use mindblast to obliberate them for good, works better than shooting them, and gives promotions that you might need later.
  6. I hope someone manages to get a mod running where you can take back withdrawn countries by assaulting another base there
  7. Also, later Ufo crashes or landings (especially the big ships) and terror missions almost always have you face a "heavy mech unit" (Sectopod or Cyberdisc pr both), and the heavy floaters also can be nasty. A heavy comes in handy here. I usually group 2 assaults and 2 supporters around a Squad-sighted sniper a little further back and a heavy- My typical (late-hame) heavy has the whole rocket set upgrades (2 regular+1 shredder w/ blaster launcher), can fire his main gun twice and has an upgraded scope equipped to make up for the lousy heavy weapons' aim percentages. Armor usually is Titanium, only when he's psychic I tend to give him Psi armor as well. When "he" runs into a cyberdisc, it is usually done with one salvo. A sectopod requires a second burst, though I prefer to use two assaults w/ Alloy Cannons to shut them down permanently.
  8. What I like is mostly the tactical part. With the slight restriction, that the two phases are a rather rough scale instead of the "action points" in the original. Also, there should be the option that any grunts with leftover action phases can be put on "auto-overwatch". What I find unsurpassed is the atmosphere of the diffuse lights in cornfields on night missions of the original UFO. What both old and remake rather lack is a marker for the general direction the gun-boys should take the to reach the (crash-)lander, or are the pilots to dumb to remember? Next disaster: classes. On the other hand, it's some kind of rewarding to see your sniper colonel blow an Elite Muton's head to pieces with a single (Plasma) shot from a safe distance, or chew that Ethereal up with your Assaulter's Alloy Cannon on closest range. On the other hand, I also demand to pick skills myself, either when hiring, or when giving first promotion. But this was said before, where's the queue to join and complain...? The whole research/manufacturing system is total crap... you should at the very least be able to research or build as much different projects simultaneously as the number of workshops you have. On the other hand, you can create equipment like guns in a second? Impressive. :-( And, where's the option to sell-for-scrap your surplus unused outdated stuff? Liked that better in UFO. The story itself--- well, it's different but I can live with that. What I can't stand is that Mafia-style "council"... 'eff-em!! Nonetheless, I like XCOM:EU without knowing why... My 2cents Tom
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