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UFO: Aftermath

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  • The Warp Weapons seem to be good indoors.
    you can doublewield them for 400raw dmg.
    shortrange of course. Will have to check the Alien armors warp defense.
    Curse your sudden but inevitable betrayal!

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    • Weight seems to affect how fast your soldier fires and reloads their weapons in addition to their running speed. Something to keep in mind when you, say, grab a suitcase from the Russian base and are attacked by an alien halfway back. A good reason to get your capacity stat up high.

      Skill with a weapon seems to increase the range you can hit an enemy with that weapon.
      I'm building a wagon! On some other part of the internets, obviously (but not that other site).

      Comment


      • Sometimes the player can verily leave the alien alive, and then it will also be included when going back, and don't have to carry it. I only carried one I think, one that would fit in the hands.

        I think I will start over, even though I had a couple come out of Area 51. More med packs, and a couple more may have made it.
        I think the player has to go on every mission, and then I going to stay longer in the mission, and walk around, see if more aliens are around. The number does vary, I think. Being outside Area 51, a couple of times, and the number of aliens was different. But then inside, I saw the leaning, but should have played it different. I think the longer the player waits to play that mission, the more aliens that will be there playing in that mission.

        Seems like the aliens can about shoot through corners, though, of the wall, according to the "Big" Picture in Director's Cut.

        That was a joke, so I start over the game, and I am playing on "Easy".

        Gees!

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        • But I am not sure about some of that above, especially when the number of aliens may be random, but it seemed like it outside Area 51.

          But, I should have had Brian, since it was just a fluke that he departed the first time. Exploding Midairs'!

          Different Loadout, when playing.

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          • a general question: what happens if i don't delegate and don't accept a mission on my own?

            is it bad to leave missions for a long time (until, let's say, it's worth going to the other end of the world)?

            i have seen missions disappearing without me even delegating them, but that was when i finished another mission in the same area.
            - Artificial Intelligence usually beats real stupidity
            - Atheism is a nonprophet organization.

            Comment


            • Missions get delegated automatically after Time's up.
              I never bother to delegate.

              If you finish 3 Missions in an Area you automatically get a Base there.




              P.s: I got a Warp Assault Rifle but reloaded due to losing my Best Heavy arghh
              The Enhanced Human lasers are about the Level of the Alien ones. (need: Hybrid Weapons first)
              Curse your sudden but inevitable betrayal!

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              • thanks
                - Artificial Intelligence usually beats real stupidity
                - Atheism is a nonprophet organization.

                Comment


                • With every increase in the alien skill you deal 25% more damage.


                  Something interesting I found at another site. This makes intelligence much more valuable than previously though.
                  I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                  Comment


                  • Yes, missions only have a set time limit. Going on those far missions, may have the other missions done by the others soldiers.

                    I see that one reviewer must not know that Engineering does some things also, like research does.
                    Oh, well.
                    I liked my old squaddies better, even though they talked crazy all the time. Now, I have a new easy game, and they are all like soldiers, well, it is a change.

                    Comment


                    • I like the way the soldiers move, also. Upon park benches or steps, or debri, in the road. This game is good, and an expansion like some people want would even make it better.

                      Well, back to the blondie Captain, seeing if starting over that game, she shows back up, although, the new easy game is going good now. Maybe I'll try medium level or hard, just to see if they come unmass.
                      The game has fun to it!

                      Comment


                      • an expansion?
                        that would be lovely!!!
                        i've already got a lot of things i'm missing in this game
                        - timed/remote controled explosives
                        - proximity mines
                        - psi-radar (if you can control an alien behind a wall, you should be able to sense it)
                        - 2nd team (towards the end my approx. 7 soldiers were just waiting for someone to die
                        - better tactical methods of the aliens (1 opens the door, 2 fire in the room, etc)
                        - different alien fighting abilities. a battleship should be full of soldiers while a planter/laboratory should have scientists (eg. bad fighters, but good psi)
                        - new sorts of missions
                        - better pathfinding... it sucks that i want to lead the group through a passage and 2 of them chose a long detour through 15 other rooms (might be corrected in v1.2)
                        - automated functions, e.g. put away gun and take medkit or refill you hip pockets with ammo (it's currently too much micromanagement)
                        - more degrees of freedom of the view (zoom further back, see exactly from a soldiers angle)
                        - magnifying/IR glasses (spot them manually)
                        - don't lose target command just because the grey one passed behind a tree... resume as soon as the enemy is visible again...

                        but otherwise, this game rocks!!!
                        - Artificial Intelligence usually beats real stupidity
                        - Atheism is a nonprophet organization.

                        Comment


                        • An interesting thing to consider for an expansion would be adding some randomness to the plot line - ie. make a few different ways the game can develope and some discoveries that you might not come across, and have it brach off in different directions at different points along the story line, so that it's not the same every time you play.
                          Rethink Refuse Reduce Reuse

                          Do It Ourselves

                          Comment


                          • Sabre: Upgrade to 1.2 now, it fixes (at the very least) pathfinding. Also, remember when you had all 7 soldiers shooting at the same target and it dies. Then you had 7 confirmations that they did indeed kill something.
                            "Got the bastard"
                            "Target is dead"
                            "Enemy down, Sir"
                            and so on down the line. Well now you only need to confirm once for the whole lot of them.

                            A random plotline would rock, but it would have to be balanced (so that one path wouldn't be a cakewalk when another path is near impossible). Considering the balance of weaponry already...
                            I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                            Comment


                            • I started over on hard difficulty... so much more fun - and challanging. Now I see what people where talking about when they where complainging about losing their soldiers all the time. Especially those base invasions. It's like an endless stream of the buggers come streaming into your base. I had a soldier siting at a doorway connecting to the hallway they where coming out of, she was continously firing grenades at them with a superstriker as they streamed out. She used up two clips before dying, and they kept coming, climbing over the half a dozen corpses of those who went before them.

                              And then there's the paralyse... during one mission, one of the floating transgenants that paralyse you (forget the name) started right next to my squad... it zapped all my soldiers right off the bat and held them there untill a danglefly came along and killed everyone.



                              As a side note, is there any way of knowing what reticulans are weak to? I checked through the glossary and didn't see it listed like it is for the transgenants. And if it can be discovered in-game, don't tell me what they're weak to.
                              Rethink Refuse Reduce Reuse

                              Do It Ourselves

                              Comment


                              • I guess when you build each alien armour type, then you can discover what they are resistant to.
                                I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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