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Post by Rico's Roughnecks on Feb 6, 2012 0:24:27 GMT -5
Up to Crazy difficulty, I have pretty good success with a brand new captain by himself on Gauntlet just running for the extract. There is a purple or two to be dealt with at the start, but once a blue gets in front of their spawn point the purples can't get past the blue (I still think it would be cool if the impatient purple killed the blue to get past it). There is always a conga line of aliens gnawing at my metal backside but I just won 4 out of 5 times on Crazy, without spending any experience so it was still a brand new captain each time.
Doesn't work on Brutal tho. Too many purples.
and, pardon my nitpick, Evasion combines with Strength. For captain, its marginally better to have Strength4 and Quick3 than the other way around.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Feb 6, 2012 1:58:39 GMT -5
Right, sorry. Kept thinking Evasion with Quickness... But, anyway, maxed Strength out too. Who wouldn't, eh?
I'm still trying to find out if there's a limit to Skills. My Evasion is 28 now. I'm getting a lot of critical hits with new skirmish campaigns. I wonder if the xenos are programmed to be stronger there.
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Post by Gregory on Mar 12, 2012 14:15:24 GMT -5
I've got a problem with some text and combat. While playing on Android Gingerbread (Samsung Galaxy Young) i've got half of the screen covered in black with only "turn" and "weapon" buttons visible. Well- after scrolling the screen (which becomes quite thin) i'm actually able to play, but it's pretty annoying. Is there any solution for that?
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Post by bluedreamer on Mar 15, 2012 7:20:36 GMT -5
on last 2 levels in dark age campaign, when I get to the extraction, I have to align my squad in a specific way (there are six fields and four templars) in order to obtain victory... I think the victory should be obtained if they all reach any of the fields.. this is really a minor bug but when bunch of aliens are on your tail it is hard to guess right alingment for victory...
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Post by Rico's Roughnecks on Mar 25, 2012 23:19:06 GMT -5
The blood splatter is a cool visual and its a little disappointing that once there is blood on the ground, subsequent hits have no more visual effect. I know this is a programming project, but It would be awesome if there were progressively heavier blood splatter as multiple splashes land on the same square. Until then, would it be hard to make a second splatter icon and alternate between them so we can see when we land a second hit? You could just mirror image the current icons.
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Post by fallen on Mar 26, 2012 12:05:16 GMT -5
bluedreamer - i will take a look at the exit area on this level. @ricos - great suggestion. Even a simple alternative (back and forth) would give everyone a bit more satisfaction!
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Post by whitegauntlet on Mar 27, 2012 1:34:42 GMT -5
I would like the ability to drop weapons.
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Post by Rico's Roughnecks on Mar 27, 2012 2:31:03 GMT -5
bluedreamer - i will take a look at the exit area on this level. The lightning bolts all work as exits, but there are more orange squares than lightning bolts and you can't see where the lightning is until you are already there. You could remove the extra orange squares. As I recall, the end of the Rescue in Infernus has a mission taking control of a ship where there are extraneous orange squares near the important ones
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Post by Rico's Roughnecks on Mar 27, 2012 22:43:00 GMT -5
Yeah, the second to last mission. There are orange squares all over the map, but specifically there are 5 on the bridge and your objective is to put a templar on each one. The 4 that are the actual objective have lightning bolts but, again, you have to get close enough to see that and new players won't know to look for it
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Post by whitegauntlet on Mar 28, 2012 1:31:21 GMT -5
I noticed the same thing. Hm.
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Post by Rico's Roughnecks on Mar 29, 2012 2:34:47 GMT -5
Did someone mention replacing the cp/ammo counter in the lower right corner with a kill / turn# counter? As it is, its redundant to have another cp/ammo readout, but a kill count would be cool and I always miss the short notification of what turn it is
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Post by whitegauntlet on Mar 30, 2012 0:07:27 GMT -5
But...doesn't it say the percentage chance of a critical?
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Post by Rico's Roughnecks on Mar 30, 2012 5:48:41 GMT -5
It changes, during movement it shows cp/ammo, but when you target an alien it shows hp and critical. Keep the combat info the way it is, but change the redundant info during movement.
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Post by whitegauntlet on Mar 30, 2012 9:58:55 GMT -5
Oh. Okay. Then, you have my support.
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Post by Rico's Roughnecks on Apr 24, 2012 8:51:52 GMT -5
The neptune trooper's name is Marcus Vader? Sounds like a little-known star wars character.
"Luke I am your father! And his too... this is a little awkward but I thought you and your mother were dead and Mon Mothma was a young red headed nurse in the burn ward. I sort of forgot to call her afterwards and I think that's why she started this rebellion to get back at me... well anyway this is your half brother Marcus. Marcus Vader."
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