
Maxwell Armada
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Not to mention the "Glaring" lack of bugs
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Im more interested in how you place your weaponry, than what weapons you give your guys. For example, early game i usually just give my guys a rifle of whatever type in their right hand, then a single extra clip on their right leg. Along with a grenade on the opposing leg. Rocket launcher guys get 3 extra rockets in the backpack, a grenade on their left leg, a pistol in the belt and an extra pistol clip Heavy cannon/auto cannon users get explosive rounds loaded first, then an extra explosive clip on their leg and a incendiary clip on their shoulder. Grenade on left leg along with pitol in belt and an addional pistol clip on that leg.
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Since my last save game was from a game that crashed because of researching live aliens that I had forgotten to save for a long time, and every soldier I purchased ended up having an accuracy of about 10.. I started a new game. Ever get the feeling things are going perfect? Every single one of my soldiers had 55+ accuracy, and 55+Reactions. Health was a little low, but everyones throwing accuracy was +75. This was even for the soldiers I had purchased to fill up the skyranger. Needless to say, after about 10 downed UFO's and 2 Terror sites I lost about 4 guys. Which for me is fantastic, my rookies usually drop like flies. A third terror site came up before i got any reinforcements, so I simply put a HWP with Cannon on the ship to fill up the space. Was another floater Terror mission, my favorite. Tank sees 3!! hostiles at the start of the map, but I decide to move him off the ramp so my other soldiers can take shots too. Bam! Game crashes, Didn't see any animation for the tank moving, the second I clicked on the ground the game exited. Unluckily, I got so caught up in the game i didn't save. I had captured a few live aliens with my new tactic of actually using stun rods, hehe. But I hadn't researched them because i was fearful it would crash. Was this a random crash or is this a known bug? I've looked through the bugfaq and haven't seen any Tank related crashes.
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Honestly? I've never used motion detectors more than once or twice in the original game. Others may find more use for them, but i find it better to seek the aliens out on your own rather than waste a hand holding it, therefore lowering your accuracy with a rifle, or wasting valuable TU's by putting it back in your rucksack. Maybe after researching Motion detectors you could actually integrate them into some of the larger weapons like auto-cannons and heavy lasers. Don't think they would work too well on smaller versions like rifles due to the possibly unwieldy design. The heavier weapons already compensate for the weight, and a small and very usefull attachment wouldnt hinder them much if at all. You could make a little flip out screen like on some handheld camcorders, or simply place it behind and underneath the first target site if that makes any sense. If anyone has played the original Halo for X-box, I was thinking a similar placement like on their assault rifle, where it shows the compass and ammo remaining.
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New Non-lethal Weaponry
Maxwell Armada replied to Maxwell Armada's topic in X-Lab: New Research Items
The thing is that the "Pain Beam" looks like, and is a big as a radar dish. It can be mounted on a Hum-vee or any other military hardware, probably best used on a HWP. An idea that just popped into my head would be an aircraft mounted version. Used to incapacitate the pilots/crew of a ufo and to bring the UFO down with little or no damage (Besides just slamming into the ground). Would be better than just shooting it down and wasting resources like elerium and the powercore you wanted to snag from an undamaged ufo. An alien or two might be killed in the crash itself, but a LOT less likely than if you actually blew a hole in the shop and caused it to land that way. -
I was watching one of the many discovery channels i get over satellite last night, and i saw some -very- interesting weapons that are almost finished with development. The section on EMP bombs was interesting, though with the proper shielding these could be rendered ineffective, so im not suggesting them. The "Pain Beam" is the coolest invention I saw on the site. They say it could be ready for military use by as soon as 2008!. Its a nonlethal, microwave projected at a human/living being. Its exact operation is classified, but it actually heats up the water molecules in your outer layer of skin causing extreme pain, but no permanent damage. They say it feels as if your covered in a wall of fire, although one you cannot see. Obviously, only effective if the aliens actually have a water/liquid content and are vulnerable to heat/incendiary. Then of course there is sonic weapons. The one documented on the show was a stationary device that looked strangely like a searchlight. The outer membrane of the weapon was only milimeters thin, allowing you to project a very direct and intense "Sound Bullets" as the guy liked to call it. No more permanent damage than what you get at a rock concert. Gives you a sense of vertigo, and earplugs or ear protection is useless as it vibrates the entire skull and therefore your brain, not just your eardrum. These could make interesting additions if anyone is interested.
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I read that Genesis was supposed to be a remake/parralel story line to Xcom1. But what was X-com alliance supposed to be about. Was it still going to be a turn based combat game similar to the first in the series, or was it going to branch out line the silly FPS and Fighter pilot sim i read about in the forums?
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New Alien Biology/weaponry
Maxwell Armada replied to Emperor Clobbersaurus's topic in X-Lab: Aliens & Terrorists
The Aliens certainly have a countermeasure to their own Xenomatter, or whatever it was called. They wouldn't let it loose on earth knowing how powerful it is, when they still might want to Colonate or use its resources. The xenomatter has a mind of its own! They probably engineered the original xenomatter they found to have some failsafe in case they won the war, but needed to kill off the xenomatter. After raiding a certain base you may be able to get this technology/counter virus and greatly increase your chances against this radical new threat. It may simply stop the xenomatter from reproducing for a few turns, lower its resistance to incendiary dramatically, or simply blow most of the xenomatter away. Obviously, the idea needs tweaking. But I think it would be realistic to add because the aliens are -somewhat- intelligent -
Basically, I want the ability to be warned earlier if I have good enough radar to tell that a compliment of battleships is approaching my base. Gameplaywise, this would just mean that I got a few turns to position my guys, equip them, before the aliens actually arrived! Placing your barracks/living quarters strategically and spread out over the base would make it easier to get your guys stationed how you wanted them. Placing traps would be effective, mines/proximity grenades would be much more usefull this way. And maybe you could even add sentry guns?
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Gas pumps need at least twice as large an explosion, and flames when they explode. And you cannot currently bleed to death, even though your soldiers info say they are wounded, you don't loose health at all. Keep up the good work
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Maxwell_Armada@hotmail.com Looking forward to some alien bashing. Whether im the aliens or not
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I -always- start out my games by researching laser weapons/laser pistols/laser rifles and go from there. After watching the Aliens movie i think i should really try out some motion scanners, just to see where the buggers are before they pick off my troops. I usually stay away from researching Corpses unless im fresh out of better things, and weak alien weapons like the plasma pistols and even the rifles, opting to go for Heavy plasma as soon as I get it. I usually get armour way too late in the game, and ive only had one game where i really got into researching/producing the finer aircraft. What would be a good order to research things in?
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Thanks so much, i just downloaded it and played a few missions. The opening music make me all giddy. the aliens just started a terror mission in Perth, i saved and exited before i actually decided to go in there and get my but kicked
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After my recent move, well 3 months ago recent, the thought of playing X-com again finally popped into my head. Well, popped into my head when after digging through boxes I came across the gigantic manual this game has, the one with all the access codes to prevent piracy or whatever. Only problem is, i don't know where my disk is! Im jonesing for an X-com fix, and Apocalypse just doesn't do it for me. Im sure that disk is over on my bookshelf right now, but i don't enjoy that game as much as the first in the series. Im not sure if this is against forum policy or whatever...But is there a place i could download the game in its entirety and get a crack or whatever to get by the fact i don't have the CD at hand? I seriously do own the game, and its probably buried under the multitude of other boxes that we have been to lazy to unpack so far.. But this would really help in the meantime