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You know what is awful? Having to restart a mission because you did one little misclick. I'd like an "undo" button for whatever I did last :c
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@Blurr2 ... Now that would be epic! If you were able to do a co-op with teams of six against the aliens... Well, that would be pretty nice.
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Really really really really nice. Haven't got a bad thing to say about it!
I really hope there is another one like this in the works. Add ons to this would be cool, but if only a new set of maps were made I wouldn't complain at all! 5/5!
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I like that losing troopers has no real consequences other than making the current mission harder. I completed mission 10 once with Farro as the only survivor.
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Its really hard to see the print on the amount of points you have left on the upgrade screen. Other than that great game.
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You have done a great job with this game. One thing that I did not like was that enemies do not stop spawning. If you made enemy placement more strategic that would make me love the game. Killing all enemies could also be an alternate form of victory.
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Tips: move towards goal points each turn. Killing aliens is secondary. Best skills are Taylor's sprint and its upgrades (basically gives Taylor 6 MP/turn, 50% more than other soldiers)), Taylor's shotgun + upgrade (lets Taylor kill everything), Blake's quickness program (gives someone another 2 shots or a reload), and Ammo Upgrade/bigger mags. Upgrade power lights and motion detector if you are having trouble, but they aren't necessary at all.
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Update about pierce's bombs.. reading the description again it does say he places them adjacent but in-game they are ranged (which is what made me think of grenades). Were they buffed or they were always like that? If it's a glitch, and they're meant to be adjacent only, I like them better the way they currently are, I never used them when I thought they had 1 range. (so if they can stay as they are, the descriptions just need to be changed on the upgrade page).
That's just an error in the description, they're meant to be that way. We corrected it in other versions, but not the Kongregate one, sorry about that ! We'll fix the description in the next update. In a very early version of the game, Pierce could only place the bombs on adjacent tiles, but alpha test showed the bomb skills were quite useless that way.
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zzx: Wood's (War Cry) and Blake's (Quickness Program) are pretty nice with the 2 turns duration upgrades. Pierce's (Explosive Bomb) is great too and as a bonus removes acid/glue. I started out spending most of my skill points on Blake and global upgrades.
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Great game; my one problem is that it seems the upgrades aren't well balanced. I spend most of my points on Taylor, Farro and global upgrades, as the other guys' skills are almost too situational to necessitate points...
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5 start, favorited. i really like the mechanics :) Its never unfair. And the fact that aliens die pretty quickly. Great game!
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Diamond Challenge V (Mission 8) in 12 turns. Skills : sprint, endurance, quick and alert, sawn-off, pump-action shotgun, quickness program, shield program(didn't use), nanolongevity, nanoreconfiguration I & II, explosive bomb, magnetic bomb, ammo upgrade I & II (25 points).
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I don't understand the alein respawn amounts. I'll have the grates covered and in 1 turn 4-5 will pop out and in another 10-12 will pop out. I didn't like it when my guy covering a vent ran out of ammo and was attacked 3 more times by more aliens coming out of the vents.
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level 4 is virtually impossible aliens every fricking where and every one of my troops suddenly can't hit the broad side of a bus, till level 4 was a pretty great game. Now it looks like it's going to be grinding hell, to get the upgrades to have a chance. The hint given when you quit level 4 is rather useless as if you have Tyler walk over that direction 2rounds later he is surrounded by 10+ aliens, and his shotgun suddenly does no damage to the aliens. needs some serious work but is promissing, fix the balance and bugs and you have a 5/5 game as is though I can only give a 3/5
No grind needed. You can get the gold medal with 6 skill points. On the help menu you have a link to video walkthroughs. Here's the link to mission 4 : http://www.youtube.com/watch?v=nN-0hmsUrvs
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Add a checkbox in options to turn on/off highlighting of vents? They can be hard to see, which I know is kinda the point, sometimes I wished they glowed red or had a mouseover although now I just remember where they are. Can you make the radius of pierce's bomb show up before you throw/place them? (in orange or another colour), or add the radius into the mouseovers for the skills? (I know it already shows up when you use Trigger Bomb). Sometimes it's hard to see or understand an aliens max move range when there's glue/acid on the floor. I have to guess at the "range" of a vent too, but maybe that's how it should be, we can't see where the aliens spawn.
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Just hit level 2, so far....DAMN this music rocks!!! Game going very well so far, again, just started, but i'm in this one for the long hall, very nice, full score to come...
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Maybe change the name of pierce's weapons from bomb to grenade? before I used them, I thought they had to be placed adjacent to him, so I ignored them for a long time. Bomb makes me assume "place adjacent", whereas everyone knows grenades are easily ranged. I like Pierce a lot more now I can see him as "You stuck Alien" guy ^.^
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The rewards for the gold & diamond challenges are a bit low / non-unique, you can get about the same xp by replaying missions with all skill points spent - though I wouldn't change the rewards now unless you could make it retroactive for all players (since some already completed them).
There's a possible glitch when a trooper dies, they can leave behind 0 magazine (as shown in the mouseover (if he had none when he died)), but another trooper can pick 1 magazine up. I would leave that in (maybe fix the mouseover) as a feature, because in the situation where your troopers are dying from lack of ammo, you need the ammo anyway to continue playing. I think of it as scavenging his half-used or hastily put away magazines.
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I think Taylor's "Self-Control" and Wood's "Cry of Self-Control" and "Leader of Men" skills could use a boost, they are very situational and I almost never need them (besides the point that close combat and giving the enemies free attacks are both bad anyway), and Wood's own "Cry of Focus" has a better accuracy bonus that is always on for the duration. Maybe add a 25% chance of ammo preservation, like a quarter of Farro's base skill? that makes a good alternative or boost to bigger magazines (you can handle the situation of ending up with 5 shots left in the clip by making it count as a normal shot again, it'd be necessary anyway to get the average 7th shot expected).
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I dunno if anyone else thinks so but i always wanted a co-op mmo game like this. mabye where u buy your guns and ammo before hand in the main lobby and then go and do missions with other guys, having your special class like the scout or medic in this one.
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New update : corrected more typos. Thanks to everyone who pointed them out / fixed bug in mission 8, left behind troopers are counted in the score / fixed another bug : you correctly get the badges when you are victorious in the last mission of an act even if you skipped that mission before.
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It would be really helpful if you could use melee weapons becuse there is nothing you can do when you are out of ammo.
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Omg I DID IT. DIAMOND ON STAGE 12 + BADGE! Huddling everyone in the first turn to lure all the small creeps into tight bunches to destroy with flamethrowers/bombs did the trick!
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There's only one thing this game is missing and that's to be able to take the aliens by surprise. I know they use the pipes, but the way the always know where you are is kinda weird.
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The close combat upgrades don't seem all that useful when all the medals pretty much require receiving no damage. Maybe they'll come in useful for getting the last few levels on diamond but I doubt it. The game is great fun and it's rare that I can enjoy repeating levels for a perfect win.
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Is there a way to avoid the tentacle damage? It seems to have a range of 4, making the diamond goal of 120 damage taken seem impossible.
We just tested the badge again, we finished mission 12 in 7 turns with 66 damage. Skills : flamethrower, compressed fuel, lightweight materials, sentinel, shield program, nanolongevity, nanoreconfiguration I & II, explosive bomb, high-tech explosives, bigger ammo clip II, ammo upgrade II (30 points). But maybe we'll simplify it if no one gets the badge.
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Did anyone else stay back and gun down as much as the aliens as possible in the first level before exiting the level?