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Dranak

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Everything posted by Dranak

  1. I'm also disappointed by all the changes that got dialed down or cut back... but I also felt that way about some of the changes made during Xenonauts development, so I'm trying to give Chris/Goldhawk the benefit of the doubt and wait to see how it all shakes out. The end result will probably still be a pretty good game, even if is more of a remake than a truly original work.
  2. Non-movement TU costs are a percent of total TUs. They used to all be flat costs, but it created points where you could to things like fire weapons additional times per turn or fire and reload a RPG in the same turn.
  3. This game is still more than a year out, but I've been amused by some of the subtle changes in wording in more recent (mostly fluff) articles/interviews about it. One that really stood out to me was talking about aliens "randomly" getting new attributes/evolutions as opposed to how that had initially been phrased as being reactive to counter whatever tactics you were using.
  4. Sounds outstanding Chris. I'm really happy to see you guys are doing something bold and different instead of taking the safe/boring route and sticking closely to the formula from Xeno 1. I can't wait to get ahold of a playable build with these new features/mechanics in it and see how they all fit together (and then try to find ways to horribly break them).
  5. In vanilla the ticker runs at a fixed rate and is not influenced by anything you do. Back in beta you could slow it down, but that was changed because it made the game easier for people already doing well and harder for ones that were doing poorly. I know references to mission related ticker values existed in the xml, so there may be mods that do something with it.
  6. Honestly Chris, I don't feel it does a great job of that. The sounds/screams happen regardless of the HM screen being there or not, it's just jarring/annoying watching it flash back and forth during the alien turns. I'm fine with just leaving the camera setting and some text denoting "Alien Turn" or such.
  7. How about a KS reward to get a digital copy of the game's soundtrack?
  8. The in game text also states that it would not be reproducable under battlefield conditions.
  9. @jeffQC1 More cosmetic options are always nice, but they also cost money to develop. Manual crouching was a thing in Xenonauts and it was almost always the correct choice, I felt like it added the illusion of depth more than actual depth. About the only times not to crouch were when you didn't have the TUs, or were not firing a weapon AND were confident they were in a position no alien could shoot at them.
  10. I've had two crashes in my first ten minutes with this build. First time I accidentally murdered a friendly with a LMG, second time I hit an alien with a rifle shot while also suppressing a friendly.
  11. It definitely was not showing up there on that page the other day, but it is now.
  12. Why is a Youtube video I posted two years ago in my sig, and how can I get rid of it?
  13. Valve normally takes around 30% according to the internets.
  14. Drages, I think you are underestimating the amount of work required to add new art assets to the game. You are overlooking balance issues. Yes Goldhawk could easily add things to the game, but balancing/polishing them in a game that was balanced without them also requires additional resources. Modders can put out free content that breaks the game's balance with few repercussions, but a developer is held to higher expectations and can potentially lose sales over putting out shoddy DLC.
  15. Shotguns do allow for some silly tactics in CE though, like standing outside a UFO and reverse breaching (stand outside door, reaction fire things to death when they open it).
  16. Nah, it's a single player game so do whatever makes the game fun for you. I played around a bit with doing all shotguns, don't know if I would do a full run like that.
  17. In the Firaxis XCOM games aliens use the same ammo system as the player, so they have unlimited ammo but need to reload eventually. It rarely comes up, because fights are generally short. This is one of those decisions that conceptually it would make sense for them to have limited ammo, but in practice it would so rarely make a difference in actual gameplay that it wouldn't be worth the time it would take to develop and balance it.
  18. Plenty of us played ironman, both before and after release. If the aliens got limited ammo, they would also probably get a couple reloads, so it would still end up with them having functionally unlimited ammo. This was discussed a couple times during the testing stage, but ultimately the devs decided it would be developing a system that would have minimal impact on gameplay.
  19. There's a button labeled "Game Manual" on the launcher. You should probably skim through it, it'll answer a lot of these questions. Yes. Yes, although cover is not the only thing they care about and it is given different priority by different aliens. As in killing with reaction fire? Yes, that is definitely possible. Generally the player is the aggressor, and thus the one initiating contact, which is a huge advantage even with the threat of reaction fire.
  20. Cover is indeed an important part of Xenonauts, and deaths are nearly inevitable. Soldiers dying is totally okay though, unlike Firaxis' XCOM your soldiers don't gain new abilities and godlike power when they level up, so it's not as disastrous when they lost. The reason aliens just stand there and use reaction fire when you first see them is that this game uses very different mechanics than XCOM, so instead of running to cover and doing nothing until their next turn the aliens are immediately able to use reaction fire (assuming they have enough TUs to do so).
  21. The relatively low level of tech is explained in game. XCOM never developed any advanced tech, it lost while still on ballistic tech. Then ADVENT banned all private weapon ownership, and obviously they aren't sharing their weapons tech. Bradford has a line where he states it's difficult to just find enough ammo/parts to keep their weapons in service since no one manufactures them any more. They also talk about how it took a long time just to get the Avenger operational, and in fact it only becomes fully operational at the end of the tutorial. Honestly, the missions without timers just feel incredibly boring now, especially with a concealment ranger on the team. It allows you to ambush every single group of enemies on the map. It also allows you to sit back and keep all your cooldowns ready (more relevant late game). The justification for timed missions may be a little weak (although as story goes, "the aliens are doing a thing and we have a limited chance to interrupt it" seems sufficient for this sort of game) but mechanically they work well.
  22. Squad sight is the single most powerful ability in XCOM. The second most powerful is Mimetic Skin, because it makes Squad Sight even easier to use. And it is a bit silly if you think about it, one person moves up and spots an enemy and then everyone can accurately fire direct fire weapons at a target they can't even see.
  23. And the finale: [video=youtube_share;IauD_ms_6_M]
  24. You can get some general pointers from my videos, but my I/I series was recorded in the base game and not CE. Specifically that means that doors and teleporters can't be trivialized the way you see in my videos. Generally speaking the best way to win firefights is to not be in them. You generally want to either hide in smoke or be out of line of sight during the aliens' turn, as they (mostly) can't kill what they can't see. Try to reveal relatively small areas of the map at a time, and focus down the aliens you encounter before moving into any new territory.
  25. I'm moving in a month and will not have access to my PC for an undetermined amount of time, but after that we can talk and I may be able to take something on.
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