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PurpleXVI

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  1. I'd definitely be interested as long as the psionic mechanics get a severe reworking, they were the only thing I disliked about the original Xenonauts, but wow, they really made the endgame REMARKABLY unfun, I'm sorry to say. 10/10 right up till that point, however.
  2. I'm regularly finding that selecting a squadron already en route to somewhere crashes the game straight to desktop. I'm not sure if this is a consequence of the late game I'm in(just training up a proper squad for the final mission...) or of upgrading to 1.06.
  3. If I want to blow away cover I just bring one of the vehicles, personally. In part because finding soldiers with the 70+ Str to actually use heavy weapons correctly is a huge pain. You're unlikely to ever find any recruits with it, and strength gains seem relatively rare.
  4. Either click the gun's icon on the toolbar at the bottom, then select where to fire, or hold Ctrl while waving the cursor around normally.
  5. I... THINK that's intended, that units are suppressed by a large enough volume of shots impacting near them or flying past them. I just think that the game doesn't differentiate whether they're on the other side of a barrier or what. Though to be fair, if I heard a volley of a couple dozen shots passing by outside the window, I'd probably also keep my head low, which for all intents and purposes is the idea of suppression, that you're convinced that popping your head out would be a really bad idea. I don't think you'd care if the shots were technically from a friendly machinegun or not, as long as it seemed likely they'd take your head off.
  6. You send a dropship directly to the alien base.
  7. Roofs and height in general seem to be pretty wonky with regards to LoS/clear lines of fire. I often seem to find that I can hit enemies on rooftops with clear shots even though I should only see a tiny bit of their heads over the edge of the roof, and conversely that soldiers on top of buildings can't throw grenades for beans nor hit jack down below.
  8. How about instead of having separate powers for "unnerved, hallucinating, mind controlled, etc." let it be a progressing tree of effects. First a soldier gets unnerved(more likely to break, panic, etc.), then he starts hallucinating(may duck back into cover, panic or take a random shot at a piece of terrain each turn) and finally he goes into total Alien Control. This way, if a particularly low-Bravery soldier is rapidly getting pounded in the head with psi powers, you could stun prod him and stash him around a corner, or leave him somewhere he's very unlikely to blow up the rest of your soldiers, maybe disarm him or something. Then you have to choose whether to risk your machinegunner maybe opening fire on a friend or random terrain, or sending him back/stunning him and continuing into the alien base with one man less on board.
  9. I think it's fine that some things provide massive cover for whoever's in cover, while still being easily fireable around. It seems neither unrealistic or unfun to argue that someone could lean around a corner, fire, and then pop back in before return fire came their way.
  10. Got a good screenshot of the "phasing," here. I don't think it's intended to look quite like THAT.
  11. I figure that's what's intended, it just looks kind of buggy the way it works.
  12. This bug either only affects Hyperion tanks, or it affects all tanks and was introduced with 1.06, I did not try Hyperion tanks in an older version, and I did not try other tanks in 1.06. The bug is as follows: Hyperion tanks refuse to attack unless moved/turned first. They cannot attack at the start of a turn, or twice in a row, they must either first move, or turn, no matter how small the movement or turning, then they can make one attack, and they must move/turn again before they can make another. Hyperion tanks also "phase" through a lot of obstructions that other tanks would simply run over, it looks kind of odd as the phased-through obstructions intersect the tank at times...
  13. So that means that in order to get the Heavy Drone research entry at all you have to start a new game?
  14. If you've already encountered Heavy Drones and gotten the empty research pop-up, will it be in your Xenopedia properly when you play next and/or still unlock properly when you next down a Heavy Drone in combat?
  15. I've had a very strange encounter with Heavy Drones today. First they completely refused to engage my soldiers at all, largely just wandering away when seeing them. Then, when one of them finally started to act a bit belligerent, it kept going out of line of sight to shoot at something invisible(producing a clang clang clang sound effect), before finally exploding without any acts on my part. As far as I can tell, it must have been trying to attack my Xenonauts, yet somehow hit itself instead? I literally cannot think of any other explanation.
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