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Found 6 results

  1. If firstly research Plasma explosoves not alenium then warheads not changing on crafts automaticly. Need change research.xml about like this Researches.PlasmaExplosives 160 Weaponary Researches.AlienReactor(AND)Researches.AleniumExplosives Researches.FusionExplosives 240 Weaponary Researches.AlienFusionReactor(AND)Researches.PlasmaExplosives
  2. Hi guys and gals, I'm a Xenonauts noob and I'm confused as to how to employ the demo charge. After I prime it (set the timer), then what? Should I simply toss it to the target? Or is there any way to attach the demo charge to, say, a door? Any answer is highly appreciated, sorry if this had been brought up before. I can't seem to find it by searching the forums. Thanks! - Iwan
  3. Hi! Loving the game. However a few key questions on how I can best use explosives to improve the lives of my teams. Is it possible to blow open the locked doors in alien bases? Is it possible to blow a hole in the sides of a UFO?
  4. IDEA: Add another explosive charge "Breaching Charge" that has a very small radius (3x3) that is very well suited to blowing small holes into walls, or blowing UFO doors, without damaging hardly anything around them. BACKGROUND INFO: ATTRIBUTES: Size: The breaching charge should be smaller than the normal C4; 1x1 backpack slot and 0.5 kg is what I've come up with. However, to differentiate between the two of them, perhaps the normal C4 should have a larger weight, 2kg perhaps. Just because it's kinda really powerful for the current weight, you know? (Taking distance compression into account) Primary effect: It'd deal damage in a 3x3 area, and destroy the center tile (where the charge is placed) and a wall bordering that tile. The walls on either side should be just over half damaged, but unless it's a picket fence they shouldn't be destroyed outright. This would allow the placing of two breaching charges against a wall with an empty tile between them to create a 3 wide hole in the wall, enough for a vehicle to fit through (as the overlapping over-half damage would destroy the center wall). Secondary effect: If possible, it'd be cool to have some suppression and light smoke (like, the frag grenade smoke, not smoke grenade smoke) out to maybe a 4x4 or a 5x5 area. This is because a breaching charge would kick up dust and suppress people near it, even if it didn't damage them. This'd make using them more useful, as it would automatically put out some light smoke and suppression for when you blow the door and not just open the door. BALANCE CONCERNS: CONCLUSION: So, in essence, there's a large gap in our possible tactics, which is blowing open a door/wall without a) using tons of bullets, or b) destroying stuff around the one wall we want to breach through. This would fill that gap, allowing us to breach walls and doors without destroying everything around them. Thoughts?
  5. So, I'm kinda conflicted here. I (briefly) researched what a 1kg block of C4 would do, and I have to say that the current "huge explosion" that the C4 produces is pretty much right on the money. Levels most everything in the large radius. However, at the same time I miss having a low radius explosive charge that I could use for simply blowing a small hole in a wall for breaching purposes. The C4 used to be like this; small radius, sufficiently high damage to destroy a wall without destroying much else around it. Does anyone else miss this? Something small that would be a better, safer way to enter a building, or blow a UFO door, or whatever without leveling everything in an eight (or higher?) radius like the C4 would. I recommend adding a second explosive that does just this, but I'm unsure as to what we would name this new explosive, and the old C4 for that matter, to avoid confusion. Any thoughts?
  6. So... will the camera be rotate-able in the final game? Right now not being about to see people because of the camera is driving me bonkers. A simple solution would be to outline or silhouette in some way people who are behind scenery. This would be a good improvement to the game generally, as, even with camera rotation some units could still be invisible while others are not. Other stuff... grenades? Something I really enjoyed about UFO:ET was that I could make a reasonably accurate/useful grenadier. He carried a bunch of grenades and I levelled up his throwing/aim stat. It allowed me to have another strategic tool in my arsenal, either for stunning aliens, breaching buildings/ships or just general grenade-y death. I feel like currently grenade accuracy is pretty terrible over medium distances and utterly worthless over longer ranges. C4? Is it intentionally impossible to blow the wall off an alien ship and come in through the side door? I have attempted to use C4 to no avail. This may be intentional due to strength of the alien walls, or bugged, or both! Would love for clarification. Lastly, I've been massively enjoying my recent foray into the game and I really love the idea of the air combat. Currently I feel the TU system could still benefit from little bits of polish, mostly around taking shots and how they factor in turning/not turning etc. Really looking forward to the beta version, and the final game!
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