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Talrivian

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  1. Yeah, I'm surprised that no one even commented on the original images of the interior of the UFO, which is CLEARLY nonsensical and an obvious issue with the LoS system. Needs to be fixed.
  2. I think I'll test this myself. I keep getting sniped by sebellians at long range. Honestly, they don't feel any less accurate than ceasans. I'll post my results.
  3. I've been playing Xenonauts a lot since it was released, and when the Community Edition first came out, I jumped right on it. I loved a lot of the changes. I had a play through that I was working on about 3 months back. I was enjoying the game a lot, but decided to restart with the newest .34 version. But, for some reason, the game now feels unbelievably hard, and I can't quite put my finger on why. I haven't changd anything. I'm still playing on veteran, and I'm still using the same tactics. Nothing feels much different on the geoscape. My same strategies are working involving planes and bases. But on the ground combat, I don't know if it's the RNG, or if I something about the aliens has been changed that I don't know about. I remember being able to shoot around corners last time I played. Now, I have found MULTIPLE areas in the game where I can stand on a corner and not shoot the other side of the corner, but if I switch sides of the corner, I can now shoot the other side. I noticed that this happens in buildings and bases for no apparent reason! I don't understand why I can be shot from the other side of the corner, but I am blocked 100% when trying to shoot back. The angle and positions are symmetrical. It is very confusing and unfair. The corners at the end of the hallway leading into the engine room inside scouts is a prime example. Any aliens sitting near the reactor on the edge of the corner can shoot into the hallway, but if you're at the end of the hallway at the door, and open it, you can't shoot the alien! The corner blocks you 100%, but not the alien! What gives? I've also noticed that the reaction fire given when a door opens is absurd. I can't find any reliable way to breach a UFO without taking losses now. Sebellians being immune to smoke is a nightmare already, but now that they can rip you apart when you open the door, there's nothing you can do. I've tried shield guys, shotguns, you name it, and the sebellians will thoroughly punish me the moment I enter a UFO. Did stats of the aliens get ninja boosted or something? Or their AI boosted? It seems like they reaction fire way too much, especially pistols. I actually fear sebellians with pistols more than the infantry with rifles due to them firing 3 or 4 times for every shot I take. It's unreal. I actually just had a mission with a crashed Scout that had 4 sebellians camping in the main room. Two were flanking the door, and two were in the back corners, all watching the door. I had started the game with a squad of 8 very lucky guys with super high stats. Everyone had ridiculous reaction fire. I had two assaults with shotguns and two shield guys, all with 70+ TUs and 65+ reactions. And I could not open the door to the Scout with nearly 95% TUs left without being blasted 2 or 3 times by the sebellians. I kept loading my game, and I tried every angle, combination, you name it. I just got shot down repeatedly. I even had the sebellians snipe my guys crouched BEHIND my shielders! What happened to sebellians being bad shots? Maybe it's my imagination, but SOMETHING has changed. I was absolutely curb stomping this game on my last play through, and now I'm finding even basic scouts to be such a chore to take on that it's sucking all of the fun out of a game that I was heavily enjoying just 3 months ago. Can someone explain?
  4. Hey, I'm not a programmer, but wouldn't an easy fix be to make each shot of the 10 shots from the LMG be a separate instance of firing? Like, maybe script it is the first shot uses all the AP, and the next 9 shots are free. Then each bullet would be given a separate calculation for terrain.
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