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Skitso

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Skitso last won the day on January 17

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  1. Yeah, I really can't see the issue there.
  2. AI fixes are coming. Shilelds were too good so they needed a nerf. Light armour needs some buff to be a viable choice. (accuracy, TU, throw range...) This is a wrong thread for a balance debate.
  3. I'm not necessarily after more challenge, but more unpredictable, varied, logical and - most importantly - fun gameplay. Improving AI isn't just making things tougher. It's about finding a balance which gives the maximum entertainment. And that is something Xenonauts 2 could still do a lot better.
  4. I happened to read one negative steam review and it was so on point that I think I need to copy-paste ot here: I can't argue with that. It's 100% true and this does hamper the game quite a bit.
  5. Looks nicer and blocks my view less
  6. Not sure if this is intended, but MARS smoke launcher uses different smoke animation than normal smoke grenades. I much prefer the MARS launcher smoke and hope normal smoke grenades could use the same smoke.
  7. The long standing problem with the cover system is that no matter where the prop is in relation to the unit, it always provides the same amount of cover. i've made numerous posts about the issue over the years (like this: I'm pretty sure it's too late to fix something this fundamental, but adjusting prop cover values to better represent their visuals would still go a long ways. For example that two stack barrel pallet should definitely offer at least 80% cover. A rickety Picket fence should not provide 40%, but more like 20%. Stuff like that.
  8. There's another bug in the same video, just a minute later. While using the Reduce panic Operation, the value marked in the attached image doesn't match the correct value (which increases over time)
  9. Check at 4:06 forward
  10. Sorry, this came up in a youtube playthrough. Does a link and a time stamp help?
  11. If a continent's panic reaches 100 by the UUO orbital bombardment, the game displays the panic warning dialog first, and the orbital bombardment dialog (which causes the said warning) only after that. They should be displayed the other way around for it to make sense and not cause confusion.
  12. Yes, I agree. All damage should cause some stun dmg. Otherwise, player units wouldn't suffer any of this after phase 1.
  13. IMO it would be a cool little detail if all physical damage also caused few points of additional stun damage. Like 5 stun dmg per bullet connected. This would cause people to drop uncoscious, even when armour blocked the damage, which would be both realistic and intresting game mechanic to add some depth. This could be further expanded to grenades too. And it would be a cool way to differentiate projectile weapons and energy weapons (which wouldn't cause stun dmg) Yes or no, what people think?
  14. Sorry, but can you elaborate what you mean with reveal regions? Is it intended behaviour that large props are revealed in whole as soon as I see even a small corner of it? If it's technically possible and art, engine and LOS logic all already support revealing larger props tile by tile, why wouldn't you? It looks so much cleaner when only the tiles I really see are displayed. (This is a wide reaching issue with shipping containers, railway carriages and bunch of other larger props)
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