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Skitso

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Skitso last won the day on September 15

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About Skitso

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  1. I started a new playthrough and have now had a few missions with sebillians, but stuff still doesn't seem ok. Odd crew compositions (psyons with androns or reapers) and huge bias towards Psyon. I had my first wraith at day ~250 for example and only 2 sebillian missions so far.
  2. I would say that at this stage of the development, it's a lot easier/faster/cheaper to make the new sebillian look like the rest of the game than to update the whole game to look like the new sebillian.
  3. Hovering on weapons in armory doesn't display it's info. When the weapon is equipped, the info popup is displayed correctly. Load the save, go to armory and hover cursor over weapons in the list at the right side of the screen. Notice how there is no info popup. Then hover over a weapon in units hand and how it shows the info popup. user_bug-5.json
  4. Psyon/secton crews are still way overpresented. I have had one or two sebillian crews but just way too few. Also, got my first Wraith crew day ~250 when I shot the fist Cruiser down. The game has to manage the crews better to provide better variety. It seems the game has issues with crews as I've had odd race compositions lately. I've seen Reapers and Andron mixed in with Psyon crew which shouldn't happen I think? Reduce Panic operation functionality is a bit counter intuitive as you need to select the region by clicking the map. I always try to click the Supporter UI where the panic progress bar is, which currently does nothing. New hover SFX for Cyberdrone and Servitor is too loud and grating. Angels cost too much, Dragonfly is too cheap. When Phantoms become available, there's too little alien materials available.
  5. I've seen this a lot lately where if I plot a movement through the shroud, the game doesn't allow the move command. There seems to be at least two things causing it. One is that the tile I'm trying to move has a unit that is not yet revealed. Of course in these situations the unit should move as far as possible and only stop when the enemy/civilian is revealed. Path goes through a wall that is not revealed yet. Here's an image and save of this issue: Clicking here doesn't do anything. The game plots movement through shroud (as you can't know if there is a hole) but as there is a wall, nothing happens. Correct behavior would be that the unit starts to move until it sees that the path is blocked and cancel movement. Save attached. user_movement_issue-4.json
  6. Is it intended behavior where after failed interception (auto resolve at least) the UFO teleports to somewhere else? If not, there's a bug. Just load the save and auto resolve. Notice how the UFO jumps to somewhere else after combat. auto_strategy_before_intercept-136.json
  7. I'm not liking how the new Sebillian models look. While they are nice and detailed, the issue is that they are too detailed and don't match the game's overall smooth and "flatter" visuals. They have different shading, more contrasty look and too much detail compared to other models and the world around them. And the thing that doesn't show in the screenshot is that Sebillians' more detailed model and hires textures have this shimmering/aliasing issue while they move that no other model in the game have. Anyone agree? EDIT: I had FXAA for some reason on. Changing back to MSAA fixed the shimmering issue, but my original point still stands: new Sebillian looks out of place.
  8. Shooting a laser weapon at a target that is further away than what is shown on the screen as the camera focuses on the shooter, the camera won't focus on the target being hit. Load the save and shoot the sebillian with unit #7. Notice how the camera doesn't show the enemy being hit. user_laser_shooting-2.json
  9. Yeah, I've infact been annoyed by this behaviour, so I can see this change preventing some frustration. That said, I hope to see changes to how Biters/Biter Launcher works: less direct damage but also lower TU cost to fire the launcher. More biters that are not so dangerous would be fun. Also consider changing it to grenade launcher style. It just makes more sense.
  10. Dont't nerf biters. I could see the intial hit damage lowered, but otherwise they are very rarely a threat even with the TU's.
  11. Yeah, accelerated weapons need something to make them more attractive. Maybe shorter research and faster manufacturing while making laser research take longer and manufacturing cost more alien materials.
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