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OmegaLykos

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  1. This. I know it's possible to customize a difficulty's settings in the files, but it'd be nice if it was possible a bit in the game itself. Sorta like with the Ironman Mode - perhaps having a means to adjust certain settings (increase/decrease aggressiveness, increase/decrease crew numbers, ect ect) by a margin compared to the baseline of the difficulty. That's assuming such a thing wasn't difficult to code and worth doing.
  2. Reactors require fuel, however. Alenium does get depleted as it's used so it's not a perpetual energy source. So, there's at least a half way decent explanation for you.
  3. I haven't actually managed to get the damned thing destroyed yet so I can't really say. I'm guessing one of the other guys should be able to answer that one or it might be in the release notes for some of the new versions.
  4. I'm starting to wonder if it's an issue with cover? I keep having these instances where it doesn't matter if they're standing or crouched but have 0% chance. They are always in some form of what I would assume would be heavy cover from the attack angle of at least one of my soldiers. It only happens with ranged weaponry with the exception of grenades. Seems rockets, too, due to the fact the rockets have an AoE. I had a Rocketeer who had a 0% chance of hitting an Andron in a door way earlier just like everyone else in the squad that could see him. Out of curiosity, I fired the rocket anyways - of course the Andron blew up along with the the surrounding structure and a local forces member or two (casualties in the name of... uhhh... the advancement of man! Yeah, that'll work.) - Forgot to do the most important part though which would have been to take a screen or two.
  5. I kinda agree with vehicle ammo needing an increase in general. I'm going to go out on a limb, on the assumption that the various energy cells for weapons are universal - vehicles included and that the heavy vehicle mounted version of these weapons would suck one or two of these cells dry on a single shot. These cells should be sufficiently small enough and vehicles should have a decent amount munition stowage space that I don't see an issue with a 25%-75% (towards the middle would be best.) increase to ammo capacity for non-MG weapons on vehicles.
  6. My opinion so far The Hunter (I keep wanting to call it Ferret) feels about right, though I'd kinda expect some of the terrain it just cruises over without any trouble would effect it's mobility due to it being a wheeled vehicle, but I'm guessing the game engine might not support these kinda effects on TU cost of movement and it's a pretty trivial thing to begin with. I'll admit, though I have a habit of giving it a slight HP buff in my game files - not a huge one or anything though (I think it was around 25-50hp, I haven't used vehicles yet in this save game.) while leaving the armor values untouched. I prefer using it with the .30 caliber turret, though I feel that it's accuracy is a bit off but I also think that any increase in accuracy would definitely start effecting gameplay in a bad way. I'm fairly certain that the Ferret carried around 450 rounds for it's .30 caliber if I'm remembering right, so I don't see a problem giving the Hunter that amount. I don't actually recall how much it has though since I haven't used it in a while and I can't seem to get the tooltip to pop up in game at the moment. That's another thing I was thinking about - decreasing the delay for tooltips to pop-up but that's a whole different conversation. As a side-note, have you ever noticed as it's going around the corner it's weight actually seems to shift? No idea if the artist put something like that in the sprite animations or if it's just my brain seeing what it wants to but it's a nice touch that you probably wouldn't notice right off the bat. The Scimitar I'll have to get back to you on since I haven't gotten one produced yet in this play through. Embarrassingly, it's been sitting in the queue for manufacturing by my Engineering teams while I seemingly forgot to actually assign them to the task last time they completed something and been on a coffee/smoke break for what I'm assuming is about a week. Another side-note, is there anyway to make the engineers automatically start on the next task in the queue for people who have a tendency to forget? I just produced my first Shrike so I've got plenty of room for a vehicle now so as soon as the Scimitar finishes I'll let you know. Edit: On a side note (Yeah, I seem to have a lot of these), I had an interesting thought. Vehicle crews in times of war tend to get attached to their vehicles for various reasons. As they gain combat experience in the vehicle, they also start to find the design faults in it and have a knack for making field "modifications". You especially see it a lot in World War II among Sherman crews. These modifications often times served no real purpose beyond increasing the morale of the crew or keeping the enemy guessing. To be honest, I've got no real idea where this thought is going beyond using it as justification to increase vehicle stats as they survive battles ala vehicle modifications. I don't really think vehicles need stat increases, but I figured it wouldn't hurt to at least mention it. Edit: Gauddlike, I'm not even sure where to start with the Scimitar. I sent it on a mission with my now 10 man squad on my shiny new Shrike - which is awesome, by the way. Now, the way to properly test any new vehicle - armored or otherwise - is to break it, right? So, I proceeded to have my infantry secure the immediate area around the dropship - no enemies to be found. So, I proceeded to roll out my Scimitar in the endeavor to break it. Much to the horror of the alien menace, My first Scimitar, I dubbed Broadsword 01, did not break... No, instead it effectively(affectedly?) rolled over the alien threat until running out of ammo at which point I retreated it back to the dropship and used it as mobile cover for my infantry to advance to the downed alien craft. I dare say this particular vehicle is more than adequate. The only real thing I could say is that the animation for it could be worked on a bit. I'm referring to when you move it backwards a space or two and it just slides back and turns slightly into the direction of the rear. I don't know if it's possible with the game engine to have vehicles do it or not but perhaps instead of having them turn completely, just having them go in reverse when they're moving backwards just a few spaces? Just a cosmetic thing so I wouldn't worry about it. Edit: The Sebillians have discovered a new anti-armor tactic! Standing on top of destroyed objects like trees and stuff to make themselves even more invisible to IR sensors! They're going so far as to even taunt tank operators by not bothering to so much as crouch! Edit: I just had another idea. In World War II and the Korean War, there were canister type tank rounds - basically a giant shotgun - due to Japanese mass suicide charges during World War II and Communist style Mass-Infantry during the Korean War. They required no modification of the tank itself or anything like that - just a new type of anti-personnel round. Where am I going with this? Giant Laser Carbine...
  7. Unless Androns can crouch but have no sprite for it, it's not limited to crouching. If it's necessary I can reload the save and move closer to take another screen but it'll still be 0% Edit: Er... Crouched Drone? O_o Edit: Same Mission, Same Drone, just no longer on top of cover. It would seem my guy has a decent line of fire. The drone is, however, rather comfortable between two sources of rather nice cover.
  8. Just the Scimitar which I really like. I'm trying my best to refrain from looking up images for vehicles and equipment in the game that I haven't unlocked yet. It may sound a bit strange but I don't want to ruin the surprise, I guess?
  9. I've noticed that the majority of the static objects that I've encountered in ground combat no longer block LoS. When you first turn to look at them your line of sight passes right through them revealing everything behind like they had 100% visibility. There's a few exceptions but not very many. Also, on a side note, I've noticed that crouching actually uses 3 TUs and not 4 like the tool tips state. Not sure if this is a recent change or a bug, though. Edit: To clarify, I'm referring to static objects that are set to 0% visibility or should be.
  10. Bad news: Short of breaking out the stun batons and liberal use of stun grenades while entering the UFO - my guys can't hit anything either. Also, Aliens seem perfectly capable of hitting each other while trying to hit my squad... or is that good news? Good news: You've potentially stumbled upon a great basis for an X-Com style Star Wars game... now if we just had some stormtrooper armor. Also, quick question, Are hay bails supposed to block LOS or no? because they aren't - not even the really tall ones or the really high stacks of of them and for the life of me I can't remember if they used to or not.
  11. Ah, my apologies, slight misunderstanding on my part. I completely agree about a T-80 or any form of MBT being overkill for any form of X-Com game. Though, I get the feeling I'm a bit responsible for the tank misunderstandings to begin with by using the M551 as an example earlier - it was one of the first airborne armored vehicles to pop into my mind at the time of making the original post so I was using it as an example of an airborne armored assault/reconnaissance vehicle - not that I thought Xenonauts needed a full-scale tank for the game. Such a vehicle would ruin the game entirely, to be honest. An early game tankette like the FV101 or FV107 is more or less what I was aiming at. The secondary weapons would be a great thing to add back. I was looking through various things and thought I noticed something to that effect. Smoke launchers, for instance, would be more than welcome.
  12. I don't think I need to point it out, but X-Com did have tanks. http://www.xcomufo.com/x1ufopaedia/hwps.html Were they always useful? Nope. Were they a liability at times? Yep. Did they make infantry useless? Nope. They're little more than a huge target - admittedly decently armored - with a heavy weapon on it that can't be reloaded and can't enter buildings... well sorta... make a big enough hole in something and you can park your Charlie in it most likely. My personal opinion? You don't need vehicles at all, but to say they aren't X-Com when the original had two with multiple weapon setups is a bit of a stretch. I was actually thinking more about the weapon on most IFVs rather than the IFV itself. The IFV was mostly just an after thought of "Hmmm, 30 year old armored car compared to 5-ish year old airborne armoured reconnaissance vehicle." but Chris more or less answered that question - but to be honest, the Ferret is one of my all time favorite armored vehicles so I don't have a problem with it at all. Anyways, back to the weapon part, I was thinking about the leap between .30 caliber twin machine guns that leave nice corpses and recoverable technology but lacking a certain punch at times to the Rockets, that I admittedly haven't used yet, assumingly does like rockets tend to do... explode along with everything in it's general area then to a Pulse Laser that while being a "projectile"... uhhh yeah, don't need to explain how it doesn't leave much either. Hence, my wondering about a 20-30mm chaingun type weapon that'd fall in somewhere between the three - Which is something that I could mod in myself at any rate sooooo no real need to waste development time and resources on it.
  13. Yeah, that's what I was figuring would be the issue. Just a few things that had crossed my mind while playing. None of them are actually needed and definitely not worth the money involved. Though if someone where to find themselves in possession of excess funds that they didn't need - is there a specific way to go about providing them... short of buying everyone you know a copy of Xenonauts? Well, back to checking out Experimental 6 then.
  14. There is also the FV107 Scimitar of the British which is about the same weight, similar dimensions, and only about 8mph slower compared to a Ferret. Same problem as the Sheridan though - Aluminium armor. I suppose you could modify the vehicles in the same way the aircraft in the game - using materials with increased resistance to plasma weaponry. Not really worth the guys wasting time to put something like that in the game I would think though... So mods it is! Edit: Whoops, out of curiosity, I went and checked the weight difference and it's about 4 tons... though the loaded weight of a CH-47 is 26,000-ish pounds and a max lift off of 50,000lbs so... I'm guessing it'd be fine.
  15. Hi guys, new to the forums. I bought the game recently and I've gotta say I'm loving it. It's far better than the Firaxis game in my opinion. The new XCom games just simply don't feel quite... right to me, I guess. Xenonauts I definitely think recaptured the magic of the old games. I did have a few questions about the early game armored vehicles - specifically the gap between the Hunter/Ferret and Scimitar. The game takes place in the late 1970s which means that IFVs (Infantry Fighting Vehicles) are in the near-production prototype stages or starting to roll off the assembly lines and into the hands of the armies of the world. Things like the Soviet's BMP-2 and the US's M2 Bradley. Admittedly, these are probably too heavy for the CH-48 Charlie. However, the US did have the M551 Sheridan pre-Vietnam and West Germany has the Wiesel AWC which I believe was prototyped in the mid 1970s but not produced due to funding - don't quote me on that though. Both of these, I believe, are light enough for the CH-48 - the Wiesel particularly since it weighs less than an armored Humvee. I also assume, since we managed to secure the blueprints for the MiG-31 Foxhound, that acquiring the blueprints for one of these light weight IFV/Light Tank/AWC wouldn't be too difficult. So I guess the question I'm getting at would be is there any plans for such a vehicle or perhaps any actual need? I suppose either way the real issue would be the artwork which I sadly can't help with - Engineering is my area of expertise, not artistic ability. Second question I had is a bit related - the gap between .30 caliber machine guns and the pulse laser. This one is far simpler a question - Any chance we'll see a 20 to 40mm chaingun turret for any of the vehicles? These are just a few thoughts I had while playing the game. These probably aren't even needed to be honest beyond a few moments I wish my Ferret had a bit more firepower or could have shrugged off that last hit so it could retreat to safety while my troops cleaned up the mess... instead of being a smoldering heap of little use beyond a new source of cover. At any rate, thanks for the wonderful game guys and keep up the good work. I look forward to seeing the game completed. Edit: By the way, I'm aware the M551 can't fit in the cargo hold. I forgot to mention that but I'm fairly certain they could be airlifted by CH-47s... though I'm guessing the game doesn't support that. I mentioned it simply due to it being an airbourne recon tank. Kinda left that out, my bad.
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