Chris Posted April 4, 2014 Share Posted April 4, 2014 The changes in this build are mostly orientated towards the air combat and the Corsairs in particular, which we felt were underpowered. We're looking to make them a more viable choice while retaining the unique two cannon armament. - Air combat fuel burn rate halved - Buffed aircraft cannons to have the same range as the equivalent missiles - Interceptor cannons now have 80 rounds instead of 60 - Fix: when capturing a landed ufo, continent relations bonus was not given - Fixed manufacturing occasionally draining resources multiple times for one project Quote Link to comment Share on other sites More sharing options...
Hairyscreech Posted April 9, 2014 Share Posted April 9, 2014 The half fuel burn rate is a lot better, you can actually have a tactical engagement rather than the splash and dash that v19 and earlier required. The longer combat time allows the leading of UFOs so another can get behind them and has made the cannon more useful as range was an issue on multiple target engagements when fuel was a critical factor. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 10, 2014 Share Posted April 10, 2014 You should look into a situation when upon reaching UFO, plane has 0sec combat fuel. In manual combat the player would retreat, the autoresolve gives victory. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 12, 2014 Share Posted April 12, 2014 This may not be the right place to post this, but I'm not sure if it's a bug or a balance issue or I'm just blind. I clicked on "build new base" and scrolled around the globe some, trying to plan out future placement, but then I couldn't cancel it. I left-clicked and right-clicked on every option and tab in sight, but the game refused to let me NOT build a base. Am I missing something? Quote Link to comment Share on other sites More sharing options...
MrPyro Posted April 12, 2014 Share Posted April 12, 2014 This may not be the right place to post this, but I'm not sure if it's a bug or a balance issue or I'm just blind.I clicked on "build new base" and scrolled around the globe some, trying to plan out future placement, but then I couldn't cancel it. I left-clicked and right-clicked on every option and tab in sight, but the game refused to let me NOT build a base. Am I missing something? Esc Key? Can't remember if I used that once to cancel a base build Quote Link to comment Share on other sites More sharing options...
SpikeOnUr6 Posted April 13, 2014 Share Posted April 13, 2014 I see on the work tracker: "Aircraft should re-arm before refuelling" What about re-arm while refuelling? I think it makes sense that the support crew at the base carries out both operations at the same time. Quote Link to comment Share on other sites More sharing options...
Safe-Keeper Posted April 13, 2014 Share Posted April 13, 2014 (edited) - Air combat fuel burn rate halvedThis applies to all aircraft? Wonderful. I hate how you so often don't have much combat time even though you're intercepting a UFO very close to your base. Thumbs up !Also agree with Spike, ground crews should be able to refuel and rearm planes simultaneously. This would also make it easier to know when exactly an interceptor will be ready for launch. If that imbalances things, just make the Repair+Rearm procedure take a little longer. Would also be interesting if UFOs could react to their surroundings more, for example pick a new target if they feel a given interceptor would be an easier catch than the one they currently chase. Edited April 13, 2014 by Safe-Keeper Quote Link to comment Share on other sites More sharing options...
Skybirduk Posted April 13, 2014 Share Posted April 13, 2014 Apparently, everyone else in the base know how to use the telephones. Research finished, call the Commander. Manufacturing completed, call the Commander. New building constructed, new aircraft arriving, etc. Except for: Refuel, rearm and repair of the aircraft. It seems that the people in the hanger don't know how to contact the commander when they get the aircraft ready. Are they sniffing the aviation fuel? Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 13, 2014 Share Posted April 13, 2014 Esc Key? Can't remember if I used that once to cancel a base build Yep, the esc key. Duh. Wish it was a bit more intuitive, though; there should be something on-screen you can click to cancel Quote Link to comment Share on other sites More sharing options...
kabill Posted April 14, 2014 Share Posted April 14, 2014 Refuel, rearm and repair of the aircraft. It seems that the people in the hanger don't know how to contact the commander when they get the aircraft ready. Are they sniffing the aviation fuel? With a lot of planes, this could actually be quite cumbersome (you're likely to be seeing 9+ messages by the mid-game onwards), especially after a wave had ended. I'd suggest, then, that if this was implemented it would be useful to make it context sensitive (i.e. only report when there are UFOs within the plane's range, detected or something else similar). So at least you don't get message-spammed when you don't need to be. Quote Link to comment Share on other sites More sharing options...
Skybirduk Posted April 14, 2014 Share Posted April 14, 2014 I agree that context sensitive would be the proper way to do it, as you don't need to know their status once the swarm is over, but you need to know the readiness situation while the UFO's are still flying overhead. This doesn't even need to be a pop-up box, it can go in the text box at the bottom of the screen. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 14, 2014 Author Share Posted April 14, 2014 Yep, the esc key. Duh. Wish it was a bit more intuitive, though; there should be something on-screen you can click to cancel You can right-click to cancel it. Works for me at least. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted April 14, 2014 Share Posted April 14, 2014 I wonder if it might be good idea to prevent Terror missions from occurring at the countries lost to the Aliens? It doesn't make thematic sense and result from these missions wouldn't affect relations with the regions you care about, to my knowledge. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 15, 2014 Author Share Posted April 15, 2014 Weird. I thought we'd already done that? Is this in V21 Stable or the Experimentals? Quote Link to comment Share on other sites More sharing options...
ventuswings Posted April 15, 2014 Share Posted April 15, 2014 V21 Stable, but I ran the cursory search with word "terror" over all experimental changelogs and found no results. I must have missed it or different wording or something. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 16, 2014 Author Share Posted April 16, 2014 You might well be right, it's just I have a vague recollection of having that fixed already. It's not impossible for it to have broken again though. Quote Link to comment Share on other sites More sharing options...
Burzmali Posted April 17, 2014 Share Posted April 17, 2014 Any chance we could get a partial refund when cancelling workshop projects? I lost a bunch of alloys and alenium to a mistake where I started building the wrong type of plane for around 15 minutes. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 19, 2014 Share Posted April 19, 2014 I don't know if I should qualify this as a bug or maybe intentional. But for example during combat if there is a popup that says fuel is low turn back and you don't turn back but fight even 1s longer - your plane is destroyed either way. But if he gets away with -5% fuel it will return to base intact. When it doesn't fly away with enough fuel on negative value, he is destroyed during combat. A little inconsistency here I think. If the popup says I am low on fuel I should either leave the "battlefield" or finish the sortie ASAP without losing the plane. Quote Link to comment Share on other sites More sharing options...
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