Chris Posted April 4, 2014 Share Posted April 4, 2014 This build only has a couple of balance changes. The big one is that combat shields can no longer be carried in the backpack - they are either equipped or have to be dropped on the ground, meaning each soldier can realistically only carry one. Alien officers / leaders now have to be captured using Stun Batons rather than cheesing them with stun gas, too. Quote Link to comment Share on other sites More sharing options...
GreatOldOne Posted April 10, 2014 Share Posted April 10, 2014 There was a bug in the previous version that is not listed in the current fixes. The game hung in the end of mission transition screen. This only happened one time. It was the only crash I experienced in that build. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 10, 2014 Author Share Posted April 10, 2014 This isn't really the thread to be posting about bugs, but it's more than possible fixing one of the bugs in the changelog also fixed the bug you experienced. Often several different bugs are just symptoms of the same cause! Quote Link to comment Share on other sites More sharing options...
silencer Posted April 10, 2014 Share Posted April 10, 2014 Remove or reduce the suppression strength of friendly fire. For exmaple I have a soldier standing 3 tiles away from alien and 2 other soldiers burst or sniper fire said alien - there is high possibility that that soldier will get suppressed. I guess that when it is friendly fire the suppression shots shouldn't have 100% effect. Quote Link to comment Share on other sites More sharing options...
Rovlad Posted April 12, 2014 Share Posted April 12, 2014 (edited) First of all, my game just updated, it was after 22.3, what the fuck? Are my saved games broken yet again? Second of all, great job on sebilians' regeneration, snipers can't kill them on their own now without resorting to grenades. Seriously, why? They are tough enough as it is. And regenerating enemies are a lot of fun when they can be your first UFO. I frankly quit the game there. Edited April 12, 2014 by Rovlad Quote Link to comment Share on other sites More sharing options...
Rovlad Posted April 12, 2014 Share Posted April 12, 2014 Also, friendly fire suppression should not trigger if two soldiers in question are less than x (I'd suggest ~10-15) tiles apart from each other. Because of reasons. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 12, 2014 Share Posted April 12, 2014 Alien officers / leaders now have to be captured using Stun Batons rather than cheesing them with stun gas, too. Could you elaborate on this? Are they completely immune to stun gas? Or is it something like a baton will deliver a charge equivalent to a great number of grenades? Quote Link to comment Share on other sites More sharing options...
ventuswings Posted April 12, 2014 Share Posted April 12, 2014 (edited) Speaking of friendly fire suppression, Xenonauts still seem to be immune to their own stun grenades EDIT: flashbangs. Edited April 13, 2014 by ventuswings Quote Link to comment Share on other sites More sharing options...
silencer Posted April 12, 2014 Share Posted April 12, 2014 They take a little damage and stun damage - 3 flashbangs knocks out unconscious. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted April 13, 2014 Share Posted April 13, 2014 Preadtors don't feel as protective as they might be. Having taken a look, I noticed that Preds are currently set to an average armour level of 80, which sounds fine in theory but in practice isn't as protective as it might first sound as mid-late game when Preds start appearing you've got a lot more heavy plasma and pcannons which wreck face. Could Preds be upped to 90? Quote Link to comment Share on other sites More sharing options...
silencer Posted April 13, 2014 Share Posted April 13, 2014 It seems I don't feel protected in Wolf Armour since v20 too most plasma rifles deal 60-70 damage either way and that is mostly top HP a soldier can have in mid game. I am quite get the feeling armour is useless in many situations. Quote Link to comment Share on other sites More sharing options...
Safe-Keeper Posted April 13, 2014 Share Posted April 13, 2014 Speaking of friendly fire suppression, Xenonauts still seem to be immune to their own stun grenades EDIT: flashbangs. Soldiers should be immune to blindingly bright lights and unbearably loud bangs because... they come from a friendly source?Er, no. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 14, 2014 Author Share Posted April 14, 2014 He's not saying they should be, he's just saying they are. Quote Link to comment Share on other sites More sharing options...
buzzyguy Posted April 17, 2014 Share Posted April 17, 2014 (edited) this is very mad psi-formula works, for exmpl in orgignal X-com aliens took under control men with the weak psi-strength(bravery in your case), but there in game my old wolfs with 78 bravery has been taken over control on a level with weak and green rookies with 35 br points, and amazing rate of chance of wolfs been taken is higher then one for green rookies. Edited April 17, 2014 by buzzyguy Quote Link to comment Share on other sites More sharing options...
buzzyguy Posted April 17, 2014 Share Posted April 17, 2014 In most of situation when my spec ops storm the UFO. If aliens have opened the doors (common in the side of Cruiser) i CANT see the internals of UFO and ALIen is UNDER roof, i cant target him or their whilst not put my dearly-got man to front of the door... so sure aline soot me up in this case. Quote Link to comment Share on other sites More sharing options...
buzzyguy Posted April 17, 2014 Share Posted April 17, 2014 About accuracy. For Example In X-Com 10-20 % accuracy of my soldier doesnt mean that my soldier been staying face to face to alien have a chane to miss 80-90% that means that he have this acc in a line of free distance. So shooting in X-com is more phisically then here due to in very close combat i shoot up my enemy even wiht 10-15 acc. So there acc increasing only on 15 % within 5 tiles and So Very Amazing to watch that a experienced soldier missed in few steps from alien from shotgun or rifle. This is very crazy... Quote Link to comment Share on other sites More sharing options...
silencer Posted April 18, 2014 Share Posted April 18, 2014 Yes point blank shots can miss which is situation. Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 18, 2014 Share Posted April 18, 2014 You need to understand that the game is just a turn based abstaction of a real time fire fight. Firstly, beign few tiles away from a target could mean considerably longer distance in real situation. (units can only see 16 tiles in clear day light for example) Secondly, Even if it seems the units are just standing there side by side shooting and missing each other, in real situation the fire fight happens in real time so people are in constant move, ducking and dashing. Even if you are close to your target, hitting it isn't necessarily that easy. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted April 19, 2014 Share Posted April 19, 2014 (edited) I'm sure Chris is still following the discussion on the general thread, but wanted to state here on record that grenade's accuracy should be decreased and deviation be increased. Also, I wish electroshock grenades were capable of knocking out only robotic enemies (and only suppressing biotic targets, acting as advanced flashbang) considering they do not follow end-of-turn explosion nor over-damage, two major disadvantages of grenade. Edited April 20, 2014 by ventuswings simplification Quote Link to comment Share on other sites More sharing options...
silencer Posted April 19, 2014 Share Posted April 19, 2014 I am currently sick of how accurate aliens are with Plasma Cannon - no matter how many covers I have - it always hits the spot killing all the soldiers in the blast radius. It doesn't matter is 2 screens of width, am I behind 2-3 45% cover. The only time it misses when the shot goes wide which is very rare. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 20, 2014 Share Posted April 20, 2014 Is it possible to convince you to reduce sniper rifle normal shot TU% to 47-48? Currently you can only take 2 normal shots but the soldier cannot rotate. Quote Link to comment Share on other sites More sharing options...
Mazka Posted April 22, 2014 Share Posted April 22, 2014 (edited) Edit: damn, was playing v21 instead of 22 Updated from v20, where I usually would beat aliens on 1:2 ratio and had a steady stream of new recruits on missions. It was awesome, although overkill on normal-difficulty. Current version I started on hard and its a complete wussy. Be it feature or bug, but 90% of downed ufos sport two xenos outside and couple inside. No relation to how badly its damaged. Its only been couple months but Ive hardly lost any soldiers and every mission is just running down the two outside and stun those in ufo. Alien accuracy varies but mostly seems fair. Only problem is them showing up in minimal numbers even in hard difficulty and undamaged scout. Though I understand its only scout and couple months in, but having 8 majors and no difference between missions and no impending sense of danger is killing the mood. Aliens now being able to blindly fire to smoke is great, it gives alot of cover but wont protect perfectly. Also stun gas is nice. It seems overpowered, but actually feels very professional way to clear out confined spaces. Although I would love to see tougher aliens fight it off little longer and only suppress when outdoors. Edited April 22, 2014 by Mazka Quote Link to comment Share on other sites More sharing options...
Chris Posted April 22, 2014 Author Share Posted April 22, 2014 Mazka - yeah, the "three alien" thing is a bug. Try updating to the newest experimental version instead. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 22, 2014 Share Posted April 22, 2014 Do we need a thread for release 5 balance? I think having a v3 might be a bit confusing. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 23, 2014 Share Posted April 23, 2014 There is one more thing that bugs me. Lets say we have Alien against a wall and an LMG guy behind the wall so we have like A|X (A -alien | - wall, X - our hero). Selecting fire option on alien yields 0% chance of kill so it is ok when the wall is there. But during the 10 rounds burst the wall is destroyed for example at round 5 - the other 5 rounds also will hit the ground instead of flying at the target as they suppose to. Quote Link to comment Share on other sites More sharing options...
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