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Showing content with the highest reputation on 05/12/2019 in all areas
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Hi guys, I a a former Navy SEAL and K9 handler. Feel free to find me on instagram @devinek9s. Having used K9s overseas and know the history of special operations using them in Vietnam, I believe it would be a awesome addition if we could utilize K9s for the game. They move fast, while running full sprint almost impossible to take a aimed shot on. Able to detect hidden enemies and explosives/booby traps, which leads me to another topic, there should be mines, or booby traps. Claymore mines for ambushing aliens. They are able to subdue enemies and kill. Want to capture a alien alive?, have the K9 latch on to them while you move in and stun them. I would be more than happy to help in any way I can, I am not a computer developer or programer, Im just a guy that has gone overseas with a K9. Other features would like to see Night vision goggles Sneak/Walk/Run Skills: computer/science/medical/sneak/hand to hand combat/....more Training: ability to train you soldiers without sending them into combat aka a training school Bio upgrades, drugs, DNA something that makes your soldiers better artificially GEAR!!! need better options for weapons and gear. Ability to add scopes, lasers, grenade launchers ext ext. These are supposed to be the tip of the spear and the national guard had a better arsenal than these guys in 1979. Let me know what you think is realistic enough to put in the game. John1 point
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The delevopers already commented in other places to points 4 and 5 4) grenades are not yet properly implemented. They just use the same blocking mechanic as a direct shot at this point. This is still something on their todo list: 5) The thing with firing angles was already reported in V1. Chris saird it was supposed to be fixed "in the next few builds", however appearantly they did not get around to fix it and the people that tested since V1 just got used to it and did not report it again... Regarding the other ideas: 1) why not? It is a realistic thing. It may look dumb but save the life. However I guess it would be a lot of work to implement it properly if the developers would decide to do it. Some things to consider: turning as fast as standing/crouched should not be possible. There should be a TU penalty of turning in crouch stance, or even make it impossible if soldiers can prone, they should be able to crawl forward rather than getting up for each small move. This would need to be balanced out that crawling should cost more TU than running, so crawling one or 2 tiles would save TUs against standing up, running and going prone again, at further distances it needs to cost more Someone who is prone on the ground right before you is just as easy to hit as he was standing. So it should not just have a fixed hit chance modifier it needs to change with distance in a way that prone makes no sense in a close quarters situations Therefore I don't think the developers would implement such new feature at this point. 2) Wonder why bobit answered with "?", I understand the issue. A bush might block the view by 100% but bullets just go through it unobstruced unless they by chance hit the wood. Don't know how hard this would be to implement at this point, since the game currently seems to assume that you can't shoot what you can't see. Regarding fences, I was not aware they had 30% block chance. In X1 it was like 10%. 3) Xenonauts 1 had an advantage to viewing distance by height which made climbing up with a sniper worth it. But I am not quite sure I understand the bonus/penalty you suggested. Damage bonus would not make sense. I think there already is a penalty to hit chance (I.e the edge of a cliff has a blocking chance if you shoot up but not other way round.), this could be polished further. Or are you talking about TUs? This could again kind of make sense (i.e. needing less TU to raise the gun if you shoot down but more if you shoot up).1 point
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Have not tried them myself, yet, but according to the research text, they are supposed to do just 20% more damage than ballistic ones. I think, this should later be balanced by different aliens having different resistance values to damage types. The research text for psyon autopsy says, they have a suit protecting them from ballistic impact, so it would appear quite natural for me if lasers do more damage against them. Not sure if there is currently any alien in game that has increased resistance against laser, though. Maybe sebillians have a natural heat resistance if they originate from a hot planet? Or maybe drones with a shiney metallic surface should just reflect part of the laser? Don't know because the research text for sebillian autopsy is still a copy+paste from X1 and there is no gun drone disassembly research, yet.1 point
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Imagine this: one of your craft has been shot down, and you have been able to confirm via radio that several of the crew members, including a mid-level officer, a good scientist and some valuable engineers, are now stranded behind enemy lines. You can assume from previous engagements that the force that shot down your craft is assembling a strike team to take these soldiers prisoner or kill them, and obtain as much of your tech from the damaged craft as they can. Would you not send a strike team in to rescue them, and place a bomb at the crashed transport craft to render it worthless to the enemy? Why aren't the aliens doing this? I think that would be actually be an interesting (and reasonably easy to produce) addition to the game: if a UFO is shot down, a "Rescue UFO" is spawned not long after, which will fly to the crash site and render it unusable. That "Rescue UFO" would need to be accompanied by a strong fighter cover to avoid cheesing (shoot down one UFO, then intercept the rescuers for additional resources), and it might also be an idea that once a rescue party has been wiped out, the aliens will not send them any more. While this is stretching realism to a notable degree, it would even be an idea to have the alien rescue party show up after a certain number of turns at a crash site (optimally that number of turns is determined by the distance of the Rescue UFO to the crash site), introducing a believable game timer for wanting to clear the crashsite quickly enough.1 point
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Having played X1 for quite a while now, there's a real sense that positioning is important. Alien weapons are generally 2-shot deadly (even with armour) so you have to manoeuvre your troops into good positions to get the baddies while they can't get you as easily. But while positioning is important, cover doesn't feel important. This is difficult to put into words, but it feels to me that the 30% block box that a squaddie hides behind isn't important because the 32% barrier that's between the squaddie and an alien that shoots at him takes precedence. So could cover feel more like cover? I mean, there's lots of cover in the maps, they just don't feel like cover. I remember in an early iteration of X1 cover granted a "saving throw", which was taking after a shot hit the target. Could we have something like that, perhaps? Perhaps the block % could also double as a malus to damage, so if LOS passes through a piece of terrain which is next to a soldier, then when damage is calulated, the block % is added to any armour when calulating damage. Would that be possible? EDIT: Perhaps only if a squaddies is crouched as well?1 point
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I like this cheesy tactic, I use it and variants on it, like lining up as many soldiers as possible and open the door and then have them all unload all at once into the room. Now, common sense tells me that if I am on the defensive, I should have "locked" the door to begin with, forcing the assault team to blow the door (or wall) open, thus eliminating this "cheesy tactic" mentioned. And taking this one step further, in anticipation of the door being assaulted, setting some proximity mines/grenades to detonate as the assailants make entry. Just my 2 cents...1 point
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One of the things that feels least satisfying to me is that a crate in the middle of the shot provides as much cover as one next to the target. The other is that no amount of marksmanship training is able to teach people to shoot around an obstruction. One change would be to care more about how close the cover is to the target; another would be to apply different amounts of protection based on fire mode; crouching behind a sandbag wall will provide a lot more protection from spray-and-pray shots, and substantially less protection from a single aimed shot. Also of note: Edge behavior. There are two major ways to use a corner of a building as cover; you can pop out around the corner and have LOS all the way down the wall with very little exposure, or you can back up to the wall and have total concealment but no way to see down the street. X-Com split the difference from the second way: you couldn't back up all the way to the wall, but you could stand in the center of the tile next to it, giving you about a 45-degree field of view but no cover. XCOM split the difference the other way= any time you were against a wall at one or more corners, you had to pop your head out around all of them all of the time. In general, it would be nice to be able to made modal selections between fully entering cover and sacrificing the ability to see, and popping out around or over cover to see at the cost of being slightly exposed. That would look like lying down against sandbags instead of kneeling and looking over them, and pressing flat against walls instead of standing a few feet away from them or peering out around the corner.1 point
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I was thinking that 5 with the LMG is too little. I was wondering if there could be another fire mode for the gun, one that uses 95% of your TU (enough to turn and shoot) but unleashes a full 10 rounds. That would place the LMG as more of a fixed gunner who could lock-down a cone of the map.1 point
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Congratulations, you just brought a knife to a plasma fight1 point
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It would be fun to see some reporters around. And there can be an extra bonus by saving them, like extra funding from saving them in a terror attack. Also, some riot style civilian fighting the alien would be also interesting. Using cleaver, club, machete and even fist, or maybe throwing rock, brick and bottle.1 point