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Showing content with the highest reputation on 07/12/2019 in all areas

  1. yeah it would be pretty bad if you actually had to hit the target to suppress it, as suppression should be used to stop a fortified enemy position from firing at soldiers trying to flank it. but I do have to note that even in X1 the MG wasn't all that effective at applying the status on enemies if there wasn't already a relatively high chance of outright killing the enemy, early game teams had to rely on the flashbang for reliable suppression. MGs became reliable to suppress in the mid-game just before they became the murder weapon of choice
    1 point
  2. Yeah, I sorta had that in mind when I was playing about with the stuff a few months ago. The disassembly could be a contextual right-click option on the item in the Base Stores, rather than on the Workshop screen. The easiest way is just to have it take place instantly but it's probably not beyond the realms of possibility for it to spawn a project in the workshop queue, which would result in a much less cluttered Workshop interface (and potentially even allow multiple types of disassembly project for the same item).
    1 point
  3. UFO AI just hada simple "dissasemble" project (you would select which UFO from the UFO yard you want to dissasemble). Naturally, the time necessary would depend on the number of engineers and UFO size, and the materials you get would depend on the UFO
    1 point
  4. Yeah, I personally feel choosing your next research project is one of the joys of an X-Com game, particularly on your first playthrough.
    1 point
  5. The PG-7VR projectile for the RPG-7 was introduced late in the cold war, and if it doesn't penetrate UFO hull than antiaircraft weapons have no chance of doing so. https://en.wikipedia.org/wiki/PG-7VR
    1 point
  6. I don't have a hat in this fight - I don't care which way the base mechanics will go, Ground Combat is much more important to me. Alienkiller, you are clearly and passionately invested in the way that base mechanics wil progress in this game. But you've already said everythig that you're reasonably going to say. You are repeating yourself, and you don't seem to take a hint. I'm going to lock this thread as at this point there seems to be just hand-wringing anxiety that X2 will fall flat on its face because of the base mechanics rather than productive discussion.
    1 point
  7. @stewpidbear Depends upon the budget for art assets, I'd say. I can recover items from downed fighters as a Strategic Op. To minimise UI management, could the same be done for ordinary UFOs? You still get the option for getting a fixed amount immediately, or you can assign agents to oversee the cutting up of the UFO, and get a bonus to the artifacts rcovered, or possibly unique artifacts as a reward. Narratively, it could be described as either letting the funding bloc the ufo crashed in do most of the grunt work in removing the ufo, and paying a tithe in the form of alien artifacts tto the funding bloc, or assigning your own teams supervised by an agent - each agent assigned represents a Xenonauts team. I mean, is there any artwork for engineers/scientists that could be used so you can send engineers and/or scientists off to recover a UFO? That wold give people the option for complexity without having it forced upon them, similar to being able to airstrike a downed UFO instead of having to GC every ufo you come across.
    1 point
  8. Totally agree with this, small arms fire should not cause a breach, heavier weaponry such as vehicle weapons, missile launchers and explosives are the way to go.
    1 point
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