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Showing content with the highest reputation on 10/18/2022 in all areas

  1. Interesting. Yeah, the stun gun is meant to be weaker than the stun baton but maybe I've made it a bit too weak then. I wonder if a fix for the stun might be to cause a unit to fall unconscious if they take stun damage and the accumulated amount exceeds the current HP. Just for clarity - if a unit is on 20 stun damage and gets reduced to 5 HP, they wouldn't be stunned until they took more stun damage (but even 1HP of stun damage would knock them out). This would prevent units being knocked out by non-stun weapons when they've taken previous stun damage, which the scenario I want to avoid (because it feels weird). Any thoughts on that? @Emily_F so regarding heavy weapons specifically, I've kinda changed my view on that over the years and currently the LMG is meant to be balanced to be a more effective combat weapon and less reliable at suppression. That's the idea behind having a 3-round burst you can still use after moving a fair distance, but also the long 10-round burst if you're stationary. The fact I've become increasingly unsure if suppression actually adds anything as a mechanic probably colours my opinion here. I think it's good that you can do it via flashbangs, particularly as it'll disable a number of the alien racial abilities we'll be introducing in the next proper build, but I'm not sure if it makes the game more fun if you're able to suppress units with normal gunfire. But that's a long winded way of saying I should probably take another look at suppression given I've been avoiding doing it up to now. It's now being calculated based on how close the bullets pass to the target in 3D space. @Solver do you remember how it worked in X1? Initially it just applied the suppression directly to the target no matter where the bullets went but then I think we started applying it around the impact point of the bullets, didn't we?
    1 point
  2. I am a certified idiot. I missed the fact that I can build planes from the workshop as normally, and the "no hangars" message actually means "no planes". For whatever reason, I was thinking of X1 where you get the basic plane and dropship from the Hangars screen, not the workshop. Might need some clarification in the UI though, there's probably someone else who will make the same mistake eventually.
    1 point
  3. One more ground combat thing, we have the return of a X1 problem - grenades are way too accurate. The only limitation for grenades is range (and obstacles), not accuracy - my soldiers can reliably land grenades where wanted, and the accuracy shown is often 100%, otherwise it's >95%. This shouldn't be the case, grenades should not be a more accurate weapon than sniper rifles.
    1 point
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