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Showing content with the highest reputation on 07/01/2024 in all areas

  1. It does look quite funny when the HEVY grenade scatters three buildings to the left. It might make more sense if the scatter distance was mostly length (too short/long) and not so much left/right?
    1 point
  2. Thanks a lot for the save and detailed reproduction steps. We were able to make the bug happen on our end following the steps you provided. This bug has long eluded us and we'll make sure this'll get fixed!
    1 point
  3. savegame of the ignore suppression: auto_groundcombat_turn_11_start-204.json sequence of events: move camila Gomez (rifleman) up the teleporter she is closest to, she will be facing the UFO wall. turn her 180 degrees, she will see an officer and a secton move her 1 tile away from the officer, hugging the UFO wall. throw electro grenade at the base of the central computer hitting herself, the secton and officer, suppressing all. move Jie Tailin (assault) up the same teleporter, switch to knife (not turning the soldier) knife the officer (again not turning the soldier before) after knifing the officer, knife the secton. I repeated this exact set of actions from this save, managed to recreate the ignore on the 7th try. did also get a similar outcome when the secton went berzerk after knifing the officer. but the notable thing here is that the attack triggers on the move towards the secton, rather then on the mental break. as I did the exact same thing 7 times to get a single repeat, its as consistent as the weapon damage/attack rolls on that officer. hope this helps find the cause
    1 point
  4. relative to the previous stable build: air combat changes up to abductor and up to laser lance/alenium explosives tech: -general access to missiles and cannon systems feels much better, also doesn't drown out engineering anymore. -still needs some sort of reward if the AA battery takes down an invading ship, rather then winning the tactical battle in base defense base building changes: so far, doesn't feel that much different, the costs of structures is higher and that delays building extra bases, but the early game is delayed relative to the previous build as well. tactical up to abductor: -melee changes, on the fence about this. melee is risky as you have to get into point blank range and many enemies have relatively high reflex scores to start with, so much so that even 100 reflex troops cannot reliably hit all enemies. on top of that, the enemies most vulnerable to getting hit in melee are explosive robots that cannot be suppressed. in the old system the risk was offset by its reliability, in the current system, I still find it hard to justify melee weapons against anything. -close range accuracy changes on the AR, pistol, MG, overall seems to be a good change. makes the AR's automatic function slightly better up close. shotguns are still way better at the close range then the AR (as they should), but at least the automatic function has improved...slightly.. -HEVY changes, indirect fire is great on it, makes the weapon much more useful. however if it misses it seems like the soldier tripped or something...the round almost veers off to a completely new zipcode. missing targets with 15-20 tiles..a miss the size of a whole building, gives a new meaning to "can't hit the broad side of a barn" -still needs some indicator for weapons with a "no move" bonus, this is a big part of the sniper and a minor part of the MG gameplay. but unless you pay attention to the hit breakdown, you will never know its there. -advanced stun weapons is unchanged, but may need a tune up. advanced stungun is harder to aim, and loses out against armor compered to the 25 armpen basic, and all of the EMP damage caused is low and barely competes just hitting the enemy with equal tier guns. now the strength of the weapon is that it can stun..but its EMP gimmick is a little weak. the exception to that is the flashbang upgrade, as that upgrade is extremely powerful...turning the 1-trick utility grenade into a swiss army knife that is useful against every target, and inflicts the most EMP damage of all grenade types
    1 point
  5. I surrender! I have just recieved the newest milestone 4, started a new game, and look what I got. 1) New recruits, that can hardly carry any equipment... or use it properly. 2) A base, that can hardly be called "operational"... and with very little ressources to work with. 3) A panic, that you can do very little about. 4) A tech-tree, where you cant even make autopsies of aliens, before you have researched "Xenobiologi"... and get a meagre increase of monthly funding as a "reward" ? Is that increase meant to be from each member of the funding organisations? that is 6x150.000. or 150.000 split into six parts? This is so depressing, that I only see ONE option! I surrender. with the greatest disappointment: Frank.
    0 points
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