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Gaudium

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  1. Yes i thought you would say smoke, but this is the thing. It gimps you instead of helping you, the Alien accuracy is way higher then yours, so lets say you got an accuracy of 30-50% on burst at 10-20 tiles i bet the Alien has it waaay higher. Not to mention that the LMG would probably be at 10-15% at that range and dropping smoke to engage? Well you can imagine how bad it would be. Smoke is great if you trying to re-position or retreat no argument there. Or is totally useless if you are fighting Lizard Aliens. After suppressing an Alien i had to drop 3 smokes on the same spot (Before that he kept shooting) for him to actually consider taking cover instead of bursting 18 tiles away (after he did it twice when both of the times two of the projectiles hit from that distance) The Alien units tend to be suicidal because of how high the accuracy is, instead of re-positioning and taking cover they would rather shoot to kill, kill and then die. Long War had same issues with specific units that had high accuracy, they would run up to point blank to you to insta kill you (not always but it happened quite often) and well on the next turn you off that unit obviously. In the new iteration of XCOM though the soldiers are not as expandable as in Xenonauts so there's that. Rifles are burst weapons, but my point was that they use burst when suppressed and because it has 3 projectiles with super high accuracy. I was playing with shields and pistols the other day, 1 shot from a pistol suppresses a Caesan, it is so easy to suppress but it has no impact what so ever because he'll use burst and insta kill a guy with a shield from big distances. This is what the developers of Long War said as well, that it wasn't balanced around high difficulties as well. I get it and at the same time i tend to disagree, these are my two cents of criticism: * Imagine a game was created and wasn't balanced around all difficulties? That would suck, while i know this mod is free and has a lot of work put into. But i imagine that if suppressing is so easy on Insane, i guess it is the same on easier difficulties and it will still back fire more than help you out even though enemy accuracy is not that high there. And i guess he will still ignore Snap and use burst while suppressed. Unless values are way different. * Suppressing is so easy to lay down on the Aliens, but instead of helping you it helps them. They also get bonus aim and still are able to fire burst, isn't that picture fundamentally flawed? I wouldn't mind if you had to lay down some serious fire to suppress a unit but maiming it properly, not boosting it instead. * High difficulties (Maybe even veteran i didn't try) boil down to kill on sight because of that accuracy with suppression not being effective. High accuracy specifically on burst seems to put 2 things out of the game, which are the suppression mechanic and the Snap shot mode. Both things were meant to be used, but because suppression is acting in favor of the Alien you try to avoid that by just insta killing the alien. Or like we already discussed it fires back at you. Snap mode was suppose to be a single shot with higher accuracy from any weapon. Doesn't matter if the rifle was built for burst, single shot are more accurate on any weapon with that mode. This mode is completely overlooked by the AI because it is inferior in every way. Less projectiles and the accuracy gain isn't that good i imagine. * AI is at its final stage, but are its bonuses? Point being, it leaves a bad taste because it becomes less tactical and more streamlined. Long War had a very bad approach in my opinion that had no place in a game that is under the category of "Turn Based STRATEGY" game. They added a lot of random factors on top of the existing ones, like grenade damage is random with random drop off from the epicenter. Random bleed timers etc etc..But in that game you had unique classes with a perk system to compensate which you don't have in Xenonauts. How is that related here? Well, if you want to engage you can't use suppression to your benefit so you just blow them away from a distance. If you want to engage, you won't use smoke because it will be worse to you than the Aliens so you blow them away from a distance. Want to use shields to engage? you'll get blown away by a burst so you blow them away first. LMG? useless because hitting chances are too low and it will lay down suppression but they will still use burst and will hit you very frequently, so you blow them away. Two very effective classes, Rocketeer and Sniper. High distance, high damage. Xenonauts don't have any perks to boost\compensate them, so stripping out suppression is leaves them naked, or at least other tactics. Instead of having cool shoot outs you can just shoot 2 rockers, or 1 rocket and 1 sniper shot and end the encounter there before they hit you from the first 2 tries. When not suppressed the alien uses a snap shot and then tends to burst. So this is just my opinion so i hope you guys take it in moderation, wasn't trying to insult anyone sorry if i did. I won;t be bothering you with this anymore, so no worries. For me personally it's a major turn off, but that's me. I would love to hear other players thoughts and experience with this specific topic - Suppression with burst fire mode.
  2. Hello, finally got my pass reset so i can post here now. I've been playing this mod on Insane diff for a very long period of time since many patches ago. When we had grenade spamming AI, when we had terrible rifle accuracy compared to some weapons.. I'm happy to see that the AI is finally a bit less aggressive since the first iteration of this specific build, it used to just be so damn blood thirsty it would just run into your soldiers without even shooting. The problem i am experiencing now is: Almost every time, and that is 90% of the time for me. When you suppress any alien with a rifle it resorts to using burst fire. Because it is suppressed it is crouched down so i guess hitting chances are amplified for both snap and burst fire modes. What bugs me though that it will use burst on short distances and long distances the same as if it is a superior firing mode for that situation, and it hits LIKE A TRUCK! (Obviously) I know that Xenonauts tech is not suppose to withstand alien weaponry but the problem is the accuracy and the fact that the AI resorts to that firing mode because of it. So, 5-20 tiles away the bastard fires a volley hits 3 projectiles and a guy with a fully healthy shield with 70 hp Jackal Armor is insta dead, too many god damn times. Or if by some miracle he misses then your guy is in a counter suppression which leaves him exposed to more burst fire because even if you suppress the alien again it will just burst again. (It's pretty early game, you can tell by me using Jackal) Point being, i am not expecting to win easily, it feels though as snap shot mode isn't something being used or important enough to have as an option - at least for the AI. I feel as suppression should be harder to lay down but more impactful due to the mode having a big emphasis on capturing live specimens. Right now you suppress them - they burst fire - kill\suppress you back - rinse repeat until you resort to just killing the alien off because even if you get close to stun him with 5-10 stun baton hits it will? Burst again! This behavior also makes the AI very annoying since it knows which tiles you can see and how far you need to stand for him to move in and wreck you, so you get to close and he takes quite a long run and then BURST! GOD DAMN IT! ;D Doesn't even consider snap which i suspect because of the accuracy. Thoughts?
  3. Here to say thank you guys, amazing mod i thought it was abandoned because it hasn't been updated on nexus mods but i found this new version here! HYPE! Going to play it, test it and see wazap. Thanks Drages man and all the team! Thank you! P.S Do i only need to set X Division to highest priority on the mod list and activate it or do i need to deactivate some of the other community mods??
  4. I'm currently trying to install it in different ways, first i tried to install it via the mod manager when you launch the game, the flamethrower bugged, i uninstalled it via the mod manager the flamethrower works fine. Now i tried to install it manually extracting "Fire in The Hole" directory into asses\mods, the flame thrower got bugged again. I also noticed that "Into Darkness Hellgate" has a note under the link to your mod that says: "Note:Read install notes for Fire in The Hole carefully 1)Download Fire in the Hole! without add-ons. 2)Extract only tiles and maps" Tried extracting only the maps and tiles, it crashes the game after you use the breaching device. P.S Just to clarify, Steam Xenonauts is set to "Community - Xenonauts: Community Edition Branch" in the "Betas" Tab i copy the steam Xenonauts to different directory and use the mods on that copy. So i will not need to verify files integrity in Steam all the time. But, i always use a clean copy from Steam. Edit: Ok, i tested again with only extracting maps and tiles, flamethrower works fine, and the breach device explodes and doesn't crash. I will need to test it on the UFO walls now, can i use the mod only with maps and tiles extracted? or do i need the whole package? Hopefully i didn't went full retard on this..
  5. Hello! I wanted to ask about the flamethrower fire mode change after installing FiTH. I use the Xenonauts Community Edition Branch with Into Darkness 6.0 Hellgate, when i install FiTH it seems to change the way the flamethrower sprays? (And it doesn't do any damage) instead of 3x3 aoe tiles on impact with a straight cone of fire, it shoots in sort of triangular 30-45 degrees burst? When i uninstalled FiTH it went back to the 3x3 aoe straight cone fire. Couldn't find anything on the subject. Is that intended? am i doing something wrong? i wonder..
  6. Oh, thank you for the reply. I was surprised just because i did not have it with 1.39 of the compilation. As for installing the mod not properly, well i might missed something but i just went by the instruction. Clean Xenonauts 1.09 then FireBat XNT and then your compilation.. Well it doesn't matter i'll try reinstalling everything again. Thank you again!
  7. In the production menu, where your engineers at. You make all the starting gear there and also anything you research is nicely labeled there.
  8. Hello, i've started a playthrough with XNT and this compilation Mod. I've built a second base with lvl.3 building and when i had a base defense mission there. Those buildings were shaded black and aliens couldn't make their way to my HQ because it was like a black hole with nothing between the entrance the Aliens came and the Xenonauts HQ. Something i missed on installation? known bug? I installed on a clean 1.09 copy of Xenonauts, first installed the XNT Firaebat edition (600 mb) and then your compilation. Also, there seems to be a crash that happens when trying to go to vehicle tab, sometimes it happens time after time, sometimes it doesn't. Also, tried to do a crash site mission when 2 of mu soldiers had the repair kit equipped in their left hand. The loading screen to that mission kept crashing until i took those kits and put the in the backpack. I apologize if this is the wrong forum, i'm new and would appreciate some help. Thank you for an amazing mod and your help in advance.
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