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drages

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drages last won the day on August 2

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  1. drages

    V6.3 Balance Thread

    Please do not limit the firing at the game. Let ppl fire more at a turn.. both us and aliens. Nobody will want a weapon which he can fire time to time.. nobody would wait for it.. Nothing will be charged in thin air. Laser weapon will recharge.. where? How? With what?.. I am a navy officer and if they bring a weapon to me which i need to charge at battlefield, i would kick that engineer. I need to fire something as much as i can in a shortest time period. The battle won't take days.. so i will fight for 1-2 hours and i will bring a weapon which needs to wait to fire.. come on guys... The battery system is the most logical one. Don't try to change it to make it something different.. it's the right way.. but the weapon mechanic could change.. like the weapon will be more powerful as you use more charges and time. A laser rifle could be used as sniper rifle with more range and damage if you give "3" charge and half TU.. if you go single fire, just use one charge.. Maybe you want a powerful burst.. then give 10 charge for a full TU 5 fire autoshot... This could be used for all energy type weapons. Very logical.. very fun to use.. so with less weapon type, you can have multi-option guns. A pistol, a rifle and a heavy laser could give you at least 5-6 type of weapon.. it will need different game mechanic and maybe some UI changes too..
  2. Hey people! I want to talk about weapon firing types (single, aimed, auto...) and how to make them realistic and more fun.. At X-Com type games, we got standard firing methods.. single, aimed and auto. Some weapons do not have all the options. It was nice for a while but now we got more options which can bring more action to the warzone. I wanted to add this to the open-xcom because X-1 did not allow me to mod so deeper. But i could not finish it at Open_Xcom because the balancing is very hard.Again but Phoenix Point will make it. We need to create more firing types and leave some old ones.. Let me discuss this per weapon type: Pistol: Pistols are ultra weak at every xcom game.. there is always much better option.. Why? At reality, many special forces are still using pistols but at games we could not simulate this.. we always bring bigger guns.. John Wick kills mostly with pistol.. So pistols are very fast weapons which easy to aim at short distances. We give single and aimed shot to the pistols and player should fire many times with very low acc. The result is, no more pistols, give me my rifle.. At gun fights, you mostly never go for single shot if you can't aim well because of being under fire. So single shot for pistol is meaningless. There should be something like autofire for pistols with good suppression at shot range. This shot could have a bad aiming but the reason to use it to create a suppression fire at short distances like inside a room. Aimed shot should have a very very good acc bonus at close range which you should miss very rare. Even if we need to go far, we need to have a "critical hit" mechanic with range included. So aimed pistol shot should have great aim and great critical chance but it should have bigger TU then we use. As TU usage, i say make auto and aimed nearly same TU (aimed could be a bit less as single shot). A player should able to fire 2 auto or 3 aimed pistol shot with full TU. Rifle: Our standard weapon at this genre.. everyone wants a rifle.. you can use at any situation. Short range, mid range.. as the playground is not so huge, it's the best weapon.. but it's not right. We got single shot with rifle.. i don' like that.. if you fire your rifle under fire, you use short bursts. So you use autofire as single shot at RL. For that reason, i don't like to have single shot at rifles. I think we need an auto shot and burst shot for rifles. Auto will fire 3 bullet and burst will go for 7 to 10.. so the auto will have a average aim and burst will have very bad aim with suppression. Aimed shot should not be for every "rifle".. you can make a special rifle type with only auto and aimed as it has a scope and you dont use it for burst. Rifle should have penalty at short ranges.. not so huge but it should be there.. so the player will need to take their pistol when he opened a door and saw an alien next to him. Or he will bring shotguns for those close encounters. Rifleman should be someone for support fire at a short distance.. Big guns: LMG.. so you will ask me about this when you read the rifle and how i give supp to it already. Suppression should be very important point for the battle. For us and for aliens. Alien AI should able to handle supp damage very well. Some of the AI should fire at you just to make supp and others should go for kill.. So LMG should have 2 burst type for sure.. like rifle.. An auto shot with 5-6 bullet and full burst with crazy supp. LMG should be used against armored bigger opponents. They need to destroy walls and covers.. LMG carrier soldier should take aim penalty if he moves that turn. If you are not Arnold, you just can't run and shoot someone with LMG's.. Sniper: One of the coolest weapon we just can't use good enough at standard xcom games because the play ground is so messy to put someone somewhere long range and use it to shoot aliens at close areas. Sniper rifles should have special aimed shots. They need to ignore covers somehow.. So they should able to hit very heavy on an alien under a window. Even a full cover would have some weakness as the alien will try to look. So when they pop their head, sniper will hit it. We need to simulate this. Those ideas need some game mechanics to use. I hope we can have some of it to able to give special tasks to every weapon. Thx!
  3. The main idea here is which stats do we need to use in this game at all? I think we should not use strength, dexterity, constitution like stats.. we need special soldier stats lie accuracy, throwing, bravery, speed.. And you can train yourself for all those things at a military base. You don't learn to fight at battle ground, you already get trained and use it battle. You can add something creative related to bravery or battle experience. So a soldier with more bravery and battle experience can use their soldier stats much better. I mean you can be a sharp shooter at shooting range but can panic and even cannot pull the trigger at battlefield. Reaction could be trained at battlefield too but there is many training for reaction too because its more important then most things to survive. HP training is useless because HP is useless.. A plasma pistol can melt you anyway even you are Arnold.. so i like the solid HP with solid HP armor and solid HP shields.. so after everything is done, you will probably die or badly wounded against an alien weapon. So having 60 HP and 70 HP should not bother you at planning the game.. As a result: If you ask me, just get battle experience from battle and let it give you some ranks. Rookie, veteran, elite, super, mega vs... and this ranks will give you bravery and let you use % of your other stats.. Example: You got 100 perception, 80 agility, 60 reaction, 30 bravery and you are a rookie, so you will able to use %50 of it, so it will be like 50 perception, 40 agi, 30 reaction and 30 bravery. If you become veteran, you will able to use %80 of your skills and will have +10 bravery. For strength.. just don't use it.. every soldier can carry many things as at least 2 weapons same time.. for big weapons like miniguns, just add some creative limitations rather then muscle stat..
  4. drages

    K9s!

    Dog's can have good number of updates. They can have armors. They can have senses to detect enemies. Dogs can have special attacks to disarm or stop enemy movements by catching them. There are many reasons that armed forces uses dogs rather then mars shivs.. you can have even have cyborg dogs at late game with same weapons. With the same movement sets, you can have strange dog shaped aliens too. Dog animation sets would be very simple too.. run-attack-death maybe stun and another attack.. so 4-5 animation sets would not break any animator. As we talk about it earlier, modders can create many creative things from them.. And shiv's are not cool.. you probably get a soldier rather then a shiv with gun.. a rookie soldier could be used as a cannon fodder as a shiv but he got a chance to survive and become more skilled one at least.. but shivs are... just shivs.. i would like to have drones with cool abilities like xcom and some bigger one as a manned walking armor, or something more cooler scy-fi thing.. but not a shiv with a normal rifle on it.. adog makes tons of much more sense..
  5. drages

    Xenonauts-2 September Update!

    New aliens?? I did not expect that one.. i would like to see all concept arts of others!
  6. As I don't remember anymore the exact numbers but a magazine must have exact number of rounds for any shot. I mean there should be not bullets for 2.5 burst shots, it should be 2 or 3. It should be 3 for that weapon probably.
  7. As i read the reviews, it's not well with LOS and bullet passing walls problems.. heh like Xe-1 at first days.. and the combat is very very hard.. you just need to be under cover and as people says, it's not well too..
  8. drages

    Mod Hosting

    Kabill you alive? Nice to see you!.. About mods.. i think most of the useful mods are already inside X-CE. Others are mostly outdated by the base game and X-CE versions, so they would bring more problems and questions to new comers. I think the best option is, if there is mods which works fine with final version of the X-CE, it should be inside X-CE. As the X-Division development finally finished, there is nothing left for Solver to have a headache and X-CE project finished too. Every mod should be checked but it would be time consuming too. Most of the good mods are from specific people like you, so if there is mods which works, i think you can talk about it with @Solver to add them to X-CE as an option rather then making a special mod server. Funny part is, mod servers got always problems if they are just for one game. For that reason there is Modb and Nexus. Even openxcom, which is created for modding too, do not have a working mod server because the old server owner vanished. Goldhawk can make a server but as i said, if the mods got problems with final version, it will bring much more problems at least for Xe-1.
  9. If you miss any ufo, there is a chance to see it at next wave. If you don't act about something, any ufo or mission, it just lowers your score at the end of the month. There is no big deal if you miss something.. You can't win everything at this mod..
  10. It's like Akumas finisher. He knows every possible enemy positions and shots. So he... it's complicated a bit but a great movie..
  11. To be honest, sectoid is a global alien type. Nobody can talk about being same. I think the reaper is much humanoid then needed. Why do they have hands? They should be more creature.
  12. drages

    Tough Love

    I am the 2. One who watched it, just wanted to see what is so bad about game. But you only said something about cover for 5 min and then you start to talk about numbers.. I stopped there. You can't talk about balance at an early alpha test release. I don't know how you can deside about whole the game just playing with that alpha build too. You did not put game play to show your points. It's just a screen and very slow talk with very few info for 10 min. Anyway.. It's your desition.
  13. Yep, we need cool xenonauts if we need to stop alien invasion with some guys.. I think if he was an xenonauts, all those enemies would survive at the end anyway :)..
  14. Yeah ai is a bit capable of things more then it should be. Ai always throws when they see people together. So if you don't want grenade just don't hug each other. You are never safe!
  15. Enemy AI can hear voices ( footsteps, gunshots), can calculate possible positions and if an enemy saw you, it can inform others about your position. They are team as well, they communicate. Think that you play as aliens and you can detect enemies by their sounds even you don't see them.. what would you at that situation? Many people think it's a bug but it's something at code.
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