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Belmakor

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Everything posted by Belmakor

  1. 1 Chris 63,463 99.3% 2,594 50,531 10,336 0 2 thothkins 21,035 0% 2,719 6,982 11,324 10 3 Aaron 15,877 7.0% 1,767 12,098 2,012 0 4 Gauddlike 13,807 86.0% 1,974 890 10,943 0 5 Max_Caine 12,413 39.0% 1,953 4,139 6,321 0 6 StellarRat 11,831 76.0% 1,429 2,361 8,041 0 7 Gorlom 10,267 0% 1,740 320 8,206 0 8 Sathra 9,987 0% 1,568 2,165 6,254 0 9 Master Tagger6,603 0% 1,701 3,736 1,165 0 10 anotherdevil 6,588 0% 1,868 1,266 3,453 0 11 oracle1990 6,212 0% 990 907 4,314 0 12 GizmoGomez 6,097 10.0% 789 1,030 4,278 0 13 Jean-Luc 5,680 6.0% 1,944 421 3,313 0 14 Matthew 5,602 13.0% 1,550 486 3,566 0 15 Gazz 4,967 21.0% 2,100 1,672 1,194 0 16 TrashMan 4,692 0% 1,474 1,014 2,204 0 17 Ishantil 4,532 7.0% 1,357 1,229 1,945 0 18 Commissar P. 4,500 13.0% 1,589 304 2,606 0 19 Skitso 4,481 99.1% 1,299 1,088 2,094 0 20 Moonshine F. 4,269 0% 1,944 1,982 341 0 21 kabill 4,205 99.2% 657 789 2,757 0 22 Quartermaster4,142 0% 1,878 1,176 1,086 0 23 flashman 4,130 7.0% 1,393 1,188 1,548 0 24 Ol' Stinky 4,110 4.0% 1,090 1,051 1,968 0 25 winterwolves 4,009 0% 1,847 1,046 1,115 0 26 Belmakor 3,893 14.0% 1,833 1,169 890 0 27 Assoonasitis 3,841 3.0% 1,845 565 1,430 0 28 Betuor 3,824 8.0% 1,868 944 1,011 0 29 Buzzles 3,735 0% 1,828 290 1,616 0 30 svidangel 3,623 0% 906 966 1,750
  2. I'm sad and yet so happy at the same time! Now it seems I wont have an excuse to come on the forums 2-3 times today. But now we can all sample what will I hope go down in the lores as a great XCOM-esque / isometric turn based classic. Thanks to all the team. Now shut up and take the money!
  3. Can I also ask, can you chuck grenades into the adjacent tile from a second floor window? and does explosive damage go upwards also?
  4. I know this was the older version but I forgot to mention it. I think there is a missing texture or submap from one of the farm maps. It was in an open grassy field surrounded by hederows. I could see an Alien inside a load of black tiles which were surrounded by some of the new corn field tiles. He shot out a few times and smashed a few invisible windows and I couldn't target him unless I found the invisible windows to get a clear LOS. I couldn't walk into the area either.
  5. Interesting replies. I must admit I have never ever used a stun grenade in Xenonauts. I always just assumed this was for when I wanted to progress in capturing aliens (hadn't considered it as a suppression tool). Don't worry I haven't been so remiss as to forgo flash bangs (which I always use when storming). The issue is only when there are 3-4 Cas's spread out in the first room that you nearly always get reaction fired. Can anyone shed any light on this? "Laser weapons are seemingly destroyed when my Xenonauts die. Why is this? I thought only over-damage destroyed weapons.. As it is there is not enough alloys or Alenium going around to make more!"
  6. Just a few thoughts from about 3 hours playing v22E10 (to put it into perspective the last time I played more than 30 mins was v22 stable). Like the new additions to the music and sound effect, plus the new animations on the start screen. Start a game on Veteran. Didn't get first UFO in USA until mid September. What has happened to the two missions that are supposed to spawn? First mission, crashed when picking up C4 and shield from dead soldier. Noticed that the shield was not damaged despite the soldier being shot from the front. All but two of the nations decreased funding in first month. Fair enough I thought given that most of the activity appeared to be over Europe. I'm losing about 2 soldiers on every mission even when moving carefully, using cover where possible and reserving time units. Seems a lot of enemy units camp in little nooks and crannies waiting for me to walk past. (I guess this seems fair!). UFOs are an absolute bloodbath with often 3 or more camped in the main control room and another two in the reactor (though these latter two rarely seem to reaction fire or do anything!). Crashed on 1st of October when arrival of two soldiers and straight to soldier equip screen End of October and have teched to wolf, laser equipped all soldiers. Not enough alloy to make wolf despite doing at-least 70% of shot down UFOS (missed about 25% due to them moving too fast). Every single country downed funding in October despite me shooting down almost everything over north and central america, net income was a pathetic 650k. Caseans are far too accurate with burst fire at long ranges. They can hit me at a range of 10+ tiles with generally 2 out of 3 of a burst shot. The equivalent for me to get two shots on target at this range would be about 7-8 aimed shots from my riflemen. Caseans are far too deadly when holeing up UFOs even with the use of smoke. I'm losing 2 men minimum when storming them. Part of this issue is the UFO doors closing at the end of the Alien turn, the other issue is the fact that smoke disspiates over 1 turn. This is for me currently the worst part of the game and the part requiring most balance (perhaps breaching charges as per Fire in the Hole mod?) Laser weapons are seemingly destroyed when my Xenonauts die. Why is this? I thought only over-damage destroyed weapons.. As it is there is not enough alloys or Alenium going around to make more! Another crash on moving from workshop to soldier equip screen after coming back from battle. Was my chinook in the air (possibly). I do know that one of the solidiers had come back from the dead... Sebillians feel comparitively easy compared to Caseans once you tech to lasers and wolf. Especially in open spaces (about the same level of danger in the UFOs). They still seem to be able to see through walls though and often end turns facing my hidden soldiers despite their being very obvious threats directly in front of them. Too much repetition in the map cycle. First two maps I played were both exactly the same (desert). I have a gut feeling the accuracy calculations are wrong. I had a sniper miss 3 x 95% shots in open terrain. I've also had two soldiers both miss burst fire into the adjacent tile when the odds were 55% per shot. The enemy however seem deadly accurate at all ranges and rarely miss.
  7. These look really cool (not played them yet). I like the use of second levels. Its a shame the official maps don't make more use of them at present - though I suspect this is because it shows deficiencies in enemy AI? Out of curiosity. Can enemy AI spawn on rooftops?
  8. I know that you can't teleport items between levels (although that would be cool in itself). But; what happens to items on the ground when you teleport between levels? Do they come with you and could they come with you? You could have one sacrificial lamb teleport up 2 or 3 C4s. Throw an Alenium or plasma grenade at the faraway ones (get all shot up) then next turn! BOOM!
  9. I'd like to see this implemented, at-least in a mod. What I would even more like to see is for two of the heavy fighters to roll in opposite directions in the first few seconds of air combat so that they are not all bunched together and therefore much harder for a Corsair to take out...
  10. Alternatively, is there a way you could use the reveal all as a way of lighting the fog of war (but without actually drawing the Alien). So you get a rough idea where it is but you don't know exactly - until you get LOS. I.e. you know hes in a room, but you don't know what way he is facing, if hes crouched and what type of Alien he is.
  11. I am also in the hater camp when it comes to "Reveal All". I can only remember one mission in which I couldn't find the last Alien (just happened to be in a store cupboard I hadn't bothered to clear. Of course, some others might find this frustrating but you shouldn't lump us all like that. Half the tension for me is hunting down the last Alien, knowing full well that they could still kill one of my soldiers. I'd rather see a "Aggressive" stance change for any remaining Aliens on the map after 12-15 turns - ala X-com - to force Aliens out of hiding. Yes this could be abused by camping outside the UFO, but that is a choice for the player. A reveal all gives us no choice. Suddenly the remaining tension is gone and its just a simple mop up.
  12. They bombed a secret Gulag of course. The aliens with their class based society dislike communism maybe?
  13. Yes I realise it has some value of initiative score, but I was just suggesting it could be lowered further so that you have a higher chance of triggering reaction fire. Perhaps the test could be based on the range your trying to throw it, so if your throwing it at maximum range you always trigger reaction fire, if the enemy has TU. "i.e shoot the bloody guy with the grenade" whereas when your right next to them its more a case of diving for cover and forget the guy throwing it.
  14. This would be my preference too. Damage should be anything up to 5-6 tiles away from the grenade tile with damage falling off exponentially. I.e the tile next to the target tile is like 50% damage, the tile next to that 15%. So unless you get the grenade on the exact tile good luck killing that Alien. Bear in mind this would likely increase equipment yield as not all grenades are going to be doing over-damage. You could also make the grenade have a low initiative score to increase chance of alien reaction fire when throwing? That would make grenades suitably powerful, but also risky to use (also costly in terms of lost equipment) and therefore quite situational.
  15. Does being in cover affect suppression in any way? I feel that a guy behind 100% cover should perhaps suffer half as much suppression as someone in the open.
  16. Could you do another video with the Corsair using 2 cannons (with 1/2 - 3/4 ammo in each) and two light missile slots? That would be my preference. Its still an upgrade on the Condor and sufficiently different from Maruader and Foxtor to be interesting and niche fulfilling.
  17. I don't know if this is do-able. Could the shield provide a modifier to the armour of the unit using it. A modifier which is related to the health of the shield. The modifier would need to be initially high enough to stop almost all the damage from the first shot it stops. This method would have 4 benefits. 1. You can still be injured through a shield (likely from a ricochet, or the force of the shield butting you in the face, breaking your arm etc) with the chance of injury going up as the shield degrades. I don't think anyone would complain if they took a few points of HP damage in the first saved shot? 2. Armour piercing will effect the ability of the shield. This nerfs it suitably so its not blanket protection from all Alien weapons. 3. A shield with a health of 1 isn't going to be giving you much protection as its armour modifier will be next to zero. Negating the silly example of 1 HP shield stopping a 100 damage shot. 4. The code already exists for determining the amount of damage done after taking into account armour. The only issue I can forsee is that it might provide 360 armour modifier which would be a negative of this approach. Can the armour modifier be set to the front 90 cone only? The modifier would of course be an addition to existing armour protection, so it could degrade independently of personal armour.
  18. Make the upper limit of the Repear hit well into over-kill numbers and the lower value just below 75 or something (taking into account wolf armour). Maybe 1 in a 100 hits from a Reaper your Major/Colonel could survive - something you would never forget!
  19. Maybe zzz will come back one day. We can only hope he is just busy with his final year degree or something!
  20. That would be interesting! Chris if you do decide to go ahead... The conventional way would be to calculate momentum (mass*velocity) then to set how much sideways momentum a role generates to arrive at a resultant vector. This would work but I would argue that as masses and velocity are already fixed, all the aircraft will behave in a very conventional way. With heavy aircraft almost unable to dodge! However, if you replace mass in the momentum equations with a modifiable factor then you have something you can change independent of mass that would alter the role ability i.e. Forward velocity * Factor = X. This factor can be equal to mass for those aircraft you want to operate conventionally (i.e. condor, foxtrot), but you could set it less for some aircraft - perhaps some of the UFOs and the Corsair for example. Then you have another component you can play around with to make aircraft different, with some only able to make momentum roles and others (with some hand wavy UFO science) can change direction instantly. That would be much nicer than just being able to change only role distance and speed. In fact having just wrote this you do realise that you could actually enable rolling on EVERY aircraft and limit each Aircrafts actual ability to roll bases on its speed and that factor. So you could still have a strong demarkation between aircraft that can dodge missiles and those which cannot, but add in another dimension to some of the strategy!
  21. I don't find shields over-powered in the slightest. I never feel the need to have more than 1 with me per mission and it has its very specific uses (generally walking first through a door). It useful having two shields in base missions and having one go off in each direction, if only to try and draw alien reaction fire. However, I don't think my shield guys have ever gone a mission where the shield hasn't been destroyed and they haven't taken at-least 20% damage and been near death.
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