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Charon

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Posts posted by Charon

  1. 35 minutes ago, PALU said:

    Given that the spear cannons are called "spear" cannons, I haven't wanted to change it, but I could describe it as a bit of a misnomer.

    Wait, i know i am trying to box you around, but you seem to go into the wrong direction. All i wanted to point out was that the projectile of gun is called bullet ( because its small in size, comparing to the fire mechnism ), and the projectile of the Spear Cannon is called rod ( because its comparatively bigger in size compared to a bullet-to-gun ratio ). You can leave everything as it is, a wrong description never hurt anybody.

    Edit: It doesnt mean the Spear Cannon is not called Spear Cannon, it just means the Spear Cannon doesnt fire spears. :D

    35 minutes ago, PALU said:

    I agree there are many aspects of games that should be discovered, but I don't consider analysis of numbers to deduce effects or getting caught by unexpected failures of things to work as expected because you didn't perform the math on everything to be one of them (in particular since you don't even have those numbers available when making a decision to produce the first of a weapon: as you pointed out, the numbers can jump around). In this particular case I believe it is something they would have discovered during production/testing, and thus something that they should be able to inform you of.

    A 15TU% increase in an aiming option ontop of a non produced laser sniper equals to 110% TU% to fire the weapon, which is impossible. There is really not much math here and you can view the stats of a weapon as soon as you unlock it. If you say thats too much math for players than i will have to disagree, surprises are a part of life, and in this case the game. I dont really see a non-prejudice free way of describing it, other than stating the stats of the armour.

    35 minutes ago, PALU said:

    The reason the results were so abysmal was essentially that the phase progression has seen a huge jump in ship size.

    Which is attributed to the huge jump in torpedo slots an aircraft can carry, from 1 to 2, which is an 100% increase in damage, even without better aircraft weaponry. Everything has a reason, in this case that there are non natural numbers between 1 and 2.

  2. 11 minutes ago, PALU said:

    I don't know what the "alternative word for spear = rod" is intended to refer to. The only thing I can think of are the various spear cannons.

    Yes, i was thinking about the various spear entries. Example:

    Quote

    The Corvette Spear Cannon is an improved version of the Spear Cannon. It deals twice the damage per spear, but carries only 4 spears versus the Spear Cannon's 6. This means the time spent in the danger zone is cut almost in half, and the range is increased a bit as well.

    Technichally the Spear Cannon doesnt shoot spears, they are still bullets. If you want to emphasise the heavy aspect of the bullet you can use "rod", but shooting spears isnt the appropriate wording imho.

    This is a spear throwing machine and thats not what we have (although it is almost identical as a structure ):

    61kWkiXh5HL._SX425_.jpg

    But even than its not really a "spear". A "spear" is always something which a human hand throws. If a machine is involved its called firing rods. Because thats what they basically are, rods.

    So much for linguistic :D.

     

    18 minutes ago, PALU said:

    If I estimate it correctly, the Sentinel armor cannot be used with any weapon firing mode requiring 90+ % TU, which is found on sniper/precision weapons and a cannon. I can change the wording in the Sentinel to remove the judgement, of course.

    I would be much very much obliged if you do so.

    But when you do it i dont really understand why the information is there in the first place. Snipers are not the only weapons which cant be fired in their highest mode anymore. Does the writer of the Xpedia hold snipers in higher regard than other weapons ? Are the weapons which are not mentioned of less importance ? Are snipers mandatory ? You see, no matter what you do, if you dont objectively follow through with a rule highlighting certain things makes prejudice almost completely certain. A balance, which can easily be changed with the next patch.

    Now i totally understand that not being able to fire snipers as well as before is an important and useful information for you, as it is for many other players. But in my oppinion masticating the connection between an armour increasing TU% and certain weaponry is something the players should find out themself. This is called "discovery" in games and is a very important point. If you masticate every bit of thought process for the player you are robbing them of the experience of making the connection themself. Have you ever seen infants/children and how important it is to them to do the stuff themself ? Its because nobody else can give you the experience of doing an action yourself, and coming to the proper conclusions afterwards.

    Look at the Pulse Precision MK3 and you will see that your statement doesnt even hold true for all snipers/precisions.

    I would be much obliged if you rethink that approach.

     

    About #batteries

    A Terror Dreadnaught has 43 280 hp and a MAG Turret does 11 000 dmg, with a miss rate of 50%. This means 4 hits bring down a Dreadnaught, which is the same ratio than in any other phase. You need 8 batteries to have a 50% chance to shoot down a full hp Terror UFO.

    So i cant really do anything without screenshots, video proof and a save game to look into it, if you desire that i do this.

    Have you checked if your turrets were not Plasma ones at the time of the assault ? Dealing 2700 damage on a 92% damaged 43 280 UFO sounds about like 6.25 percent, which seems to overlap with your 7% of damage.

  3. 4 hours ago, PALU said:

    Edit: The advice to try which armor/weapon combinations work isn't as useful as one might think, as the decision to produce a weapon and/or an armor has a tendency to be made before at least one of them is available. I didn't produce any minigun before I had a Predator, for instance, as I saw little reason using one together with regular armor both because of the bracing required and because of the weight of the weapon (and ammo).

    Nothing is perfect. Are you suggesting another string to indicate whether or not a weapon can be equipted on an exosceleton ?

    The pros are that it is visible to the player which weapon is equiptable on heavy armour, the con is that the strings are already overloaded and cant take yet another ambiguous line.

    4 hours ago, PALU said:

    However, I've tried various combinations using the OP ENDGAME save and have drawn the conclusion that the heavy armors (which I have assumed all have the same restrictions, and I've also assumed that the restrictions are per weapon type, so if one rifle doesn't work, none of them do) are limited to heavy/machineguns, cannons, miniguns, and flame throwers.

    That should be about correct.

    4 hours ago, PALU said:

    - Described that the base upgrade also increases the worker capacity of workshops and labs (I discovered that by accident, more or less)

    Technichally, it doesnt. It upgrades the normal workshops/labs to nano/quantum ones, which have higher capacity. Since there are no Xpedia entries for those, its ok if a hint is inside the base upgrade.

    4 hours ago, PALU said:

    - Named the new effect "Slowed"

    Depending on the development, i think our proclivity is towards the SHOCK effect, eg. the SHOCK effect slows, not the slow effect. I know im dragging you left and right, but thats how development goes. For now you can just keep it until we have a more visual indicator.

    4 hours ago, PALU said:

    @Charon Another balance question: Are missile batteries really intended to become essentially useless? I had a terror dreadnought attacking a base when I'd damaged it (the ship, not the base!) to 90%, and the (single) missile battery missed most of the time, resulting in 92% damage (8% left), and managed to hit a couple of times, resulting in 1% left, so the damage seemed to be 2 or 9% depending on whether it hits or misses. This is well into phase 3 where I've researched all Gauss and Pulse weapons to Mk-2 (some/most Gauss to Mk-3), yet the missile system was described as being a Mag one. It can be noted that this happened after Base Upgrade, if that's supposed to have any effect on defenses.

    Need more data and a more detailed description.

     

    Possible alternative word for spear = rod.

    Quote

    (providing the wearer some resistance to smoke and gas effects)

    (providing the wearer with a lot of protection against smoke and gas effects ).

    The sentinel armour provides a quite good protection vs incendiary and chemical damage.

    Quote

    It should be noted, however, that this slowdown makes this armour a poor match with sniper rifles, as it makes it impossible to either firing two snap shorts or to fire a single aimed shot.

    I personally dont like this line. While it might be your personal oppinion that sentinel armour doesnt go well together with snipers, putting this into the Xpedia basically tells the player what to do. This is not the X-Division principle. What if players form a different oppinion ? Does the game than tell the player she is wrong ? Laser weapons are precision weapons, different to true snipers, yet they have the same problem. To put all problematic weapons in one bathtube and letting the players figure out which ones arent meant is the same as saying nothing at all, just with the difference that you wrote something players might attribute value to ( because they kinda have to trust the Xpedia ). So, this is not what X-Division stands for.

  4. 5 minutes ago, PALU said:

    A sniper rifle is considered a "heavy" weapon, which should mean a suit capable of only using heavy weapons should be able to use one (while it still makes sense that clumsy gauntlets wouldn't be suitable for precision weapons in the real world). If it means standard armor for the sniper, it's a good thing I haven't produced that many Sentinels before I got to use them (as well as before I tried to attack a base).

    "Heavy" in this case only means if the weapons accuracy drops after moving. As far as i know "LOWEST OF STR OR ACC AT AIM" is a better indicator for what exosceleton can wear. I looked into the files and there is no clear indicator to the player what constitutes a weapon which can also used by predator armour class armours. LOWEST OF STR OR ACC AT AIM is an indicator but the flamethrowers for instance can be used with a heavy armour without having those attributes. The best thing you can do is just to produce a heavy armour and try out if your favourite weapon works with it.

  5. Just now, PALU said:

    No, I'm not "forgetting": that's what "sniper shot" was intended to mean, together with the quotes around "can't be used". Looks like it's time to go in the complete opposite direction and use a Ripper armor on the snipers (assuming I can meet the rather hefty resource requirements).

    Oddly enough this is the conclusion i came to as well, until i realised exosceletton cant operate something as delicate as a sniper.

  6. 34 minutes ago, PALU said:

    Is it really intentional that the Sentinel armor can't be used with sniper rifles? What I mean with "can't be used" is that the number of TUs required to fire a sniper shot is higher than the maximum number of TUs (unless there's some later, unknown, development that allows soldiers to gain more than the previous maximum). It certainly throws a spanner in my troop layout strategy (although enemies being able to hit my sniper through a roof, while the sniper can't fire back due to a 100% blocking roof negates a large part of the "sniping from a high vantage point at the rear end of the map" strategy anyway). My laser sniper rifle required about 122 TUs, with the armor only providing 115.

    I think you are "forgetting" to point out that "cant be used" means the highest aim option cant be used, while the other 2 can still be used. Thats correct.

    Apart from the fact that your snipers should already have decent accuracy with the first 2 options it is indeed to powerful to have a flying, relatively well armoured armour shoot 2 times. The side effect of this is that you cant use the highest aim option. You will need to use other, less potent snipers like the MAG Precision or the Pulse Precision one, which obviously are either less powerful or have less range. Or you climb the house like a normal human being, by foot.

  7. @Light Scout I think what @PALU said is a good summary:

    1 hour ago, PALU said:

    Having said that, you should try to equip your soldiers according to how you play so you use weapons suitable for that tactic, not based on what someone else does.

    Apart from that on more difficult levels of X-Division you will have to use whatever you have at your disposal. In my playthrough i teched straight towards laser tech, but than the game gave me 90% sebillian missions, and i reluctantly had to tech towards Division weapons for an inbetween bridge until the game decided to let me get more energy cores. From a balanced 50/50 viewpoint you will not have the tech nor the resources to either skip Division weapons or Laser weapons entirely. I usually try to get my hands on energy damage, and substitute the long range suppression with Division weapons, because suppression doesnt care about damage type. Division Miniguns are almost as good as Laser ones at point blank range so you can substitute missing miniguns with some kinetic ones most of the time. Discs are quite vulnerable to kinetic miniguns, for once because of their size and secondly because of their low kinetic resistance.

    The Laser weapons are definitely lacking in the suppression department, as they dont really have a dedicated hmg ( the Gatling is a LAB failure ). The newly introduced SHOCK effect for kinetic shotguns and smgs slightly give you more options on the kinetic side to consider. The cannons have some nice niche picks with their burst options and the ballistic sniper has more power and penetration than the Laser one.

    I was still around when everybody was only using kinetic weaponry because on paper they simply had slightly more power and mitigation all around. Then .4 introduced the new androns with their high kinetic resistance and the meta shifted heavily towards energy weapons. The weapons themself didnt change, only the meta around them did, and so they became quite valuable.

    As Palu said the most important point is that your team and your strategy is well rounded, so the prefered weapon loadout usually dictates what kind of damage type you need to bring to the battlefield.

  8. 2 minutes ago, Dagar said:

    My experience with it is obviously limited, but I liked the Division SMG Mk1, and took it for my shielders over the ballistic or laser pistol of same level. To me it seemed like the only trade-off you have to take is that you cannot finegrain your shots that well, but for damage and suppression I deemed it pretty good.

    If there was a laser SMG, I'd definitely tech and take it as is.

    No SMGs until Phase 3 !

     

    Not that you need it, every MAG weaponry has its own burst mode anyway ><.

  9. 2 hours ago, Dagar said:

    Dunno how well the SMG does it right now, but maybe alternatively you could look into it suppressing a bit more. A CQ high reflex one handed suppression weapon would be pretty cool to have. Of course it should not suppress as reliably as the LMGs or miniguns do.

    The problem that the SMG has it is never truelly the weapon of choice. If you want to deal damage you go for a pistol. If you want to be highly manouverable after shooting you take a pistol. If you want suppression than you usually take an hmg because of the longer range and better suppression. It doesnt help you one bit to 80% suppress a target, but to need support from others to finish the suppression job. It doesnt help that neither the damage, the suppression nor themanouverability is something an SMG can achieve without the support of other weapons. There is basically not a single outstanding feature for an SMG. Yet if we buff them too hard by even a hairs breath they can easily become the next meta.

    I hope with the addition of the SHOCK effect the weapon gets more a niche of its own, while the increased bullets dont really increase the damage because of the abysmall accuracy anyway, but it increases the damage a bit in point blank situations, which should give it a slight edge against pistols in point blank situations.

    @Svinedrengen

    • Like 1
  10. 23 minutes ago, Svinedrengen said:

    SMG's are now a viable option instead of pistols, but they still need a little more to make them a truly legit option. I have been thinking about lowering their TU usage from 40% to around 30-33% so when you dont move, you can fire 3 times. It would make them good for breaching and controlling small areas. What do you think? @Charon

    I looked at the situation and i dont think they need their % use lowered. Lowering the % use is the laymans first thought, but you have to keep the weapons unique. Whats so unique when every problem gets solved with lowering TU% ? Instead i think increasing the amount of bullets to a higher number and adjusting the clip capacity. From 6 to either 8 or 10 bullets and from 30 to either 32 or 40 bullets per clip. Hard to say which one is more appropriate.

    But alas that is why we have a development team, you need to throughly test these changes in the short, medium and long run. X-Division was not build upon people trying to think out problems, but with hard statistical data to back up their decisions. X-Divisions work has been layed down, but if you want to improve on the SMGs that is the direction i would be looking at.

  11. 15 minutes ago, lolo said:

    Thanks! What are the fixed researches that I will miss out on if I attempt to patch from .01 to .10?

     

    Antimatter Technology 2 is not unlockable in the current version .01. This doesnt keep you from getting Antimatter Technology 1,3 and 4 though. The armour progression has been stretched so that some armours are faster reachable, while others have a more logical progression. The goal was to better distribute armour research so you get enough time to play around with a new armour before the logically next one gets unlocked. Some roborex dependencies were removed which made 1 armour not unlockable. A data hack had an inappopriate, but still researchable requirement. A few fixes all around the board. Additionally the research was optimised for Palus Shining Xenopedia.

    • Like 1
  12. @PALU

    Quote

    resulting it the victim having to use a number of Time Units (TUs) to recover at the beginning of the next turn.

    "resulting in"

    And i think we can make a better connection from now on between "shock" and "slow", as "slowed" might be the future notification that a unit has indeed been affected by the shock effect. The resulting text could be "resulting in the victim being slowed for the next turn."

    Edit: The targeted change would be a "Slowed" text similar to the "Resisted" text when a projectile hits a target. This is still in the works though.

    Quote

    4 Caelium, 48 Light Fibre, and 49 Dense Fibre

    4 Caelium, 48 Light Fibre, and 48 Dense Fibre

    Quote

    show down

    shot down

  13. 8 minutes ago, Svinedrengen said:

    You are my last hope for this to be fixed, but it is okay I have reached the point where I accept it just cant be done. It just annoys me that I can change some things without a problem and not others. Why wont this stupid machine just do as I say and comply. 

    Give me the full path and name of a specific asset you have been working on, and your results. Maybe i can see what i can do.

  14. 1 minute ago, PALU said:

    The reason for why my previous post doesn't make sense is that my installation wasn't updated, for whatever reason, when I ran the installer, so I tried to find changes that didn't exist, and make sense out of what I found. Rerunning the installer did actually result in updated files, so I'm not sure what went wrong (running the older 1.00.10 installer?).

    Anyway, I now see the changes.

    Love you.

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