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Charon

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Posts posted by Charon

  1. 7 minutes ago, drages said:

    When you add an image to your signature, you can't erase it anymore. When you erase it and save, it just pop ups like you did not deleted.. For those reason me and charon got huge pics at our signatures, not for covering the screen with signature images.. i hate that..

    And there is no option to delete the images we uploaded. We only can select and add them but not delete from forum database..

    +1

  2. 28 minutes ago, Chris said:

    You're assuming the aliens and the setting behave the same as in the first game there though, and I've already said that's not the case. Maybe the game will end up being something you're not interested in playing, but you'll only know that for sure when there's enough info out there for you to properly evaluate the game.

    This post sounds like feedback to the bits of information which are out there should not be posted until you can "properly evaluate the game" :D. So what is this thread about ?

    @Chris Why do i always get the feeling you are on your backfoot defending something when you post :D. Take it less personally and more like an enrichment of possibilities:).

  3. Description: A props/unit (didnt test for units) can only be affected by 1 explodion damage source, like charges, if they explode at teh same time, which usually happens at the end of the alien turn. So throwing 3 c4 at a door will only count as 1 dmg source if they explode at the end of the alien turn at same time or get triggered otherwise, by another explosion for instance.

    Reproducing: 1. Throw multiple charges against a props, preferably something with a lot of health, and see what happens/ check the XCE Debugger

  4. I would like to beg anyone who can softcode the size of the aircraft cannon to make that possible and give us another aircraft slot or softcode the superheavy weapon slot into a normal one to support us, Drages and me, the X-Division Development team.

    We could make near turn based strategic airfights in real time, just like Drakensang, with abilities and manual activating and deactivating of weapons and tactical responses. Hit chance too and variable dmg.

    If you think its worth it please support this.

    • Like 2
  5. 11 hours ago, HydrogenSonata said:

    #Clickbait

    Theory: The corsair isn’t unpopular because it’s tactically ‘bad’ the corsair is unpopular because it is strategically bad due to the concept of opportunity cost; “the loss of other alternatives when one alternative is chosen.” If you $5 for lunch and you flip a coin for McDonalds or Burger King and you go to BK the opportunity cost is McDonalds.

     


    Corsair and Alternatives

     

    At the point when corsairs are unlocked you probably have two or three bases covering most of the world. Let’s assume three. That’s $900,000 to replace Condors with Corsairs.

    The alternatives are:

    8 Wolf Armours, an armoury of laser weaponry, a scimitar and a shrike come to $980,000.

     

    I’m assuming at this point we also have at least two foxtrots at each base. But if we don’t then four foxtrots come to $800,000.

     

    Now let’s look at the cost/reward ratio for these things. Income in Xenonauts comes from shooting down and assaulting UFOs, that’s it. Council funding ties to this and airstrikes/assaults directly give you cash and resources.

     

    Cost/Reward Details

     

    The Corsair and Condor are useful for hitting interceptors and that’s it. The reward for hitting interceptors is negligible. A few thousand if you sell the parts. Interceptors also don’t do all that much damage to nation funding compared to capital ships. Note that you can also take out a capital ship that has fighter escorts and then run away. You don’t need to bring down the escorts. So with careful tactics (and bringing a condor as a distraction) escorts can be avoided. In summary the Condor is ‘good enough’ for its useful roles.

    In my experience a scout causes about $10k worth of funding damage, a Corvette around $20k if left unchecked. Airstrikes on scouts are $15k and Corvettes $35k.  I can’t quick test it properly because the buggers keep assaulting my base. But after a week I had six Corvettes floating about the world. By conservative estimate we’ll say that there are 2(ish) medium contacts per ‘third’ of the World every two weeks. By this estimate two foxtrots prevent $80k funding damage and provide $140k in airstrikes (with no assaults) every month and can comfortably cover a third of the world with a well placed base. We’ll round that up to $300k for the boost in funding they provide when they shoot down a UFO.

     

    The cost of outfitting a team is a necessary money sink. “the reward for a ground combat mission is mainly in experience for your soldiers and recovered alien equipment, with the relations boost being a secondary benefit” – Aaron. It’s less likely to be profitable but is required. The risk/reward ratio therefore comes into play. If you don’t do anything in ground combat you never advance your technology and lose the game.

     

    The corsair has absolutely no way to ever even pay for itself and break even never mind giving you a profit. It’s a massive money sink. The high cost of the marauder is justified because it can take out capital ships and pay for itself many times over.

    Reading ...

    reading ... ... 

    reading ... ... ...

    ok, so after reading all of that i can say from my experience that corsairs on all my veteran/ impossible ironman games (i never reloaded , exccept for bugs) was the OVERKILL. In all the mods i have played so far. In over 600 hours. Stuffing your base with corsairs counters ALL AIRCRAFT no matter the size and maneuverability, no matter the speed or turn rate. Its the jack of all trades and master of most.

    The biggest selling point ? Its flexibility. No matter what situation you are in there is nothing that cant be dealt with more corsairs.

    The money sink ? I beg your pardon but having an aircraft for all situations and quickly stop ANY alien events from happening gains you the most points, economically. You can even plan ahead how many corsairs you need on an average in advance. If you wanna keep it tight you can be short on aircrafts if the country takes a big wave, your decision if its worth it to keep you from building 2 more corsairs. I dont think so.

    Furthermore that you shoot down EVERY UFO means you have all teh choices and airstrike money as well. In my book there is a plus after roughly 20 days for every aircraft exluding things i could sell from the crash sites.

    Later on the corsairs becomes even better because other aircrafts are getting more expensive while the corsair still does the best job compared to what it costs. AND it still has teh best flexibility as a bonus while you have to think how to balance other aircrafts advanatges/disadvantages out.

    Once you reach the powerhouse with the name corsair theres practically no excuse for not dominating the airspace all the way through end game.

    Edit: I may be wrong on some points though :D, and now that i think about it my oppinion may be majorly influenced by X-Division 0.98 :/ and not everybody is playing the same mod :P. So take my apologisies, all in all i think the OP is right !

  6. Yeh, at least i can send new messages now. But its still has the bug that you cant "see" the message box, in whihc you are supposed to write the message. Only after clicking on "send" the dialog box reminds you that you have to send a message and then it appears.

  7. "Your inbox is full. You must delete some messages before you can send any more."

    I´ve deleted all messages previously and only sent 1 message ever since but am incapable of starting new ones because of this.

    Did someone make the gap between lines smaller ? It´s waaaaaaay better now.

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