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Ziggarius

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Posts posted by Ziggarius

  1. Won't that hinder slow people ? Maybe it can be a progressive increase?

    I concur with this sentiment of basing TUs upon a static value. Why not make it either 4x or 5x what the soldier's base TU value is to get the next TU. So, at 50 Time Units, it takes either 200 or 250 TUs spent. This would mean spending all of your TUs for a soldier every turn would have the same rate of growth, rather than the growth speed going faster as a soldier gains more TUs.

  2. It was there but it didn't technically do anything except rank them from Private to Corporal. No stat bonuses really.

    In my own play through recently, I have noticed what appears to be a "catch up" mechanic. My rokies would gain like 2-5 stat increases each off of cruiser and battleships we cleared out. I had been under the impression max gain was capped at 2.

  3. Bear in mind there are wider issues with LOS - the aliens have the same LOS abilities your soldiers have, that when they move all the terrain that they've seen in that turn remains visible. So if an alien was watching an area and then left the area during his turn, if you then walk into that area then the alien team can still see your unit(s).

    We're looking into resetting LOS at the end of each turn to see what effect that has on gameplay.

    Chris this has NOT been my experience at all. My experience is closer to if the aliens have seen an area, they are able to see that area for 5 to 10 turns AFTER I have killed all the aliens in that area. If you would like me to replicate this on video, I would be happy to do so.

  4. So, ran into a few issues with the final mission at this time. I've included the auto save, and the "results" where I was at the point it was impossible to continue further.

    The first issue, and by far the biggest. Three psionicists exist in the Praetor's room, I expect him to be one of the three. With the current implementation of psionics, this meant every other turn three of my units would get mind controlled. Hopefully the proposed "30 range limit" and the fixing of the squad sight requirement will resolve this issue. This is something that should be monitored very closely.

    In having played, and completed the operation end game prior to the current build with psionics included. The way things worked out for me before was that I had all of the time I wanted to take until I opened the door to the Praetor. This appears to no longer be the case with no warning of any indication and I can only assume it to be a bug.

    The way I proceeded in this mission was clearing the main hall out. At no point did I open the door to the Praetor's room (the save with the results, I rushed a predator unit in just to show the viewers what the final room looked like, and still could not see the Praetor). Once the main hall was cleared of units thanks to my tank's main cannon, I proceeded to sweep the side rooms with half of my squad each.

    While attempting to sweep the side rooms, I got swarmed with multiple waves of units coming from the Praetor's room! This delayed me many turns (as did my mind control protection tactic, and the constant loss of 3 xenonauts temporarily to mind control) until I finally sweeped both of the side rooms so that I could destroy one of the cores, and C4 the other core which resulted in the loss of three units to achieve.

    Well, that's when the reapers started to spawn. I didn't think these were supposed to until after engaging the praetor and the praetor "calling" the reapers. Wouldn't the praetor think it unnecessary while the humans were still engaged in fighting outside of his chambers? The aliens have looked down upon humans the entire way through the game, never sending their full strength as a 'test', why would the praetor feel threatened while the elite guard still have the humans occupied outside?

    By this point the battle was lost as the tanks get ten rounds for an entire map, no more, and they can never reload (Unsure if this is a bug) that I ended up conceding the fight. When I hit the exit game after having ended my stream, well, the victory screen showed up... which makes me wonder if somehow the praetor got killed even though I never saw him? (I had some issues with praetor leaders dying on impact in battleships, I had to raid FIVE battleships before I faced an actual praetor)

    Just thought I'd make a report on the current state of the final missions mechanics.

    End Game results.sav

    Operation end Game Auto Save.sav

    End Game results.sav

    Operation end Game Auto Save.sav

    End Game results.sav

    Operation end Game Auto Save.sav

  5. Glad to see thread with it being talked about. A lot of points I've got has been said here.

    I will say this though, with the current implementation of Dread, and Mind Control working even when NO ALIENS can see your squad (As I understand it, this is a bug) it has rendered the final mission next to impossible. I have found several ways to keep mind control from squad-killing, the most effective costs 4 TUs to be 'safe' and 0 TUs in an emergency but risks losing/misplacing your weapons.

    Short list of stuff in no particular order

    • Remove Dread Pop-up Message, it wastes 30 seconds+ of time
    • Allow Morale or Bravery to 'resist' psionic attempts, they clearly do nothing at this time and I do not know if they do anything for any other mechanic either (maybe suppression? No idea to be honest)
    • Mind Control units should act on aliens turn, not before your turn. Currently the aliens get two turns in a row due to it.
    • Fixing the Squadsight requirement and range limiting Mind control really really needs to be a hotfix asap. Should never have been pushed to a Stable build as they are currently implemented (personally).
  6. The reload cost of the Singularity Cannon is greater than 47 time units.

    As the game does not tell you anywhere how much reloading costs (for any weapon), it would be really nice to have this added in for all weapons. In addition, with such a high cost (and the weapon imposing Time Unit penalties carrying it without any ammo even!) that I think the reload cost of this has to be unintended for the current balance of the game.

    The soldier in the screenshot provided normally has 71 time units, the predator armor sets strength to 100 automatically and with only one unit of ammo in the backpack and the cannon equipped I am reduced to 47 time units and can not reload.

    Though I do have to admit the cannon was pretty cool being fired, just a shame I only got to fire it once and never again on this mission.

    2014-03-26_00004.jpg

    2014-03-26_00004.jpg

    2014-03-26_00004.thumb.jpg.51df8dc898366

  7. i discovered a giggletastic way to protect your troops from mind controlled soldiers on my stream last night. I still need to make a highlight of it.

    Basically keep room in your backpack and stow their weapon at end of each turn or you can drop to the ground if you cant afford the 4 time units. mind controlled soldiers cannot use grenades nor melee, they also will not equip guns out of the backpack or on the ground. this is a little bit of a headache inventory management wise, at one point i 'left behind' one of my soldiers guns but got it back at end of mission automatically. bring lots of grenades for this strat, the low time unit cost for no equipped gun is pretty amazing especially with a squad of 12 haha.

  8. I saw in another thread that Chris mentioned psionics should only be used with "squad sight".

    Currently that is not the case. This is an example auto save along with the full video of the map in question that demonstrates it. The only way I've found to "combat" the psionics issue is to burn all time units prior to ending a turn.

    Later found out that Mind Control can work outside of "squad sight" as well (don't have the auto save of that mission I'm afraid) which gives the alien a turn on "your" turn. I recommend changing this up to give players a chance to react to the turned ally rather than getting a turn during your turn.

    http://www.twitch.tv/ziggarius/c/3948553

    Video is 22 minutes long for the complete mission against a Caesan cruiser.

    Psionics LoS Bug.sav

    Psionics LoS Bug.sav

    Psionics LoS Bug.sav

  9. This really shouldn't be happening, the only way the AI can use psionics on you is if you are visible by some alien, or if you don't move at all.

    I'm sure I'll see this happen again, when I do, I'll make a save file for you guys and upload it.

    The way I've seen it happen is the psionics don't get used until I've been spotted. Once I've been spotted my entire squad is 'vulnerable' to being hit with psionics even if all the aliens outside of the ship are dead.

  10. Was the first thing I tried testing, and it does not allow it to work. The abort menu shows that I'd lose the entire squad of soldiers.

    Tested it both by moving them off of it and then back onto the drop pods, and not moving the soldiers off of the drop pods.

    If that is a bug, I'll gladly post it and rescind this suggestion as a 14 squad and a vehicle (or 16 squad) would be sufficient with abort capabilities. :)

    Quick Edit: Though I do think it would be a fun risk-reward dropship to allow a two vehicle setup if it meant you can't abort. Though it might catch a few people off-guard if there was no warning in regards to it. Just some food for thought I suppose.

  11. At this time, there is only one "tactic" I can think of to counter psi attacks. Do not let your units "reserve" time units for a snap shot. But this opens up it's own host of problems naturally. So, if you rely on reaction-fire during the Caesan turn, you may want to have extra smoke grenades, and use those to protect your troops during a Caesan turn while having no TUs available to be used for reaction fire.

    Thankfully, you won't need to use these tactics against Androns nor Sebillians since neither have psionic troops.

  12. Drone Suppression is WAY TOO HIGH! My troops land on a terror mission. One light drone opens up on them before they are even two tiles from the Chinook. Suppresses all eight of them for the next three rounds just by firing in their general direction once per round. My troops cannot fire back at all due the reduction in TU and can barely move. They are all slaughtered before turn 4. Rage quit.

    Huh. I can't say I've had all of my soldiers perma suppressed in any situation. While I have noticed that the drones can suppress my soldiers relatively quickly, I haven't had an entire squad. Eight nor twelve, be perma-suppressed.

    I have to ask, how do you set up your troops inside the Chinook? Do you have them piled in the rear as the "default" or do you set some farther towards the pilot so they can utilize the side exits?

    Could the alien mind control take effect on the turn after it hits? It's super lame when you can't even run away from a hypnotized soldier.

    I have to second this. During a "test" save I have (not on stream, so no video proof), I was clearing a cruiser. There were ZERO aliens outside of the alien craft, and the psychic alien kept spamming abilities. It wound up having one of my snipers shoot and kill the other sniper (who was in cover from the first sniper). They were both at full TUs watching the "middle" door as the rest of my squad (five and five) were sweeping the side wings.

  13. I just recently got the Valkyrie unlocked and built in a test save, dorking around with some other mechanics as opposed to having this on stream. I've uploaded two screenshots below to illustrate my point.

    I feel the Valkyrie's loadout is set up incorrectly. On the dropship management page, I suggest an extra "row" be added.

    With the current layout it has available and its "capacity" via the personnel management it is possible for the below mixes before being unable to add any additional soldiers to the Valkyrie. Only two of the squad compositions can be considered viable.

    1. 16 person squad
    2. 14 person squad 1 vehicle
    3. 6 person squad 2 vehicles

    If we had an additional row on the Valkyrie this would allow for a 12 person squad with 2 vehicles.

    This would make it the only dropship capable of deploying 2 vehicles with the remaining "capacity" filled with soldiers without any empty capacity. I feel that this would not imbalance the Valkyrie considering that the Valkyrie is incapable of Aborting missions.

    In my previous playthrough of the game, I completed the game without building a Valkyrie due to insufficient alenium. Seeing what it is capable of, and the whole "deployment" no-aborting nature of it is a serious downside for all missions excluding the End Game mission where you're already at a no-abort portion of the game. For all other mission types, I think I'd prefer utilizing the Shrike over it despite the speed differences. This would allow me the opportunity to build additional Marauder units, and with the base maintenance costs holding onto each type of dropship isn't a good idea. (Especially considering how UFO waves can wind up with six+ UFOs on the map on NORMAL).

    Just wanted to get some discussion on this as I didn't see anything recent about it. :)

    2014-03-23_00002.jpg

    2014-03-23_00003.jpg

    2014-03-23_00002.jpg

    2014-03-23_00003.jpg

    2014-03-23_00002.thumb.jpg.00bd3bb23a6a1

    2014-03-23_00003.thumb.jpg.b5301ba74c9ad

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