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Severvus

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Severvus last won the day on April 14 2017

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About Severvus

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  1. Chineese "small" launchers on Sheepy`s photos are disposable just like Russian RPG-26 or US LAW, but it is much more powerfull- it`s AT capability as I know is close, maybe a bit above the same of RPG-7. And the big one Rocket launcher, that chineese are using is more small cannon, than grenade launcher
  2. First of all I`m russian, second, I served in army, third, I`m squad lead. mj.sergeant (In British army my rank will be something between Lance Corporal and Corporal). And in russian infantry squad there are 6 soldier+IFV\APC crew (but second mostly sit inside vehicle), and that 6 men armed with 5 AK rifles, RPK LMG (just big AK), RPG-7 and several RPG-26 (oneshot AT grenade launchers), and in total they carry something about 1200 bullets for AK (about 40 mags\8 per person) , 900 for RPK (20 mags) , 20 40mm grenades for Underbarrel grenade launcher, 13 hand grenades, 1-3 RPG-26 and 3 shots for RPG-7 (2 AT+1HE, sometimes more, but normal layout is 2+1). Normally there are dedicated AT-soldier with RPG-7(and AK)+assistant, but in fact, usually all work with RPG is done by one person (and he is not always someone with AK)... in my experience I can say, that RPG ammo is more big, than heavy =)
  3. Hah =) hou about carry of both LMG and fullscale RPG-7? (it`s real here in Russia)... modern soldier carry in combat actually tons of different gear (just like roman legionarie), and in the game, for me backpack was a symbol of all that additional pockets, that is used in modern equipment, and that why i`ve recommended to Chris to look at "Brigade E5" inventory system, that is at one side much more complex, and maybe hard to realize, but atother side several times more flexible and realistic, than everything, that was in XCom-style games.
  4. I`ve said about that in my post...in XCOM we have choice in details (and it is very obvious), but have not any choice in general (I really don`t like that gameitself points who of my soldiers will be sniper, and who will be rifleman, maybe i want to give that one with hight prescision the LMG, to allow him to shot out even very tough enemies)... In the morning I`ll post some of my thoughts about this, but right now... well... In main post Chris every time points on "useless" pistol, because anyone could equip soldier with a shotgun. It makes mefeel, that he can`t see a whole picture and whole potential of his oun ideas. Actually, no commander in strong mind will equip sniper with a shotgun, secondary sniper weapon would rather be something pistol size (pistol or SMG). But... everything later =) Here is deep night already.
  5. The problem is, that in XCOM there is not any crisis of choise, because there is no any choise at all, there are streamlined classes, with streamlined loadouts of gear, and only action, that player can do with it is upgrade the gear when he get access to new tier of weapon\armor.
  6. Severvus

    Xenonauts-2: Soldiers

    And some ilustrations for my suggestion (official screenshots of Brigade E5, released in 2006, and it was first project for it`s devs as i know, so i really cant realize what may restrickt Goldhawk to create something similar and even better, than poor small russian studio, nothing offencive, just curious about): Here is weapon modules in example of modded AEK-971 rifle, that have installed silencer, grenade launcher, scope and laser sight, there also is options to install bipods, bayonet, or flashlight (first two options blocked by grenade launcher, third by laser sight). And here you can see inventory system at it`s maximum, as you can see, soldier have slots for helmet, night gloves, armor, belt, tactical jacket, and backpack, andcouple additional bags. And All of it provide access to additional inventory space, in cost of additional weight, and slower soldier`s action. Also different backpacs\belts\jackets have divverent limits to inventory layout, here, for example, backpack (Lower right part of inventoty screen) is big enough to open all "backpack slots", but have many "pockets", where you can put mags, or couple grenades, but it is not fit for mines, also it makes main part of space too small for weapon larger, than pistol or SMG (you can see it on LMG size example on the upper right), also in game is backpacks without such limits at all, or smaller ones etc... I know that creating tons of interface may be difficult task, but... something like this will really make X2 more flexible, complex and interesting.
  7. Severvus

    Xenonauts-2: Soldiers

    I think, that modular weapon will look more like in XCOM\Jagged Alliance (with ability to change scopes, put on silencers, extended mags etc), not like Homefront Revolution where it was possible to transform rifle into LMG or grenade launcher in couple seconds (also such level of modular weapon platform is phantasy more than possibility of alien invasion). And if we take such position... I still think, that it comes too close to XCOM`s rigidly defined classes, with 0 flexibility in loadout.
  8. Severvus

    Xenonauts-2: Air Combat

    Everithing is turning around of how fast UFO is. If it’s speed is equal to interceptors then dogfight is still the option, if UFO is significant faster there is no chance to intercept it at all (expect some special conditions). And only if UFO is slower than interceptors there is point for one hit run (fighters just will not have time to turn around and shoot second time).
  9. Severvus

    Xenonauts-2: Soldiers

    First of all... sorry for being too offensive, sometimes it’s hard to control emotions and wright something constructive, especially in other language. So... i’ll try to be less emotional and more constructive next time. As i’ve described my main motivation to counter some of your ideas already in ATLAS thread, I’ll just put some details of it here (as you pointed on it): in whole I don’t like, that your ideas limits in game choices, and XCOM was mentioned mostly as closest example. There such mechanics was good because there wasn’t “XCOM1”, where was something more flexible and wide, but you already have X1 where that flexibility was and was very good and interesting. In general according to this thread topic: modular weapons is good idea because it makes things more complex and add new choice for player, and new inventory system without backpack is bad idea because it makes things simple and deleting choices. And now about inventory... you’ve said that new inventory system will allow you to have more items in the game. I have only one question on that: how old system restrict you to create more items? I really can’t realize that. Autopistol, you’ve mentioned could fit excellent In X1 just because it is much smaller, than shotgun, and weight less, so autopistol in backpack will lead to less TU penalty, than shotgun, and it would be nice tactical choice between pure CQ firepower of shotgun and more action freedom that provide autopistol. If you really want make inventory system more complex and interesting, i think, you should look not on XCOM but on old game Brigade E5: New jagged union, IMO there was the best inventory system in tactical games. In short: in basis soldier’s inventory looks like yours- weapon+ couple of “pockets” where he could put mags or grenades, but there are additional slots for backpack, belt, tactical jacket etc, each of that items grat access to additional inventory space for sidearms, secondary weapon, ammo etc. in terms of X2 it may look like: 1.Soldier have slot for primary weapon, slot for armor, slot for item, slot for belt and slot for backpack. 2.Soldier without armor can carry only primary weapon and item. 3. soldier in armor have access to 1-2 “belt” slots were could be placed ammo/grenades. 4.soldier with armor and belt have access to all belt slots. 4. if soldier equipped with backpack there will be access to backpack section of inventory where is plenty space. But everithing has it cost: belt, armor and backpack itself have weight, and already create small TU penalty even if empty. Picking item from belt slots cost some TU, picking something from backpack will take 50-100% of soldier’s TU depending on what item is picked (change weapon is 100% whatever it is).
  10. Severvus

    Xenonauts-2: Air Combat

    Modern 5gen fighters has max. speed about 1.5M (F-35 has max.speed of 1.5M, Russian Su-57 - 1.7M) moderate AA missile (for example US AIM-120) have speed for about 4M at distance of 2-180km. With that numbers we have, that in the best missile will fly with speed of 5.5M-5.7M, and it never will be able to hit something, moving with 6M speed =) (even if fighter will be able to flank it or catch it on counter cource.
  11. Severvus

    Xenonauts-2: ATLAS Base

    I can`t agree with you in term that thre could be any way to avoid single base development strategy, that is not push you toward loosing the game, its impossible whatever it looks like. Actually, the only matter for my opposition several new mechanics in X2 (single base, deleting of inventory and new air combat) is that I`ve seen this all already in XCOM by Firaxis. Yes, in that game all this looks good, but(!) it is already there, and personally I don`t need another XCOM under a different name, i`d rather play XCOM\XCOM2 itself. The main good thing, that was in X1 is that it was good and right successor for UFO:EU, and X1 was the thing UFO fans was need... and I was hope that in X2 old good gameplay will be upgraded, made deeper and more interesting, but what i see here? Tons of artificial limits, extreme gameplay simplification and stupid cloning of XCOM... it is not the way Xenonauts should go... and I think, that many X1 fans will agree with me. For example how base mechanic could be reworked: First of all there may be options between single base (may be here is someone who like sit in mad scientist hideout), classical multiple bases, and "guerilla" style. If you choose single base, everything is simple- you place it on the map and get really BIG facility (at least tripple big to ATLAS base here), wich has it`s own airfield, hangars, radar array etc. But there will be some troubles: 1. It is very simpe to detect because of high heat production, high logistic traffic, and\or high energy production\consumption 2. it is limited with internal space, so you cant get really everything you want 3. You need to infiltrate in government\civillian airfields\radar stations to expand your interceptors range\radar cover. For power supply of that base you may build your own power plants or hack in nearby power lines, but in that case someone (aliens or local government) may start investigation about unexpected power drain. If you choose classical multiple bases... well we`ve already see it all in X1, but I think, that there will be a good thing to make secondary bases more specialized: scientific, industry, radar, airfield or military base... ofcourse specialization just mean, that some % of base structures must be of that category. Second good thing, I think would be logistic between bases- if you tranfer personal, alien captives, planes or items from one base to another, or buy something in outher world, it is not just dissapear from base 1 and spawn in base 2 after several hours, but it is phisically transported over the globe by land, air or sea, and it could be intercepted by locals, or by aliens (and there could be new mission type- cargo defence). And last one- if you choose "guerilla" style... well... you will not have any "central" base at all, nstead you will start with some personal and must infiltrate them inside government facilities- scientists in universities or labs, soldiers in military bases and airfields, workers on factories etc. And with that you will play at start. After some time you wil get enough funds o buy your own labs\factories etc, but it is still extremely small, so in case of danger you barely can defend it. But in this case Xenonauts activity will be very hard to detect, exept logistic, that will be very dense and regular.
  12. Severvus

    Xenonauts-2: Soldiers

    In the whole it is not better move =( it`s just... stupid copying of Firaxis`s XCOM in it`s basics... and, well... it is not right way for Xenonauts.
  13. Severvus

    Xenonauts-2: ATLAS Base

    The main problem of single base system is that there almost guaranteed will be only ONE strategy to expand that base, with wich game could be played... single base is... extremely artificial limit for player`s possibilities and gameplay variativity.
  14. Severvus

    Xenonauts-2: Soldiers

    No, no and no =) It`s just about a thing that worked good, and is going to be changed to something, that actually will NOT work good. There is no need for 25 grenades, 3 riot shield and other crazy stuff, that you explaining here, just something, making tactical combat really tactical, and preparations before sending ground team on the mission really important at least in choise, i`ve explained- more AP vs more universal gear on soldier... in new inventory system there is no choise, and only one option for each soldier, and that is not good. And above there was a word about unexpected game experience...new inventory system IS unexpected game experience, and old one is "expected" =)
  15. Severvus

    Xenonauts-2: Air Combat

    If we came to M6+ speed of UFO, then we must came to idea that none of human-created aircraft and\or missile will not be able to catch UFO, and just cut interception from the game at all. If Planes can get it there is no any explaining for single attack run.
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