Jump to content

Sathra

Xenonaut Premium Preorder
  • Posts

    3,096
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Sathra

  1. All of my pictures in http://www.goldhawkinteractive.com/forums/showthread.php/5678-Didn-t-find-thread-for-funny-screenshots are from V5 or V5X.

    Stat increase rates are in gameconfig.xml along with descriptions on how they increase. They should increase with normal play though.

    Grenades are enormously effective (They can kill early aliens with a single blast), and are very good at destroying most cover.

    Fighters and stuff are meant to be dodging. They just failed all the time previously, so now air combat requires some thought. Or in my case, staggering missile launches and spamming the dodge button.

    I'll update the first post with the link for V5X.

  2. Changing the shot cost for the LMG is troublesome, as its a fixed cost so you end up with veterans being able to throw an enormous amount of fire downrange. A max TU soldier (122 or so) can fire the current MG's 3 times.

    I always thought of them being SAW's anyways. Though the 'moved' penalty could probably be increased to further reinforce them as being support weapons (currently I think it drops accuracy by 50%).

    Try not to over-complicate things. Its a game, so there are compromises and the more complex things can be really hard to explain to new players.

    Case in point: Medkits. Its apparently not at all obvious that they can be charged like weapon aiming.

  3. The 'power on' objective sounds really need. Major movie vibe. Unlikely it'll make it though (not even sure the game can do this).

    The various other light sources I can get behind. Would be nice to have some various coloured lights. Rockets have a small chance to causes fires in vanilla I think, and its about flare radius.

  4. Okay, V5X and V5 both updated. Savegame compatible.

    Changes:

    -Pistol accuracy dropped a bit. They were too accurate.

    -Shotgun accuracy increased a bit to be more useable.

    -Grenade, rocket and aircraft missile/torp costs increased. Reasonably cheap still, but not throw-away cheap.

    -Aircraft missiles/torps can now be sold for more than manufacture cost (but not material cost). Just a bit of a boost during switchover.

    -Flares are cheaper to throw (about 32 base I think).

    -Smoke grenade smoke nerfed. Alien will now sometimes try to shoot through it.

    -UFO's can dodge missiles now.

    -Close range accuracy boosted (V5 doesn't have this, as its not really needed).

    Might be the last for the 5 series, as the next set will break saves due to adding the class analysis mod.

  5. Yeah...smoke grenade smoke is too good at the moment. Aliens refuse to fire into it for some reason. Trying to test the value needed, but its not going well.

    The Carbines (including the AK), shotgun, and the pistol and shield combo are all good for breaching UFO's. My strategy at the moment is 2 people with shotguns/AK/carbines (depends on map if I use the shotgun or AK) and 2 with shields. The rest are general combat with mostly rifles, an MG and a sniper.

    They stack up against the door, shields first and crouched. When everyone is in position, open the door and go mad with autofire, grenades, advance forwards for point-blank shots, etc.

  6. Wait, terrible idea. You'd end up being able to make pretty much nothing but Magstorms and plasmacasters due to the sheer number of heavy plasmas.

    Really wish manufactures.xml allowed (OR) statements now :P

  7. Yeah, I'm trying to rebalance smoke grenades downwards in my mod so aliens will actually fire through smoke. At 30 they simply decide to never shoot, even at under 10 tiles range.

    I.e. Basically, throw a smoke and breach, and as long as you stay inside the smoke you are completely safe.

    As for stun batons, they work pretty well. 2 hits to stun a Sebbie non-com at full health. Its just getting into melee range with 30+ TU to smack it down that's the hard part.

×
×
  • Create New...