

Conductiv
Members-
Posts
121 -
Joined
-
Last visited
-
Days Won
7
Conductiv last won the day on July 1 2024
Conductiv had the most liked content!
Reputation
38 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Issue I have with the cover system
Conductiv replied to Skitso's topic in Xenonauts-2 General Discussion
the proposed changes: current (basic cover 40%) 0.6 * (current kneel 10%) 0.9 = 54% of enemy accuracy applied. basic wraith at 70 *1.2 (rifle aimed shot) =84 means approximatly 44-45% chance of getting hit to proposal: (basic cover 40%) 0.6* (improved kneel 20%) 0.8= 48% of enemy accuracy applied basic wraith at 70*1.2 (rifle aimed shot) =84 means approximatly 40-42% chance of getting hit absolute difference is less then 5% so will occur in less then 1:20 circumstances, my hypothesis here is that you simply wouldn't notice the proposed change. I propose an alternate: when crouching and facing the direction of enemy fire, adjacent cover bonus is magnified by 50% my proposal (basic cover 40%, magnified to 60%) 0.4* (current kneel) 0.9 =36% of enemy accuracy applied basic wraith at 70*1.2 (rifle aimed shot = 84 means approximatly 29-31% chance of getting hit. can be recalculated with the other cover numbers 10 and 60, none will give absolute immunity to getting shot like full cover, but the 60% cover items will give a very noticable advantage (enemy hit rates <10%). and with an absolute difference greater then 10% on the most common covers, it will at least be noticeable there. like the OP's suggestion, just crouching in the open provides no additional benifits. my suggestion does not magnify the offensive capabilities of crouching -
Milestone 4 Balance & Feedback thead!
Conductiv replied to Chris's topic in Xenonauts-2 General Discussion
-varied alien weapons could be a thing, shotguns, SMG's and more servitor machinegun like tools would be good additions, the servitor MG version with its high suppression value would be a real pain in the rear end. I would pick these rather then heavy MG, grenade launchers, cannons or rifle bursts because of the extreme lethality the latter would have. personally..I feel you want some RNG as to make things not completely predictable, but you also want some tactical certainty..like not being instantly killed from halfway across the map by a plasma burst that happened to hit 2 shots. shotguns with very short ranges at least have some counterplay..despite the extreme lethality they have. with these things survivable in the heavy armors, it would make it even harder to promote not pressing that "heavy armor" button in the loadout screen about the downplay, its a +10%/-10% multiplicative bonus and it is fairly impactful, a player being hit by wraiths would go from 56 to 61% through 40% cover, while the accuracy needed for a player to hit would go up. so you are right the effect is not to be downplayed. but other then aliens move squatting their way through the map, would this change gameplay much? how much would you fiddle with the routine as to get a satisfactory crouch to stand ratio. that is where I don't see much change, it wouldn't actually do much in how you approach the alien. Now aliens avoiding friendly fire would be a thing as it would make the game feel more serious, however aliens being reckless gun-ho characters can also add tactical depth by trying to bait them into performing such actions. UFO's tend to be fairly empty I agree, maybe a better balance between defensive and aggressive aliens can be struck, but I think most players don't like having to walk down a single chokepoint knowing camping aliens are going to reaction fire them. as there is currently no way to breach a UFO wall to bypass a chokepoint -
Milestone 4 Balance & Feedback thead!
Conductiv replied to Chris's topic in Xenonauts-2 General Discussion
-automed is too powerful, I agree to an extend, its power is twofold, it no longer clogs up a secondary slot and it doesn't cost an action. its function as a medical tool to stop bleeds is however critical to its actual use...if it doesn't stop sufficient bleeds, I'd have to pack medkits regardless and that would undo the use of the automed to begin with, its actual heal value is much less important for it to be useful, and can so doing be toned down. the weight of the module can also increase as its much lighter then the medkit is. -a medkit that would act like a 100% hit melee weapon but is a consumable rather then a kit, I'd be totally fine with that. -from one side, it makes sense these actions (hacking/ opening abduction tubes) take time. however the TU costs would drastically change the way low level troops (read low TU troops) can handle these types of missions. -teleporters, 1 way would make base command rooms a 1 side bum rush while making them costs more TU would just get the same cheese but with less performed actions and so doing a greater need for cheese. so I'm on the fence about this. -don't these actions already have a greater TU cost compared to standard movement? -grenades being accurate isn't that bad, for gameplay purposes it allows for solid use of this consumable pool, and damage grenade spam is discouraged by the broken loot system. if flashbangs became inaccurate their use would plummet as they are very dangerous for the troopers themselves, imagine flashbanging your own troops and then catching a volly of reaction fire after that followed by a full enemy turn. hell even just missing and getting nailed by reaction fire would be a massive problem. since losing a soldier is a greater loss then simply not performing an action like that unless it was already safe to do so..its far more likely most players would simply not use grenades when the enemy is facing them. From a realism standpoint I agree, throwing stuff accurately is a learned skill and there is no way grenade throws...especially blind ones would be that accurate by novice troops that can barely hit enemies at mid ranges. but from a gameplay perspective, I think dropping the accuracy would do more harm then good -smoke allows for a 100% miss screen in front of your troops for anything that is 5 tiles or further, provided you can get them to shoot through 5 tiles of smoke. the 100% chance to miss is for both mechanical as well as biological enemies, adds minor stun damage to biological enemies in it on hit, every tile they move through it or if they end their turn in it. Smoke has no upgrades atoll but is a half decent gas grenade and barrier tool. granted, the barrier is double edged and can hinder your troops as much as the enemies but its not weak. -clustered abduction tubes would be great if the player knew where the cluster was from the getgo in order to get the priority feeling. otherwise you just get the "I was RNG'd over" feeling because the cluster decided to spawn in the furthest corner away from your troops in a mission that took longer then expected to shoot through the resistance. or it just spawns them next to the dropship and its like..meh...because no feeling of luck, skill or priority occurs if that happens. -alien plasma and fusion rifles don't have burst fire options I think, not that they really need it as those weapons are plenty deadly as is. and aliens don't ever kneel unless suppressed. how the aliens routine doesn't use it, as they generally move for about half their TU and then stand still in order to still have enough to react, and if a players soldier or neutral trooper is in their range when they have full TU they simply blow everything on attacks or chuck a grenade. they could crouch making them slightly harder to hit and them slightly more accurate, but other then that..I barely see any merit in it. -corner camp death corridors, you sure you want that? its probably easy enough for chris to change the number of aliens that go from their offensive routine to a defensive one. but the result is likely going to be aliens hugging the corners of the UFO and point blanking your troops with reaction fire or creating a plasma grenade surprise. more aliens also increase threat, but can be equally devastating as even now high end UFO's can have a couple of dozen aliens in it. -
How do you deal with enemy grenades?
Conductiv replied to Token's topic in Xenonauts-2 General Discussion
if you see the unit with a grenade the turn before, by suppression is the best method (aside from straight up killing/KO-ing) as throwing a grenade costs 51% TU, they can't when suppressed. the other method is long range, forcing the grenadier to drain TU to get into range, and hopefully not have enough TU to actually throw and move into range. the final method is using every building you get into, the roofs can block some of the grenade angles if you are not in the window opening, and the aliens don't seem to go for splash hits by deliberately throwing a few tiles off. in many cases hugging high cover (walls, dense jungle, farmland hedges) can have the same effect other then that, spread out and wear the heaviest armor you can get. as thrown grenades ignore smoke penalties and are extremely accurate even when thrown through cover -
based on what happens to troops that sit in a base with the training station, where troops perform no actions that boost stat increases but do gain stat increases over time and..most notable..gain ranks as well I think rank is a function of stat progression. aka after every X stat progress points earned, a trooper increases in rank. as such it would be extremely unlikely there will be a private with stats exceeding that of a colonel. this however doesn't make @Token's idea bad, I would like to have a rank sort as well and use lower rank soldiers on more dangerous positions, as the game does have a mission commander bravery bonus, where the highest rank soldier alive on the squad provides a squad wide bravery boost.
-
Milestone 4 Balance & Feedback thead!
Conductiv replied to Chris's topic in Xenonauts-2 General Discussion
-the game has a lot of missions over the coarse of a run, many of them being UFO missions, I agree there are huge empty spaces in a month where nothing happens, but more UFO missions might not be the solution. -the shotgun is a brutal weapon, and I think the only weapon that uses accuracy that can actually be used with competence by low (sub 50) accuracy troops. but other then being devastating up close..as its supposed to be..I don't really see a reason to nerf it. -terror missions seem to be hit or miss, I swear I had one where I landed between every single enemy on the map and others where I could patiently pick enemies off. terror missions tend to have more enemies on it and the enemies tend to be of the highest "tech" available to the aliens, so they are harder then a standard UFO, but they are less intimidating then alien bases. -the basic stun gun you get from xenobiology is solid in my book when it comes to stunning, with 25 units of penetration it applies full stun when it hits, and with 100% accuracy multiplier on a 30% TU cost it can be used fairly well by a competent trooper. its EMP damage of 22 is rather pathetic, so its alternate function as a bot killer weapon is moot. this is even more pronounced with the advanced stun weapons, the advanced stun pistol has more then twice the average stun damage, but no penetration, a lower close range accuracy bonus and a worse accuracy multiplier its EMP damage is also pathetic, the rifle requires the primary weapon slot..that is a big ask, especially for a gun that has the same firing profile as a sniper rifle but roughly 1/3th the range. now the strength of these weapons is that they can capture targets, so I understand the lower range and tiny magazines. but they are also the primary source of EMP damage, a damage type specifically intended to kill off robots, and I was hoping that they would be a lot better at that then they currently are. I propose the same stun to EMP rate that the electrogrenade has (a factor of 2, meaning that the 35 stun damage advanced stun pistol would deal a whopping 70 armor bypassing EMP damage, allowing it to at least compete with gauss against robots) this would also make the electroshock rifle a notably more attractive pick when you are facing robotic enemies, maybe attractive enough to use the primary weapon slot for it. but against biological enemies, their stun damage would allow captures at the cost of drastically lowering effective damage output (and as such, amount of troops needed to down enemies). making the weapons a worthwhile tradeoff. -wraiths are offensive nightmares, high accuracy grenade spam, and if they aren't spamming grenades incredibly accurate shooters. tempering their grenade spam would help a lot. -aggressive AI: don't know if that is a bad thing per se. -intel gather is a timed mission and its early in the game, overall I can't say I find it too easy...as the times pushes you into taking risks with your early game squad that generally isn't that powerful yet to steamroll through the mission. -
Are wraith overtuned/too strong?
Conductiv replied to Bookshelf11's topic in Xenonauts-2 General Discussion
they are dangerous in offense mainly, they have solid reflexes, decent TU so good speed, good accuracy and they spam grenades over a good distance, rendering cover and smoke moot but counter wise they have the most straightforward option, any explosive damage on them will break the cloak, removing their long range defense, and..depending on the explosive ..any cover they might have had, and grenades/rockets launched/thrown at the ground near them conveniently ignore the cloak defenses and tend to work well on their unarmored bodies usually softening them up to within 1 shot range. if encountered up close the cloak becomes a non-issue, so shotgun rushes with or without flashbang support are an option as well. guardian armor might need an upgrade to it that allows it to endure fusion weapons though, as the first power armor tech you get isn't viable for every squad member. and fusion weapons have high 1 shot potential even on veteran soldiers in heavy guardian armor. and once cruisers start appearing, guardian tech will already be several months old. personally I feel electroshock grenades are already extremely strong and don't need another niche use, its a flashbang, stungrenade and botkiller grenade in one. -
savegame of the ignore suppression: auto_groundcombat_turn_11_start-204.json sequence of events: move camila Gomez (rifleman) up the teleporter she is closest to, she will be facing the UFO wall. turn her 180 degrees, she will see an officer and a secton move her 1 tile away from the officer, hugging the UFO wall. throw electro grenade at the base of the central computer hitting herself, the secton and officer, suppressing all. move Jie Tailin (assault) up the same teleporter, switch to knife (not turning the soldier) knife the officer (again not turning the soldier before) after knifing the officer, knife the secton. I repeated this exact set of actions from this save, managed to recreate the ignore on the 7th try. did also get a similar outcome when the secton went berzerk after knifing the officer. but the notable thing here is that the attack triggers on the move towards the secton, rather then on the mental break. as I did the exact same thing 7 times to get a single repeat, its as consistent as the weapon damage/attack rolls on that officer. hope this helps find the cause
- 3 replies
-
- 1
-
-
- alien movement
- suppressed
-
(and 3 more)
Tagged with:
-
Milestone 4 Balance & Feedback thead!
Conductiv replied to Chris's topic in Xenonauts-2 General Discussion
relative to the previous stable build: air combat changes up to abductor and up to laser lance/alenium explosives tech: -general access to missiles and cannon systems feels much better, also doesn't drown out engineering anymore. -still needs some sort of reward if the AA battery takes down an invading ship, rather then winning the tactical battle in base defense base building changes: so far, doesn't feel that much different, the costs of structures is higher and that delays building extra bases, but the early game is delayed relative to the previous build as well. tactical up to abductor: -melee changes, on the fence about this. melee is risky as you have to get into point blank range and many enemies have relatively high reflex scores to start with, so much so that even 100 reflex troops cannot reliably hit all enemies. on top of that, the enemies most vulnerable to getting hit in melee are explosive robots that cannot be suppressed. in the old system the risk was offset by its reliability, in the current system, I still find it hard to justify melee weapons against anything. -close range accuracy changes on the AR, pistol, MG, overall seems to be a good change. makes the AR's automatic function slightly better up close. shotguns are still way better at the close range then the AR (as they should), but at least the automatic function has improved...slightly.. -HEVY changes, indirect fire is great on it, makes the weapon much more useful. however if it misses it seems like the soldier tripped or something...the round almost veers off to a completely new zipcode. missing targets with 15-20 tiles..a miss the size of a whole building, gives a new meaning to "can't hit the broad side of a barn" -still needs some indicator for weapons with a "no move" bonus, this is a big part of the sniper and a minor part of the MG gameplay. but unless you pay attention to the hit breakdown, you will never know its there. -advanced stun weapons is unchanged, but may need a tune up. advanced stungun is harder to aim, and loses out against armor compered to the 25 armpen basic, and all of the EMP damage caused is low and barely competes just hitting the enemy with equal tier guns. now the strength of the weapon is that it can stun..but its EMP gimmick is a little weak. the exception to that is the flashbang upgrade, as that upgrade is extremely powerful...turning the 1-trick utility grenade into a swiss army knife that is useful against every target, and inflicts the most EMP damage of all grenade types -
out of bounds: small non-command room top floor in the alien base had a broken wall that allowed the MARS to drive out of the map. in some sort of black void alien activity during player turn. crashed UFO missions Secton engineer moved during the players turn, triggered on reveal by a soldier occurance is rare, no idea how to reproduce. happened only once so far, but I have seen this bug in video's of the experimental build crashed UFO missions Sectons ignore the suppressed condition, performing overwatch fire while the suppressed icon is above its head. happened while the soldier was moving after a knife attack command on the bridge of a abductor. also occured in the engine room of a destroyer while ging a shotgunner a attack command and he had to turn 180 degrees occurance is rare, no idea how to reproduce
- 3 replies
-
- alien movement
- suppressed
-
(and 3 more)
Tagged with:
-
smoke can reduce accuracy to 0% in the current stable build, its a separate multiplier adding a cumulative 20% accuracy drop per tile of smoke from a smoke grenade that the shot is aimed through. smoke from grenade and rocket impacts (aka not smoke grenades) have a 10% accuracy drop per tile, and are significantly less effective as a defense I don't know if there is the possibility of errant hits on other soldiers then the target of the initial attack. wraiths are very accurate and generally have a 80-100% chance of connecting a shot on an exposed target, so 4 tiles of smoke on a crouched trooper will have roughly a 16-20% chance to connect, this is still significant.
-
in the current released stable build, you do not get any money if you decommission a plane or dropship. this may be different on the experimental branche.
-
what I'd like as a quality of life feature would be the suppression damage values of the various guns, while it does state that the AR and other guns besides the machinegun can be used to supress aliens, it does so unreliably. as such suppression is practically always done using either the 10 round MG burst, or the flashbang. knowing how "good" a particular gun is at making the enemy piss their pants when firing, can help out with that.
-
never had idle researchers unless I was well past the current content cutoff point, but even then, should this ever occur, what should this repeatable research actually do?
-
tips for finances, but even with this, you will have enough money to fight, not to splash. -plot mission researches almost always add a monthly pay increase -finishing off the cleaner base mission chain will drastically increase monthly funding. -corpses can be sold, its the money or advancing quickly on the + damage tech in the workshop -enemy guns, grenades and utilities that drop can be sold -captives can be sold. -cleaner interrogations (soldier and agent) both add a single flat cash injection when done while in previous milestones a squad of 3 aircraft was affordable and useful most of the time, now you can get way with 2 for most of the game. as aircraft upkeep and equipment cost has increased considerably..its pretty much a must to field less aircraft overall you can mass capture enemies and gain better funds that way (roughly double the income over corpses), but this should not be required