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Max_Caine

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Posts posted by Max_Caine

  1. I had a look at other contemporary games and saw how they dealt with grenades. XCOM 2 like its predcessor deals with grenades and indirect fire weapons by perfectly calulating an arc. Whatever the end tile of the arc is, the grenade is desposited there. There are no mid-air collisions - if the arc can't be traced through to a flat tile, then you can't throw it. I suspect the developers for XCOM and XCOM 2 found it easier to do this and artifically restrict the number of grenades a squaddie can have than try and model it more authentically. 

    PP models grenades more authentically. Grenades and indirect fire weapons always scatter.  The degree to which they scatter is dependant on the distance they travel, and a true parabolic arc is modelled after the final landing point is determined. You can have mid-air collisions - a grenade or an indirect fire weapon can be stopped by an intervening piece of terrain that is NOT a flat tile. However, grenades and indirect fire weapons are always modelled as perfect arcs, which is frustrating in certain situations, especially inside a building. 

    OpenXcom was a facinating read. Looking at this thread: https://openxcom.org/forum/index.php/topic,1532.0.html  it would seem the OpenXcom prefers an eliptic arc rather than a parabolic curve. And in fact in this thread: https://openxcom.org/forum/index.php/topic,4726.0.html states baldly that the arc is formed from a series of points and a straight line is drawn between each those points, so not a true arc at all. 

    For all these games, grenades and othe arcing weapons ignore the usual rules for shooting in that game. It seems necessary to work out an arc and see if that arc collides with props. 

     

    EDIT: Having thought about Solver's comments, it occurs to me that players are more likely to want something even with cases such as Solver's scenario, that to have nothing at all because of said cases. People have an infinite capacity to explain away implausible situations or make amusing youtube videos out of it.

  2. Would it be possible to set up two fire modes for a grenade, one for a parabolic arc and one for a perpendicular line? That way you push off the inital decision on how a grenade travels from the code to the player. Naturally there's the issue where a player picks the wrong kind of path and gets mad about it but perhaps if the parabolic arc was displayed a-la XCOM and PP then it might be clear. 

  3. I have a problem with the Scientist/Engineer UI on the base screen - I don't find it at all intuitive.

     

    My first issue is with hiring scientists engineers. Intelllectually I know that the scientists/engineers you get are added to a hiring pool, but when you look at the base screen it looks like the scientists/engineers have been directly added to the roster. I keep getting messed up when I think I've got scientists but I actually haven't. There's lots of room in the soldiers screen - could that be expanded to a more general personnel screen and include hiring/firing of scientists/engineers?

     

    Secondly, assigning personnel on the base screen is difficult and the results of assigning staff are not obvious.  There used to be little lights to show that a room had been assigned the appropriate tech but those lights have been taken away. I can't tell if I've assigned staff to a room or not and any bonuses that staff provide are not obvious - I mean I knew that assigning staff to a generator improved it, but it was difficult to tell what the improvement was, because you'd see a bump to the power supplied but only if you were looking in the right place.

  4. After some more experimentation, I've narrowed it down. If you transfer both unassigned soliders from the unassigned pool then try anything else, the game crashes. It does not crash if you assign one of the soldiers, and it does not matter which one you assign. However, if you assign both soliders from the personnell screen then go to the armoury screen, the game does not crash on leaving the armoury screen. A clear sign the game has crashed is if you move to the skyhawk tab and the soldier has an empty (i.e. no green) in the weight bar. 

  5. When the breaching charge is used in the primary slot, the detonator appears in the secondary slot, sharing the space with whatever is in the secondary slot at the time. On the main UI, the secondary item currently at hand is the only item that appears. Fortunately, when I open the backpack I can see both the detonator and the secondary. I can then click and drag the secondary out of the secondary slot and the detonator will appear on the main UI. 

    meddetonator.png

    Savegame for convenience: user-7.json

  6. I know the stats I'm suggesting sound super potent, but if we're talking about the Hunter it had a price tag of $60k, amazing armour, better accuracy and the twin .30 cals had 10(!) shots. In comparison the MARS is as squishy as the squaddies, has the same weapon choice as squaddies and is not as accurate as squaddies. When it comes to protecting your investment, AP is helpful in getting into cover, and HP is what you need when you can't get it to safety. The MARS currently is one hell of an investment and I'm not seeing a return on it when it can blown away as easily as a squaddie. I'd rather invest the cash in armour and gear for the squaddies because if I loose a squaddie, I can pull that off the still smoking corpse and hand it to the next one in line. 

     

    EDIT: Would it be possible then to be able to send the MARS back to the workshop, even if it gets wrecked? If I thought that I could fix the MARS instead of having to build a new one from scratch that would help the sticker shock. 

  7. Impressions and Suggestions for the MARS

    I gotta confess, I'm underwhelmed with the MARS. My first impression of it soured me on it almost immediately. I got it out the dropship, shot at a Sebillian and the Sebillian killed the MARS with counterfire. 31, 24, 27 and that's all she wrote. The Sebillian was getting the kind of average damage numbers it would get verses a squaddie and at the time all I could think was Two Hundred Thousand Dollars!  (plus some swearing). At the start of the game, $200k is not small potatoes. After that, I was more likely to throw a squaddie at a problem than a MARS because squaddies are cheap and disposable in comparison to the MARS. (Don't get me wrong, it's not like I WANT squaddies to die, but it's not like I'm going to reload a mission if a squaddie or two snuffs it. There's always more where they came from!). 

     

    Following that, I dug into the JSON file and did a few alterations. From my experments, I would like to make two suggestions. First thing, double the health. 160HP seems a lot, but it's not. It's surprising just how quickly 160HP can vanish but then you don't really see the kind of damage that even a simple mag pistol can do as squaddies (especially starting squaddies) tend to die on the second or third hit in a row. Second thing I suggest is to bump the AP from 80 to 100. While I was only testing the MARS in its stock configuration, 40-ish AP (8-10 tiles after firing a burst) didn't seem fast enough for a scout. The 2 extra tiles you normally get (50-ish AP as opposed to 40-ish AP) feels like that little bit extra which makes the MARS truly "scouty" and a lot more zoomy than squaddies.  I'm attaching my strategy test file for the MARS so you can give it a try. 

     

    mars.json

  8. Hi Folks,

    It's great that people are finding these bugs, but it's not so great that everyone is tumbling ALL the bugs into one thread. This makes it difficult for Chris to organise and categorise the bugs, and for Chris to discuss the details of specific bugs with people who report them. Please can everyone follow the correct bug reporting format and please can you report each bug individually on its own thread. 

    Thank-you. 

     

    EDIT: The bug reports by Dangermouth and Ruggerman have been split off into their own threads. However, if a post reports several bugs, the post has not been edited to split each individual bug into its own proper thread. Please can people edit their own posts and give each bug its own thread so the proper attention can be given to it. 

  9. It's possible to mod a fair bit of the game right now. You need a decent editor (I use Notepad++) and you need some kind of tool to turn the compact version of JSON files into something readable (I use the JSformat plugin for Notepad++). The JSON files control most of the data so there's a lot you can play about with. 

  10. I find it frustrating to use secondary weapons. When I want to use a secondary weapon, I find myself using the primary (or trying to use the primary) when i want to use the secondary. This is because I use primary weapons most of the time, so when I use a secondary weapon I tend to default to the same mouse clicks as when using a primary but think instead about the secondary and forget that I must use the small buttons above the secondary slot. As an example, after downloading v11 when I breached my first probe I lead with a sniper who had a SMG in the secondary slot. I intended to use the SMG but I forgot to deliberately click the SMG fire buttons, used the sniper rifle instead and missed.The squaddie then died in from alien counterfire. Would it be possible to lock the primary weapon out of use, just as I can lock the primary weapon out of overwatch so when I want to use a secondary, there is no chance that I mess up and use the primary instead? 

    • Like 1
  11. So just a few thoughts form the first few missions in (probe only).

     

    Firstly, it would be good to have more than just the MARS to research off the bat. Just perhasp a few projects, such as the MARS and maybe the HEVY. Just that with the starting scientists you research the MARs and then don't have anything to do, an it would be nice to have a choice in what to research after the welcome project is done. 

    Secondly, and this will sound strange, but could "Tactical Armour" be changed in name to "Tactical Dress", or a similar sounding name? This is because "Tactical Armour" gives the impression that the solider is wearing armour, when it's very clear the squaddie is doing no such thing, and you have to select the armour module to actually put some real armour on the squaddie.  

  12. 3 hours ago, Ruggerman said:

    I only fight a couple of air battle to get the feel of the game balance, but it is not a priority for me, as I would use auto resolve, and get to the ground combat.

    Do what? 

    You've overheard a conversation in the pub, walked over and stuck your oar in, because you're not really interested, you just want to make sure that everyone knows your opinion. Fine, go and share that opinion on topics you actually care about and not on subjects you couldn't give a monkeys for. 

  13. Ruggerman, your opinions on how air combat could be better balanced while clearly strong, are somewhat light on details. If you were perhaps to take the time to narrate your experience of air combat, your thoughts and reasons for the air strategies you take, and your opinions on air combat in general a more technical and detailed format, that would better inform Goldhawk Interactive than merely an impassioned plea to fix it.

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