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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
The one thing it really made me use is rocket launchers and frag grenades xD -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Well to be honest, I somewhat prefer industrial terrain with lots of cover. Open areas are fine though, but I'm somewhat limited by my grenade range. The one thing I found to be useful when using inferior weaponry against aliens, is to simply try going one by one at them, and the immediatly declaring total war on them. I'm speaking throwing every grenade in range and two rockets minimum if availible. Works perfectly against everything most of all civilian targets. And then there's tanks. Those I'm not quite certain how to deal with, but bringing an extra ten rockets on another soldier usually works quite well. Or an extra five shields. Or an extra five mags for every weapon I have. Or additional grenades. Or six reserve medkits. THANK YOU SO MUCH! No, but maybe I can then say a bit more about how aliens react, what tactics they use, new weapons and when they're unlocked, etc... Just generally get to experience the mod a bit more. Just on a side note, right now I have a base to defend. Luckily it's my main base which means I will just make it quite hard for my scientists to find anything of value afterwards since it will be splattered all over the base. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
I absolutely agree, this needs to go into the lore, somewhere at the beginning. Cheers, lack of data is the most common problem in my reasoning ^^ Maybe I should try progressing past phase one first and get some more qualified data Off Topic: How do I get this reply thing to NOT save the literal everything of my previous post? Took me 5 minutes just attempting to delete the previous post, since deleting quotes is somewhat buggy... -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Yes, I noticed that this, in many situations is not applicable. Say, for instance, you have to advance over an open field. No cover, no LOS-Blockers, whatsoever. The alien will always win because apparently its eyes are better adapted to the general curvature and atmosphere of earth than humans. Yes, there are sight enhancers and stuff like that, and I dont think the sight range is op. But the alien might just decide to start shooting at max range and suppress everything before xenonauts in normal standard combat suits can even see them. Because the aliens are all the way up to 4 Tiles ahead in terms of sight range. Which leads to bs situations like exiting the Chinook, stepping out to the side and getting shot and killed by an alien that you cant even see. But thats not the point. That I didnt know. WAT. Alright, good to know. Yes, I'm talking aliens in out in the open with no flanking options for me. Though I had one occurence of an alien just in sightrange firing 7 times with a flamer, supressing and injuring a soldier, and then move out of sight range. Well, my simple logic issue is just that they have six shots in one clip. Burst two times with, say, a lighting rifle, and their shots should be depleted/gun needs to cool down/whatever since they dont need to reload. No problems. But an alien can also use that lightning rifle, and have the improbable situation of always having a target for five turns. By standing still, a normal human soldier could, assuming the weapon reloads itself every turn, fire 30 rounds. An alien could fire 35. Dafuq? My suggestion is, either make burst fire use 45% TU and snap shots use, like 12%, or give the guns 7 rounds per clip. In my humble opinion, weapons should behave the same for everyone. Thats my only point. I'm not whining :c Just wondering. And honestly, I really like the difficulty of this mod. And damn, I love the additions. All I need is a shield that can take a few more hits from alien weapons. But I guess I'll have to "politely ask" some more aliens to get that tech. Anyway, I really appreciate the long and considerate answer and hope I delivered some valid arguments this time. Further, thanks for the informations provided. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
You see, I quite often have occurences of "Hey look, im standing quite far away from this ceasan with a heavy phazer. And I have A shield! I'm safe facing this enemy since I cant move an further away or out of sight!" *Ceasan shoots seven times, destroying the shield, supressing the soldier, hitting him once for 20, once for 30, once for 50 and again with the seventh shot for another 20 dmg.* *Soldier ist dies, everyone panics and dies right after that because there is no more cover.* This happens far too often. Soldiers with more than a 100HP and a shield are still subject to "I cant see the enemy that killed me, but he just hit three shots in two bursts and a snap shot and thus i will bleed out in the next turn because im paniced" kinda situations. I will not debate the critical hit thing. I can live with a loss or two. But in my view firing seven shots from a single weapon makes that gun act like a machine gun, regardless wether its a heavy phazer, a ballistic pistol or flamer. Just my opinion though as to how that makes aliens "cheat". -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Sure, that makes sense. But could things be adjusted to make aliens not, uhm, "cheat"? Like, increasing TU cost? Or would that make things to easy? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
I believe it because damage is only ever evaluated on the weapons base dmg +- mitigation/resistance, etc... Having Ammo do additional dmg would either be impossible or require lots and lots of work. Btw @Charon, is it intentional that aliens are able to shoot seven times with weapons that have six shots in the magazine? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Alright, Thanks for the intel. Is there something like a bugtracker where known bugs are listet? The first page just says something about base assaults. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Not to rush anything, just making sure someone noticed( @Charon @Solver ) . This, however, can be pushed on the long bench as it didn't stop me from progressing the terror mission. In fact, not trying to kill that facehugger immediately enabled me to take down both praetorians(or in whatever way this is spelled correctly), and thus avoiding losses. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
@varangos -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Alright, I'm back again. This time, I found a way to Softlock the game! Its very simple and I believe it is caused by the facehugger trying to do a reflex attack(Or possibly the zombie right behind him arguing about who shoots him first). STR: Load up Save. Select Soldier Pietro Rossi. Shoot the Facehugger next to him. The game will now softlock and you are unable to do anything besides Exiting the game. 216.F17.sav -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Oh my god I BEG you do not do this. I'm having enough struggles as is. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
On a side note, placing only the ammo in either of the weapon slots without the gun results in the ammo bugging away on reload. It only corrupts on the combination of these two. Bemüh dich nur, sei hübsch und froh, der Ärger kommt schon sowieso. Thanks -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
I FOUND OUT WHAT CAUSES THE CORRUPTION! @Charon @Solver STR: Load up the Save provided. Pick Soldier "Felix Friedrich", move him to the stunned ceasan guard. Pick up the Alien Lightning rifle from the stunned ceasan guard on the ground. Equip that Rifle in the Primary weapon slot, it doesn't matter where you put the laser rifle. Now equip the Ligthning Rifle Ammo in the secondary weapon slot. Save the game. Load the game. Experience the corrupted Save issue. 214.7.sav -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Mattes98 replied to Charon's topic in Completed Game Mods
Hooray, I'm back. And I have a Save File, that got corrupted, uhm, differently? Well its not crashing at least. Happened with Avast still on, but UAC still off. The difference is it doesn't make the game crash immediatly, but rather causes the loading bar to get stuck at ~90%. Funny thing is, i can open the escape menu from there, but no matter what button i then press, it will make the game crash. I also have a working Save just before I ended the turn after which I saved the game for you to try and reproduce. Apparently, I dont have any more working saves ever since I stunned that second Alien. Save #8 is the one that still works. I have tried recreating the corruption issue with AV on and off, generating 100 Saves each, wtih no further problems occuring. Sincerely, Mattes 214.11.sav 214.12.sav 214.10.sav 214.9.sav 214.8.sav