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Coffee Potato

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Everything posted by Coffee Potato

  1. This right here. Man I wish this could happen. Maybe they could be a weapon or something.
  2. I hope this is a feature. I love the limited units, just because it limits the Rookie suicide rush strat.
  3. I ran into the same issue, and I think they were spawned on top of one another. It was hard to tell, but the stealth lizards forgot to hide their floating pistols. The same map had flickering ground textures, if that helps. I have a video of it, if that also helps.
  4. That would be version 1.6.37, Experimental Xsolla Branch. Also, Video of the dealie is here, if that's OK. I didn't get a "no, don't stream it you horrible person", so I assume it was OK. If not, I'll remove it.
  5. Great to get confirmation on this. Those Cesean swat raids ended so many vanilla runs for me.
  6. Hello there developy folks and others! So for the sake of reference, I'm someone who adored the hell out of XCOM back in the day, but sucked at it. Loved EU, but got better at it. Loved TFTD but didn't have the prerequisite 18 straight days to beat a trawler mission, was interested in Apocalypse, but had no clue how to play it, got Xenonauts from a friend, and absolutely adored the dang thing until around midway through the Corvette stage, and have been utterly enamored with X-Division for over a year now. I always prefer to play Ironman, if it makes a difference. Of all of these, I preferred X-Division the most, just due to the utter freedom and satisfaction it gave, especially when it came to countering chaotic cover mechanics with functional armor. Introductions out of the way, figured I'd chuck my 2 cents on the pile. First, the UI. Loving the changes there so far, it kind of reminds me of a mix of old XCOM and the good parts of the Jagged Alliance 2 remake. I was hoping for Primary/Secondary slots since Xeno1, and the belt system is nice (though auto replenishing items from the pack would be nice, if possibly abuse-able.) Second, weapon options/roles. Great to see things like knives showing up, I would be interested to know if they bypass armor or give a reaction bonus, because they didn't seem too handy as far as I saw, aside from infinite ammo. It's nice to see Shotguns getting more oomph at the cost of their third burst shot, snipers are as good as ever, but rifles and LMGs seem to be hanging out in the sad corner. Even at point blank, I was regularly seeing shotguns out-performing an LMG in a per-shot bases. Maybe it was bad luck, and maybe it's their suppression role being really limited at the moment, but they certainly don't have the threat they once had. That being said, I'm hopeful that they will reprise their X-Div role of a two-burst heavy mid range support type dealie. It seems their big limiting factor is rookies not having more TUs to fire so far. Loving the new SMGs, and it's great to see that alien weapons don't carry the harsh penalties they used to. I'd love to see a sawn-off or some such as an "oh crap" button against quick things. Third, the Air Game. Doesn't seem like folks care for that one yet. I'm hopeful that it'll evolve into something neat, since it would need more units and options to be strategic. I'm assuming armor/speed and weapon options will result in some interesting things of having more maneuverable craft being used to drag a UFO to a heavier build, in my mind, anyway. It will be interesting to see what you have in mind there. I loved the old system, it was iconic, and felt pretty good, especially in end game and X-Div. Side note, I keep bringing up the ol XDiv. Please stick to this same trend of allowing more options earlier, maybe allow more branching tech paths to sort through. It's a fantastic feeling of progress when every battle has the potential for new research, and every day passed is one day closer to something new. While the same level of intense science action might be way too much for most, it would be great to just see more pieced-together research projects. Like honestly, I loved early game Xenonauts, but that phase when you needed to keep on doing Corvettes and Scouts for a few months to avoid going completely bankrupt once the Cruisers and Battleships started rolling in....and every mission was basically just a chance to lose units and only gain cash, it was a massive downer. I'm all for a depressing loss wall, but it would be great to avoid the rut. I've been through that phase twice on X-Div now, and loved it all the way, just because of the different unit capture types. Yes, technically XCOM 1 did it first, but the medics crashed the game, so they lost some points there. Speaking of downer stuff, thank you guys for fixing COVER! It's great to see it working realistically now, it feels FANTASTIC! I hope the armor system becomes a little more comprehensive (again, XDiv really nailed that one something fierce using the original mechanics), but so far it's great to see the basic armor at least giving more survivability. Insta death is less common, so far I haven't seen those old impossible angle shot situations (Looking at you, two guaranteed death tiles by the doors on the Charlie), and I'm seeing a lot more of that "ok, these losses were my mistake, not cover shenanigans". Great stuff there, A+, would get into fights with two invisible sebillians stacked up on top of each other again. Sebillians. Oh dang, thems are some beefy bois. Loving what seems like different AIs this time around, with the soldiers running to take cover when overwhelmed, and the engineers acting like john woo. Felt absolutely excellent to fight these guys, though having to execute all the stunned ones sure felt....like a violation of some laws. Anywho, great to see them doing their role well. They seem, again, far more believable than the original. They mostly just react when shot at, so they're playing defensive, they're basically acting like a lizard, and attack using their bulk to their advantage, instead of sniping from impossible angles. (I might be a little salty at unavoidable night missions vs Elite Sebs on Insane from this last week.) Psyons and "legally not a sectoid"s are looking nifty, liking the techy dynamic there. Drones having voices cracked me up. OK, more stuff. Loving the queue system, A+ there. Loving the training system, it seems like we're going to see a lot more acceptable losses this time around. Absolutely adoring the side missions, those always do it for me, and even the starting variety here is really giving a lot of life to the world. Loving the "totally not a council mission" missions, those feel great. Maybe something like rescuing a failed infiltrator removal or some such might be in the cards later? I had a few dozen ideas for that kinda stuff, though, side missions are my jam. Oh, and good lord I love this new drop ship. Everything about it, I love it. While there were technical negatives, it's early to be judging any of that, and I'm extremely happy with the directions things are heading. The only thing that had me a bit confused was suppression right now, which I assume will get fixed later. It would be nice to still have some degree of not suppressing your own folks as often, since presumably they are talking to each other, and know it's coming. It's 2018, after all! Hoping for the best, and looking forward to more! -Coffee Potato Edit: Also, loving the music and new UFO design, feels dang nice. The little stun meter under the HP bar helps a lot. Also, tried the knife more, it's pretty alright actually. I've discussed at length that maybe a spear would make a lot of sense in this universe, since often melee seems pretty strong, shields are strong, and melee seems to do an OK job for an anti-armor role that doesn't require rockets. One extra tile, I mean I know I'd duct tape a stun baton and knife to a broom handle in this setting XD. Just a dream. The way the base layouts is handled is currently my favorite in the genre, definitely feels like a natural evolution of WOTC. These new portraits are on point. Nailed it on that one, I hope I can still photoshop in random crap, like a smiling Labrador or Cow without issues. I hope Rifles get more range. They seem a little droopy at the moment. Is panic gone? I know I wouldn't say no to friendly fire being gone from panic. Suggestions/Random Ideas Have You thought about a Dwarf Fortress like system, where someone getting too stressed out causes them to disappear, and have some sort of random event? Like maybe they just offed themselves after their squad got jacked up by mind control, but maybe they got super into working out, and gained some strength, or felt really inspired, giving them some extra TUs for the next couple days? Probably not a new thing, but it would be nice to have some custom difficulty options. On the last one I loved Insane for everything but the damage scaling, which just felt crappy when someone in a Predator Suit got sniped across the map for 80 and insta killed by a pistol. Scout Dogs seem like they would be really fitting in this setting. Maybe they could be a primary weapon? Weapon Swap button please. I'd love to not accidentally snipe someone when I wanted to use up TUs. Decoys as a secondary weapon. Or, something more reliable than shields or smoke for surviving the first rounds of a Terror mission. XD's approach was not having TM's spawn with units indoors, which allowed for a more lenient initial landing. Why does the pilot always try to kill the dang rookies? Aerial Recon, but maybe every 3 turns or so, and only outdoors? Is that possible? A Scanner of some kind? Please no mid game "you have to harvest 50 corvettes or you starve in 2 months" period. Or an auto resolve? Uploading portraits would be amazing. I saw this briefly touched upon before, but have there been any thoughts to assign different ranks based on highest stats? Such as those willpower bonus "commandy" ones getting the expected ranks based on bravery, rather than prowess? I actually don't know if that stat is the one that decides the will bonus or what, now that I think about it. More locals please! Please let the aliens need to reload in this one. Those rapid fire insta death cannons were pretty cheap.
  7. Also, the two identical autosaves were a test launch that didn't crash one time, and inexplicably duplicated itself when I tried to launch with an actually prepared group afterwards. Not sure if that helps.
  8. So...should I try to find the 1 health guy and fire him? Is that possible? Wouldn't he technically be at that base there?
  9. (I attached the 3 surviving autosaves, hoping to get some idea of what's going on here from Mr Charon. ) Right Before: https://youtu.be/HbbYrd_qUm4 I was streaming my run of this earlier, nothing seemed out of the ordinary. When I went to save, it seemed to save just fine. At that point, I did my usual routine of going through squad management, and re-organizing things a bit better. At that point I went to save, and the game crashed. So, I reloaded it, and found my hard save deleted. At this point I went in and tried to do it again, figuring it was one of those rare bugs, redid my squad, made a new save, and crashed. At that point I tried to launch a mission with just that same party. I had figured maybe it was the planes in the air maybe messing with something, since I don't think that was a base game feature. One time, it launched, and it made a new auto save. Upon saving, it crashed again. I tried to repeat this process, and it crashed, but made a second, seemingly identical autosave? At any rate, I hope this has an answer, I'm stumped. Autosave1.sav Autosave2.sav Autosave3.sav
  10. I spazzily just kind of wander around 50 things at once most of the time.
  11. Welp, correction, guess it just goes out if the save is reloaded...but only for some of them? Not sure what decides which is which....maybe the ones there from the start disappear, while player created chaos remains?
  12. So I ran into a bit of a situation. I was doing an Insane/Ironman, and was going for an Officer Capture, as well as a Dropship. Well, I cleared the rest of the map, most of my folks made it, and got to that last cockpit choke point. Well....everything's on fire. Like...everything. Is there some way to put out fires?
  13. I think there was a mod of Jagged Alliance 2 that had it . The original, not the atrocity that was the remake.
  14. A checklist sounds pretty good. I mean I play Enemy Unknown on the Vita, and that mess takes forever to save., but I've yet to be screwed over by it.
  15. For reference's sake, this seemed to work alright on both Normal and Veteran difficulties. Overall I kept getting stuck in a rut around endgame, and just decided "screw it, everyone gets a shield and baton if You guys can't hit anything." Mostly this was due to repeatedly almost capturing an alien leader, then getting destroyed in brutal fashion right in the final room, You know how it goes.
  16. So several times on late game guns, I've been keeping around groups of Legionary units as a sort of melee bumrush unit. Well, for the first time I actually got upgraded shields, and oh man does this change the poor rookies from bumrush initiation fodder to an actually effective group. Panic is a hilarious problem, as are flanks, but considering these guys are basically just going out praying to survive and get promoted, this works well.
  17. Once You get upgraded shields, You can also do fun stuff like Legionary rushes, which is just far more effective than it has any right to be.
  18. O I'm one of those weirdos that loves exclusively playing Ironman, and occasionally has to deal with a frustrating thing or other when it comes to the game having the odd glitch. Now...I was very happy to see that it was saving with every action, and had assumed this cut both ways. Unfortunately I recently ran into several instances where I would get a good outcome, the game would crash for one reason or another, and I would either get a bad outcome immediately afterwards, or the other team would get multiple turns. In one instance this involved a shot that, at first, simply glanced off of a window. The game froze, I reloaded it, that same unit got to take a second shot, this time killing the unit outside of that window...only to freeze again, at which point he climbed out of the window and got a shot on someone else. I have also run into multiple instances of shooting down a UFO, gearing up everyone to go raid it, only to freeze and either have to redo it all, or find out that no, that time I didn't roll that 39% hail mary with my last remaining jets to take down a battleship, and now I have no jets or 100k to speak of. Some requests, if You could. -please let enemy units operate under the same save rules, however they work, in order to prevent them getting free turns on a glitchy day. -please save the game when a UFO is downed. -please save the game when a transport leaves the base. I know this can be done with manual saving, but frankly, I forget things so often that I will go play half a campaign and keep assuming I've already saved the entire time. So please...please make that happen, at least for the sequel.
  19. [ X:CE 0.34.3] Half-Turn Crash I was a UFO mission, ended my turn, one unit fired and plinked off of a window, another ran by a building, while the camera focused on a shadow and some movement. At this point it seemed to just be stuck. I left it for a few minutes, no menus would open. I exited the game, came back, and the same turn started progressing, with that same unit now firing through the window and killing my guy. Time travel shennanigans? [ X:CE 0.34.3] C4 Glitch I know this one's been around a minute, but I've had several times where I would place down a C4 pack, run away, only to have a completely different C4 pack on a completely different person explode 1-2 turns apart. This ended my strategy of "C4 Everything". For one example, I wasn't sure whether a base life support system needed to make a bigger kaboom in order to go down. So, I piled like 6 C4s on that mess. Two rooms away, two soldiers guarded a door with untold droves of terminators behind it. None of them had moved since starting this massive redecoration project. So the scout drops off her boxes of cookies and the group heads back to the evacuation square with the others. At this point one of the door watchers from earlier just randomly explodes. He hadn't moved in nearly 20 turns. If it explains everything, 2 turns later the rest went off, and the remaining, confused bunch went home. Perhaps, they thought, he just had been waiting to go since they left, and this was just the unfortunate side effect. Screenshot if it means anything. http://steamcommunity.com/sharedfiles/filedetails/?id=1335285579 [ X:CE 0.34.3] The Void Randomly during a UFO mission there was just an 24ish tile area that decided not to exist. Ultimately it was just a minor inconvenience, but here is a screenshot. http://steamcommunity.com/sharedfiles/filedetails/?id=1333480853 [ X:CE 0.34.3] Cruiser Confuser There is a bug I had seen a few times involving the cruiser being fully black on it's bridge. Apparently for some this was solved by removing walls, but this didn't seem to work when I tried it. Two other times it had. I don't know what the implications of this are. http://steamcommunity.com/sharedfiles/filedetails/?id=1332683611
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