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Coffee Potato

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Everything posted by Coffee Potato

  1. Seeing sebilians who smashed through roofs on their way down would be hilarious.You just see some guy panicking as this space lizard just annihilated his toilet at Mach 3
  2. I take it CE was the reason for all the crashes and burning maps with busted houses?
  3. I've mentioned this again, but I wish they could do something like Tactics Ogre when it comes to the medals. In KoL, while every class could use any equipment, they got medals that helped them specialize, like Archers getting a bonus to accurscy and dodge after 5 shots in a row, or one that boosted monster damage, but prevented those same units from trusting them for buffs. Examples: Consecutive snipe damage(acc) Surviving a hit at low health (tus) Melee kill (str) Capture an alien (brv and hp) Kill an enemy that failed to kill them (brv) Survive an explosion (hp) Kill while suppressed (TUs and acc) Multiple units with one grenade (acc and tu) 40 tile snipe (acc++, lowers tu) Sebillian/Psyon etc Slayer, 5 of whichever (bonus damage) Etc etc. What are the odds of that?
  4. Now THAT sounds both likely to happen and appealing as hell, especially 10. 8 Seems to happen in Insane mode in Vanilla and CE, it tends to be pretty friggin brutal to counter, which is likely why they left it locked away behind ultra balls-kicker mode. 3 they already seem to be doing.
  5. Might be nice to have to have some backup points for when doing IM runs too. Hopefully we can avoid the exploding IM save thingy.
  6. They were definitely loaded, this is about 3 rounds in, I assume it might be the thing where they can see them, but have a technical 0% shot, which can't be CTRL fired for some reason?
  7. I hope they bring back Slim Shady and Dr Krieger too. Less known, but always tried to keep Xaebos alive too. I doubt they can do most of the above, bit some extra sound effects would do wonders. Maybe text blurbs, but voices would be a hell of a thing to just chuck in there, localization and all that. Different stances might be easier for them to do? Maybe just a "thoughts" section? Dwarf Fortress humanized friggin @ signs with that.
  8. Engine sounds would be cool. Voice acting would be detrimental, I feel. Costs, yeah, but I always figured these were people too terrified to say anything, being sent into an unwinnable situation. Plus it always makes a disconnect when they go from panicking to being ultra confident. More nutso physics would be fun, and are partially already there, some things tend to go flying hilariously right now. Please no on the bullet casings, there are already enough moving parts that can break, random physics objects would just be asking for trouble. I remember when someone added this to New Vegas, and the game would just randomly crash when casings got into positions they shouldnt've. Moving smoke would be sweet, but then wouldn't there need to be another system in place? Smoke duration is in the INI, I think.
  9. I managed to recreate it on accident during a terror mission. I can only assume it's LMG related, because it was the only common thread between the two areas, and I was able to do it twice on this map. Got a video this time.
  10. I misunderstood the original version, that actually sounds pretty neat.
  11. True, ultimately just cheesing it with spawning the fired missile on top of the UFO turned out to be more reliable in I/I runs IMO. I'd say that it would be unrealistic, but on more than one occasion I've used Large Missiles at point blank in Armored Core tournaments just so folks couldn't evade them. I like to imagine that we just taught the pilots to fly upside down and fire the torpedo to land on top. Would that be harder than just doing it the other way around? Yes. Don't worry about it.
  12. You could go the Armored Core EO approach: Depending on the type, weapons recharge differently. Like the light SMG version recharges constantly, the medium recharged in chunks, and the heavy one needs to sit and charge it all back in one chunk. So in this case, pistols and smgs could recharge 1 per round, rifles and shotguns could recharge every 3 or so, and heavier weapons could take 6 or so turns to recharge.
  13. That kinda seems like what they're going for with this system, if I were to guess. This is pure speculation, but the original version, while mechanically sound, and fun as hell, was pretty cheesable once you knew the tricks. Much of this cheese is even fair game in X-Div; things like distracting a squad of fighters and using torpoedoes on their sides, as an example. It's not supposed to work that way, but they can't dodge anywhere except left and right soooo...RIP. Kinda why in the mod they were given move speed, and can potentially survive those kinds of hits, making pulling them off that much more rewarding. Only time will tell, the armor and jet options have me really curious.
  14. Probably because the stun baton took 6 in X1, possibly because it near insta-killed many lower enemies. It's nerfed, but portable version in XDiv is definitely more...brutal, but convenient for storage. (You basically have to go full LAPD on a sebillian engineer with your rookies)
  15. Fair enough, though several at once will definitely knock someone out, I'm pretty sure. Not asking for that as a feature again, since admittedly it was pretty cheesy, and FBs seem stronger now.
  16. I love the original, and X-Div's maxing it out, but I'd love to see where this new system is going before deciding anything. What I see so far has me intrigued, actually.
  17. Personally I prefer the wear-down and control when weak method. Didn't know about the second turn thing, though the popup is also so dang fast I can barely tell it happened.
  18. Just some personal thoughts: Lighter armor could be better for the rooks, they might get an extra grenade or two (kind of like Rigging in EU) Gauss might be better against certain defense types, they mentioned buffing the alien ballistics recently. I'm imagining an XDiv type scenario where they see there to let you make better use of early Ballistic armor, but then come into play as a situational damage type later. Energy blade is probably the tier 2 of the Knife. I hope they bring in the XDiv thing of different alien types having chances of unlocking new techs. It felt fantastic building dozens of Shock Rockets to capture entire maps for their hidden tech goodies. (Unlock chance was in the base game, but XDiv took it up to 11)
  19. I attempted to remove an infiltrator, and the universe ended. Have some files. output.log output.log_1.fe711f3c7b8f39d682626de81a0b5876 recording_4.rec
  20. Do Flashbangs not do Stun damage anymore? Is the first mission capture by concussion gone?
  21. So this came to mind when listening to this album while catching sebillians, but what are the odds of letting the Sebillian Leaders regenerate past death unless pasted like a dang T-1000?
  22. TU trained gunners do a pretty solid job as of this last patch. Using two alongside smoke walls seems to do a great job of keeping everything manageable. I never noticed before, but it seems smoke blocks aiming now, so that also helps a ton.
  23. I like to alternate between the 3, but just love that XDiv feeling of: -Land in drop ship, I know for a fact that I have at least 1-2 attacks of safety between everyone and death. -Enough TUs to deploy the team where I want them, and know the AI can move just as fast. (Unshackled TUs also get to this a bit) -Free vehicle slot means you always have armor support, plus it's replaceable. Feels great to have them there without worrying about it being a waste. (Also pretty understandable armor) -Having a wide arsenal of area denial options. Sure, there's 6 Sebillians, but they ain't sprinting that lake of lava that came out of the incendiary. -No instant death...mostly. Knowing that a rocket launcher will likely kill anything, but that small arms generally won't. Reapers having to take a couple turns to penetrate armor seems less scary, until you see that they can tank the generally more reliable laser class weapons. Face Huggers, Collapsing Buildings and Big Explosions are generally the insta killers. (Aka, if I round that corner, I might take a big hit and need to retreat that unit, but can suppress for the others to charge in, instead of "Round the corner...dead, round the corner....DED, round the corner...one shot wasn't enough.") -Having the carry capacity for weird builds. I love, for example, having a unit carrying around enough options to deal with different scenarios, while being able to operate at slightly above cap. -Being able to recapture bases. -More plane options, and just a generally more varied air game. This was the best air came I've seen in the genre hands down. -"Shock and Awe" weapons that can actually can roll TU damage (if armor is bypassed) to stun an enemy mid turn, instead of going for the kill (They used Shotguns and SMGs, I feel this feature is somewhat in X2 with being able to suppress mid turn). The idea of total suppression is really something, too. -Evolving weapons. Each weapon type develops new features, which come in several tiers, allowing for different models of the same thing. It feels organic. Ok, I'll stop gushing. I love streaming this though.
  24. I was thinking more like... -High accuracy shot on nearest enemy -Stops Bleeding -Extra TUs next round -Maxed out Morale for 2 turns, boost nearby morale -Instant Reload (maybe only the the new Laser idea, where their sheer heroicness recharged it's ammo)
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