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Coffee Potato

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Posts posted by Coffee Potato

  1. 1 hour ago, Ruggerman said:

    I can understand, that when a alien craft is hit by AP or HE that the walls of the craft should be blown away, but with small arms, it should only put bullet holes or partial destruction.

    They already confirmed that  this is a bug that should be fixed within a few versions. Apparently they're taking unusually high damage from small arms (presumably like the thermal damage bug from X1, where hitting terrain with fire next to a unit would cause them to get some crazy multipled damage).

  2. 53 minutes ago, Max_Caine said:

    If suppression works in X2 like it works in X1, weapons do "Suppression Damage" in addition to their normal damage. Suppression damage in X1 damages a hidden health bar which is based on the target's bravery, and this hidden bar refreshes each turn. If the target takes enough suprression damage to drain the hidden bar, the target is suppressed. It looses half its TU and is forced to crouch. The basic bravery of an alien is 60, so it's unlikely (with current weapons) to suppress a Psyon as you're far more likely to kill a Psyon than you are to suppress it, whereas because Sebillians have a larger halth pool (100 for warriors, 160 for brutes), and they regenerate, you're more likely to supress a Sebillian than kill it because its health pool is larger than its bravery.  It is possible to crank up the amaount of suppression damage - I can release a few things I've been tinkering with if people want to try them. Calculating supression is complicated by the fact that in X1:CE, weapon bullets had a "suppression aura" so even missed bullets could deal suppression damage. I guess it's not quite there with X2 yet? 

    Not quite yet, it seems. You can suppress, but it literally takes like 3 point blank shotguns and an hmg that somehow missed most of it's shots at point blank to do it. Most things die first.

    • Like 1
  3. I'd assume the system isn't quite in there yet.  It takes all but going full Robocop intro on a guy to get Suppression to trigger right now. The the LMG, I'd assume they also might not have the while "accuracy means the tile, not a hit in general " thing quite done. Can't imagine why it would miss 4/5 times at point blank. It's pretty ok in the hands of a high accuracy high TU unit, at least. 

  4. 24 minutes ago, Decius said:

    Is there a mod for SS that removes the total skill cap per level? When I realized that all my sneaking around was what was preventing me from gaining anything except stealth, I gave up, so I can't discuss the endgame.

    Midgame with loaded stealth is probably not the intended type of game, what with the sneaking up on people in panzerfausts and stabbing them to death.

    Oh, everything in that game broke if you trained it enough. I did a Pistol only run, and with pistol cost reduction/buffs/cheap pistols/familiarity, despite showing 2% hit odds, half my squad was basically Robocop. 

    Stealth got over corrected in Sentinels,  where their skill was so high you had to detonate entire floors to deal with the invisible Hammer infeststion.

  5. I'm happy with this compromise, being in the 10. The idea of not carting around units sounds neat, I'm curious to see how it plays. My only thing is that in base defenses, I hope soldiers are randomly chosen to simulate them being in rotation, as opposed to just appearing. I suppose the whole teleportation thing can come up here, but still. 

  6. There was a feature that's been tested in XDiv  recently that really, really changed the game. One could argue this started in EU. The EU version was Stacking suppression. The XDiv version is Shock damage, which is a chance type of damage from fast weapons that hits TU instead of health. 

    Both of these had a similar result, which was a complete lockdown of a unit by shock and awe when you need to get close, but know their suppressed medium shot will definitely still hit someone far away. 

    Has there been any thought to implement something similar, or expand Suppression's functionality? 

  7. In further depth, everything from power sources to weapons systems, to multiple computer types are counted. The first UFO is always broken down for study, and there seems to be 10 or so UFO types per wave. This serves double duty of keeping stuff fresh, while also preventing spam of planes, since finances are a bit more available, and planes are a good bit more adaptable, since the UFOs are drastically tougher and faster. 

    So it's kinda like playing on Insane, but with more variety, and less knowing 4 people died as soon as that sebilian rounds the corner.

  8. You basically have to go in and recover specific pieces of UFOs regularly in order to field planes and such. It gives a nice reward loop when you can know that you need particular components from a particular thing. Like in my current XDiv run I'm hunting down all strike cruisers so I can make some upgraded missile boats, because they have the right flight computers.

  9. Man, that extra line of build space tho:rolleyes:

    I will say, the game's coming along nifty like so far. There's a lot to like (Board game style base, primary/secondaries, and deployment changes come to mind in particular), and as someone who regularly plays and tests stuff in development, this has been a lot more positive than most. 

    Comparing apples to crabs, this looks drastically more promising than Phoenix Point at the moment, in my opinion. (I was excited for both, and sincerely hope PP actually comes out decent)

  10. So Silent Storm pulled this counting method off perfectly. The main reason why was their skill trees, which allowed for discounts for certain specialties. Things like scouts turning for free, grenadiers throwing faster,  and weapon specializations. 

    That being said, maybe a good use for medals there? Like a 1 TU discount based on different feats?

    Not quite a perk system, but those medals get to mean more

  11. So there are many things terrifying about Insane/IM. There's the whole perfect accuracy thing, which leads to a really confident and aggressive AI, plus them trying to shoot down your drop ships, plus a sebillian being able to take a shotgun to the gut, etc. Point is: s**t be nutso

    That being said, there's a certain joy to this mode. 

    -You don't have to feel bad for not using vehicles, because they're too big to help.

    -You save so much money on armor, because it doesn't matter.

    -You figure out that ramrodding Foxtrots into fighters saves you a ton of money and hassle for anything until Marauders.

    -Ballistic HMGs can last a surprisingly long time. 

    -Privates turn into a numbers game. Did their deaths distracting the outside team to let you take the UFO break enough a profit? Usually, surprisingly. 

    -Then you get to appreciate successes after a single engineer wipes a squad with a pistol. 

    -Campaigns are usually so short, whether win or lose, that IM mode doesn't get a chance to bug out. 

    -The Hunter becomes the most surprisingly cost efficient weapon in the game. 

    That being said, I have no idea why I find this difficulty so fun lately. It really shouldn't be, but it is. 

    • Like 1
  12.  

    1 hour ago, Chris said:

    Unfortunately you've got to display things in flat numbers because all movement and rotation-related costs have flat TU costs even if the weapon fire costs are % based.

    Come to think of it, while it still used scaling, there was one game I've seen implement an in-concept similar approach in a satisfying way. That was technically 2 games, actually, Silent Storm and Sentinels. 

    While they used somewhat set points for firing, TUs didn't go up much, and every turn actually allowed for a full interrupt with remaining points. Essentially if the reflex roll hit, you just got to do whatever, which led to awesome stuff like ambushing with grenades, triggering mines, and coordinated team snipes when multiple reflexes kicked in. They all had to be told to fire at once, the interrupted enemy could interrupt their turn right back, it was really cool. As a side note, this also had quick toss on grenades, but their range and damage scaled by size, with range being the main limiting factor. In addition, there was the option to spend TUs on aiming time instead of firing, as well as a familiarity bonus for weapons they've used a while. 

    Would something like that be doable?

    P.S. They did a lot right with this system, but crap that stealth mechanic got busted by Sentinels. 

  13. 53 minutes ago, Chris said:

    I'm not averse to exploring that sort of method to make things easier for the player to understand, but my concern is that there's just too many options. Knowing that your fire modes cost 30 / 40 / 50 TU and crouching costs 10 TU (and maybe reloading is 30 TU) across all your soldiers is easily memorable and doesn't require any new UI beyond the move path number.

    However, trying to represent all those actions directly on the move path would get very chaotic very quickly. How could you display all the possible combinations, or know which ones the player is interested in? I doubt there'd be enough colours available even if you painted your move path in all the colours of the rainbow.

    As I said earlier, though, I'm not sure trying to force all the fire and action costs into neat round numbers is going to work particularly well either. It might just end up being too restrictive, and you also lose the %TU advantages we had in X1. But anyway, that's why things are the way they are right now. I'll almost certainly do another pass on this stuff before Early Access and probably several more before release.

    Instead of remembering number costs, why not just display %s of TU instead of the TUs themselves. Kind of like the 100 system, but using %s of the original stats instead. You always know how much you need to fire, and still keep the advantages of having a variable TU system. 

    I still think that the medals could be used as a sort of mold breaker. Like instead of bravery bonuses, they get something others don't...maybe extra in a relevant stat for surviving something ridiculous. The first time I saw that, my first thought was "These are going to be like the emblems from Knight of Lodis, oh please be that. (For reference, these were things like getting an accuracy bonus for several consecutive ranged attacks, or a dodge bonus for several successful blocks. It wasn't insane, but felt awesome seeing the effects of their awards)". If someone survived getting their head blown off, I'd believe they could survive an extra 10 HP worth of punishment. 

  14. 2 hours ago, Dagar said:

    I thought a lot about that, too, and while I think this will not find its way into X2 (or we had heard about it by now), I think that a good relationship system has the potential to be the umbrella for everything you can do on the geoscape while also giving a nice balancing puzzle. Let me elaborate:

    - You can get influence (standing for good relationship) with a country by helping them. That comes naturally when shooting down UFOs over their territory, going on missions there, saving them from Terror attacks, but can also be done by helping them help themselves, like selling them advanced weaponry for a good price, lending some aircraft for a couple of days or exposing them to the truth about the alien invasion (bold because this aspect to me is very important in the narrative of the game). That also could lead to relaxing the necessity of covering the whole globe with radar and plane hangars; if you give a country the means to defend themselves against the aliens, that could be good enough for them.

    - You can spend influence on other stuff like @Coffee Potato already mentioned, but I'd also expand on that a little bit. You could ask more cash from them (or sell them equipment for premium prices), aid in missions or the air game, lend you some scientists, but you could also ask them to support other nations you are struggling with. For example, if I have good influence with Chinba because I just saved Peking from getting nuked after a Terror attack, but now the aliens are bombing russian soil which I can do nothing about, because all my planes are being repaired, I could ask our good friend China to send a few aircraft over to help the russians help themselves. Voila, using one friend to make a second one, and their mutual relationship should increase as well (we are in the Cold War after all).

    - That would be all nice and dandy, but also, as already stated in the last sentence, we are in the Cold War. Give your newest technology to Mexico while keeping the USA out of the loop will make certain leaders and generals not too happy, especially when they find the rumors about the invasion doubtful at best. To them you are just some shady agency who helps their neighbours get a sharper stick, and that's not what neighbours like to see. So you'd have to also balance the influence on different nations, you can't just go all out on just saving one part of the globe. In the worst case, that could lead to nations knowingly welcoming the Aliens as a means to balance the scale in the intra-human power struggle, which is something the Xenonauts definitely do not want and could make your campaign go downhill really fast. After all, if the War has to go hot, we want to make sure it's the right enemies they are all targetting.

    That all sounds about right, I thought I mentioned the plane thing too? That might have been the other post, either way, technically existent minds think alike! Anywho, buying or selling adjustments Morrowind style sounds quite nifty, it would certainly mesh well with the shady nature of the situation.

    I kinda feel like it would also be neat if a nation was lost, they would then turn their military against you, to balance out the extra support. 

    Lastly, I thought this one took place in the modern day? It says 2018 on the calendar, the tech looks modern, etc.

  15. 2 hours ago, Conductiv said:

    If what Max_Caine is saying is true (I don't play the closed beta) this game definitely needs to maintain the % TU based costs for shots/throws. (I'm also slightly worried about his claim in another thread regarding AR's being relatively useless, personally I felt X1 AR's where quite good, just overshadowed by the SAW when TU's, strength and accuracy went through the roof.) %TU costs have the benefit of not making the soldiers more powerful by boosting TU, just more mobile (effectively turning TU into a speed like stat).

     

    The way it works right now is a flat score for everything. 

    Grenades-15 (ultra spammable)

    Grenade launcher/special- 28

    Burst- 30, for all weapons, but HMGs fire 5 now. (XDiv system was 6 shots at 40%, so 2 extra shots, but can fire in 2 directions)

    Aimed- 35 iirc

    Single shot small- 10

    Single shot other 12-15

    Melee- 10

    Rifles and HMGs are fairly unreliable compared to before, though rifles fare better with aimed shots. I've seen an HMG miss 4 times in a row at point blank, so guaranteed damage isn't quite in yet, I assume. 

    Shotguns and Snipers are really reliable, SMGs are a second slot AR, and pistols are pistols. Grenades are situational, but weirdly generous. Also knives can do 60+ damage, so pretty reliable. 

  16. 5 minutes ago, Decius said:

    If TUs were normalized (to, say, 100) and firing costs were adjusted accordingly, but movement costs were very aggressively scaled based on equipment/strength, how would that play?

     

    (by 'very aggressively', I mean that nobody can carry a full kit without experiencing some penalty, and heavy weapons are typically about half to a third the move speed of unarmored riflemen without accessories.

     

    Or maybe spilt accuracy into "aiming quality", a 0-1.00 stat that multiplies weapon accuracy, and "aiming speed", a 0.01-2 stat that divides TU cost.

    Kinda wonder if morale based aim could play in that scenario..

  17. Yeah...I really miss scaling TUs. Gaining some cheat points for medals might be a way to add that in (kind of like the badges from Knight of Lodis, if anyone here's played that gem), but I'd really like to see something along the lines of older models. 

    I thought all of this was saying HMGs would follow the XDiv model. 

  18. 3 minutes ago, Max_Caine said:

    Like.. spend relationship score to get extra cash, that sort of thing? 

    (I know I've brought this up before, sorry)

    I mean for anything, to give weight to these guys being more than a bank and low budget gun dump. 

    Like say you're about to launch a mission, and can pay some amount of relationship score to double the local army there.  

    Or maybe they can speed up some manufacturing/research, lend out some folks for a week or something. 

    Maybe you could tell them to launch some Falcons because your own planes are being repaired. 

    It just would be awesome to be able to coordinate with all these regions,  even if their help is basic. Or hell, yeah, an early loan on their monthly costs with interest. I feel like it would allow for an immersive safety net of sorts, instead of just bending over as soon as you hit the wrong roll key and lost the last of only two marauders, and a battleship is just there raising hell at 99% damage. (I realise the chasing away mechanic handles that last one, but hopefully that makes sense.).

    Sincerely,

    Some hyperactive dad that wants to make friends with AIs. 

  19. Has there been any discussion on somehow using relationsacore as a currency of some sort (Yes. They are literally the currency. You know what I mean.)? Every time I see the raid results thing, it makes me think of what else they could be used for. Will we be able to leverage being a suck up to a region?

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