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Emily_F

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Posts posted by Emily_F

  1. 14 hours ago, Chris said:

    Yup. The air combat isn't implemented properly yet, so the Autoresolve button is just an automatic "I win" button right now.

    Ah, that's good to know.  When I have tried playing the minigame, I can't seem to do anything other than move forwards or backwards, and fire my weapons. I can't roll or move out the way of the incoming alien weapon. Have I missed something?

    • Description: First terror mission load screen stops at 99%
    • What Happened: There was a terror mission in Europe.  I can't recall what aliens it said they were, but I have a feeling it was Sebillians.  It gets to 99% as usual, then becomes non-responsive. When I loaded the game from a save just before the terror mission spawned (attached), the next terror mission was in America and was fine. 
    • Further information:

    Terror Mission.json

  2. So, I'm not sure if it is deliberate or a bug, but I can send a single, unmodified fighter up against pretty much any UFO and click on Auto-Resolve (I find the air battle tedious), and the UFO is downed without my aircraft getting a scratch. A 1970's fighter vs an extraterrestrial fighter . . . should be a no-brainer who would win. 

  3. Maybe you could have a system where there are set numbers of ranks, and as a soldier improves over time, they can become eligible for a promotion BUT you can only promote so many people and at, maybe, set times.  Perhaps the conference of a senior rank gets a bonus of some sort, or a special ability?

  4. On 4/26/2019 at 5:37 PM, Keflin said:

    I like this cheesy tactic, I use it and variants on it, like lining up as many soldiers as possible and open the door and then have them all unload all at once into the room.

    Now, common sense tells me that if I am on the defensive, I should have "locked" the door to begin with, forcing the assault team to blow the door (or wall) open, thus eliminating this "cheesy tactic" mentioned. And taking this one step further, in anticipation of the door being assaulted, setting some proximity  mines/grenades to detonate as the assailants make entry.

    Just my 2 cents...

    Yeah, I wish they brought back proximity mines like they had in the original game. 

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    4
    51 minutes ago, wulf 21 said:

    The delevopers already commented in other places to points 4 and 5

    4) grenades are not yet properly implemented. They just use the same blocking mechanic as a direct shot at this point. This is still something on their todo list:


    5) The thing with firing angles was already reported in V1. Chris saird it was supposed to be fixed "in the next few builds", however appearantly they did not get around to fix it and the people that tested since V1 just got used to it and did not report it again...

     

    Thanks Wulf, I wasn't part of the original open beta and haven't scanned through all the posts yet. Good to know it's in the pipeline.  

    As for point 1), I agree with you completely.  I don't know the first thing about coding so I have no idea if it would be hard or not (maybe someone could enlighten me?). But it would be worth it IMHO.  

  6. The combat in V4.2 is getting better (especially now the aliens aren't virtually invincible), but the missions do get a bit samey after a while.  I have thought of a few things that would greatly improve it:

    1.  I still think that a prone-position should be added that gives maximum aiming and protection values (a prone soldier makes a much smaller target for a rifleman than when they are kneeling or standing, with kneeling offering a bit more stability and smaller target than standing). Getting down into prone shouldn't cost many TUs but getting up should cost quite a few. It would offer you a (realistic) option if you're caught in the open and don't have enough TUs to make it to cover.

    2. Different types of cover should have different blocking values; sometimes you can see the enemy fine but something that would never actually stop you shooting at someone has a block value of 100% (eg a bush).  Even a fence apparently affords a fair amount of protection!! (like, 30% or something).

    3. Shooting from a superior height should get a bonus, whilst having to shoot upwards should get a penalty.

    4. You should be able to throw grenades over walls.

    5. If you are in a square next to a door, then it shouldn't be a 100% block for the soldier to fire around - you use walls adjacent to doors as cover and shoot around the corner. Imagine a square cut into quarters.  The middle horizontal line is where the wall & door are, and the vertical line is the junction of the wall and door.  The soldier is in the lower left quadrant, so the door is to her right. If she fires at an alien in the direction of the upper right quadrant there should be no hindrance to the shot and she gets, say 70% protection from any return fire. But if the alien is in the direction of the upper left quadrant, accuracy gets reduced a bit but she gets more protection.

  7. Are the magnetic weapons supposed be do less damage than the laser ones?  Only in V4.2, they do about as much damage as the ballistic weapons.  Also, the LMG is pretty useless as the aliens almost never get suppressed with incoming fire and it has terrible accuracy, so there is no point in using them.

  8. On ‎3‎/‎8‎/‎2019 at 3:56 PM, Chris said:

    Thanks. I think this one will be fixed in V3 as there was an issue with the view distances that we fixed a few weeks back, so I'll assume it's fixed already and please repost it if you see it again in V3.

    I've had this issue in V4.2 as well. There is a red alien icon, and the cursor will highlight it, but the soldier can't shoot it.

  9. Description: When I try taking a UFO on via the mini-game (rather than auto-resolve) nothing I do makes my fighter(s) do anything.  They just sit there taking hits from the UFO until they crash. Incidentally, my fighters seem invincible (not getting so much of a scratch), even if I send the most basic fighter on its own up against a mid-sized UFO.

    What Happened: Nothing.  Nothing I did made anything happen. I couldn't even try to exit.

    Further information:

  10. Thanks for the reply, Chris. I truly loved the last game, and still play it HEAPS but I always felt it would be better with a prone position (that gives associated extra bonuses in exchange for TUs). It at least gave you bonuses for crouching which, if I'm correct, have now been removed. Even with the intermediate tech you develop, you're still at a disadvantage against the lizards (or, worse, the giant bugs). If you have the option of being "sneaky-beaky" vs "gung-ho", it gives you more options for tactics with your various squad-members' abilities. One of the downfalls for the previous games was that the missions could get a bit repetitive. Having to think ahead and plan your missions, and choose your squad and tactics based on their strengths and weaknesses (which you had to do in the previous game, but it was still pretty basic and confined to who could carry the most vs shoot the straightest) will add so much more to the game.   I haven't played Jagged Alliance - I will give it a go. 

  11. One feature I am really disappointed about is the fact that there is no "prone position" which, IRL, gives you a) a lot more protection from direct fire as you are a presenting a smaller target, b) makes you more difficult to spot, c) gives you much greater accuracy with rifles and machine guns and d) gives better conditions for giving covering fire.  Not acknowledging this in the gameplay really spoils the tactics side of things; having your team crawling on their belt-buckles means they'll move much slower but will be able to move into fire positions without being seen and/or much less likely to get hit. It was one of the good things about XCom Apocalypse (which was an ugly looking game, but had great combat mechanics). I really hope the devs rethink their design here, as I think the "dumbing down" of the combat mechanics will really negatively affect the game. 

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