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Emily_F

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Posts posted by Emily_F

  1. 5 hours ago, Chris said:

    It's an interesting question. In the original X-Com the Accuracy of a soldier is reduced if they are not at full HP (this happens during battle too), and I've been wondering recently whether to put that system in the game.

    Specifically, they reduce Accuracy by 0.25% for each % of health lost. So if you're on 60% health, your Accuracy is reduced by 10%. Not actually a huge penalty but it's still something.

    The reason why I think it might be a good idea is that it solves the problem you've mentioned here, but also solves another problem - whether reaction fire / overwatch is worthwhile against tough enemies. Basically in a lot of cases reaction fire just isn't worthwhile if it doesn't immediately kill the enemy, because an injured enemy is just as effective at attacking you than one on full health. If we use the X-Com system then hitting the enemy with an overwatch shot would reduce their Accuracy and make them less of a threat, even if they're not actually killed.

    What does everyone else think?

    It's a hard "YES" for me (but must apply to the alien SCUM as well !!).  On a related note, do aliens/cleaners get bleeding wounds like the Xenonauts do?  I feel they should....

     

  2. On 3/21/2023 at 6:50 AM, Endominus said:

    Of the triad of specialist weapons, I feel pretty confident in claiming that the HEVY is the least useful and easily applicable at the moment. Its feels like it's intended to be a parallel to the XCOM rocket launcher, but lacks the reliability and lethality that made that weapon so effective. Which is a shame, because it's still a lot of fun to use. I thought it might be worthwhile to collect some thoughts about the weapon and suggestions for possible changes that might give it more utility.

    1. Additional ammo types, or a split of functionality. There is one function that isn't really captured in the current specialist weapons; armor shred. Splitting the current explosive HEVY ammo into two types (a wide AoE blast that does little against armor, but maybe has decent suppression values, and a smaller blast with less raw damage, but great armor penetration/shred and terrain destruction) makes the choice of ammo a more difficult one. Maybe add a sabot round without an AoE but is more accurate with great damage. There is a little crossover with the LMG and it's suppression role, and the sniper and its penetrative damage role, so it's worth considering de-emphasizing those aspects in this weapon.
    2. Instead of magazines, have the ammo be loaded one by one, or at least lower the cost of swapping. This would encourage use of different ammo types a lot more.
    3. Burst fire mode, like the MARS rocket launcher. This goes the opposite direction; I recently found out how damned fun this can be, opening a terror mission with my Skyranger pointed at an open park full of Sebillians. A couple turns later, I turned the place in Verdun. Having this as a panic button, where everything in a direction just needs to die, could be a fun addition to the weapon. Might be useful to increase the magazine capacity if this is done.
    4. A slight arc. This is a more involved change, I understand, and probably isn't appropriate for launching the game soon, but I thought I should mention it. Having the projectiles arc a little, so that a miss isn't going to just sail off to the edge of the map almost every time but is probably going to hit something nearby would make the weapon feel more reliable. (actually,thinking it over, this can sort of be simulated by jury-rigging the grenade scatter code into the weapon, assuming that's possible, then modifying the scatter tile result likelihood with a function to stretch it along the path of travel - which probably also makes sense for thrown grenades too. I don't know if the weapon scatter code was made to be modular in that way, however)
    5. Mortar mode. This is another big change, so I'm not really hopeful about it despite how cool it would be. Having the weapon basically be able to function as an extremely powerful grenade throwing arm, launching its ammo over intervening terrain and guaranteeing a hit against the ground somewhere, would make it extremely valuable. And also, probably, too powerful. That can be mitigated somewhat if this is made to be very inaccurate (perhaps the projectile would always scatter 1-3 tiles?), but I think this would make the thing very difficult to balance because it allows the player to have a weapon that's perfectly safe to use in many situations, which runs contrary to the design philosophy of most other weapons, I feel.
    6. Ammo should lower in weight as it's used. Don't know how complex this change would be in practice. I'm guessing it wouldn't work with how you've programmed the game's item lookups, or at least it would be more complex than just adding another variable, like current_ammo and max_ammo, but for weight instead. It just feels bad to have a 1/4 of an ammo rack in a soldier's inventory and have it weigh the full amount. Not a major issue, just a niggle.
    7. Remove damage dropoff at long range from the explosive HEVY projectiles. Just seems weird, considering the damage comes from the explosive charge. Long range play is discouraged with this weapon anyway due to limited ammo and inherent inaccuracy.

    Any other thoughts on how to enhance the HEVY? Ideally, ones that would require minimal changes to code - it wouldn't be prudent to make large changes so near release. Or maybe I'm all wrong about the HEVY and it's actually aces; I can't claim to have the greatest insight into the game's balance, given how I play.

    I approve all of the above. It is the one weapon I never use (though i never use the shields either)

  3. So, I had moved the Ares in the same save that wasn't making a noise this time as I didn't go through the door and the barrier in one move. It was on the teleport pad as shown below and moved across the other teleport pad and the sound doubled in loudness, then it went through the barrier before stopping in the final position with the sound error happening.  

    image.thumb.png.1d669dfadef568d87089ff81b775cb1a.png

    • Thanks 1
  4. I think I have found what is causing the issue - I have attached a save from another mission.  If you select Ares (soldier 5 in the list) and follow the path shown in this pic, as soon as it breaks through the barrier (circled in yellow) it reliably reproduces the sound issue.  Interestingly, it doesn't happen if you don't break the barrier.  Nor does it happen if you go through the door and stop before hitting the barrier, then go through the barrier.  It seems to only happen if you go through a door THEN go through some sort of obstacle.  Also, once it is triggered, even if you reload the attached save without quitting first, the sound error loads too, even though you have moved the Ares back to the start. 

    image.thumb.png.e17418946fdb28a532b332a50a08e083.png

    output.log

    output.log auto_groundcombat_turn_5_start-364.json

    • Like 1
  5. Just applying the colossus armour creates a TU penalty before you even get close to the carry weight limit.  Also, if you equip it to a highly-improved soldier, the +25 strength doesn't offset the 60 weight of the colossus armour so they get a MASSIVE TU penalty, making the colossus useless. 

    image.thumb.png.c70a1d863fdb3c5d14ea686bdc0cfa15.png

  6. 18 hours ago, Gijs-Jan said:


    Is the bug reproducible for you when loading from the start of turn? And what are the steps to reproduce the bug?

    @Chris and @Gijs-Jan I have good news! It is reproducible.  I loaded the save from the start of the turn, moved the Ares (soldier 10 in the list) through the door in the pic, breaking down an internal barrier on the way (see pic).  The movement sound stays on after it has gone thru the door. 

    image.thumb.png.72e4ec4042eb7a30cd5cd4527ae27c04.png

    • Like 1
  7. I agree with Alienkiller - the game is in beta testing, so is a fair way from the end product. It's not even in early-access yet.   People need to remember that the point of beta testing is to test the mechanics, find and iron out bugs, and make sure the game flows properly; not to be the final, polished version.  It even says something to that effect when the game first opens on the very first screen.  

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