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depressed_positron

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Posts posted by depressed_positron

  1. 56 minutes ago, Chris said:

    The good news though is that modding sight ranges in Xenonauts 2 should be equally easy as it is in OpenXcom. If you want to play with unlimited sight ranges then once our mod tools exist it'll probably involve updating a single value, so you'll be free to play the game the way you want to.

    Know that setting it to mapSize won't break anything is good to hear.

     

    1 hour ago, Keflin said:

    Good point, having been fired upon in real life, what alerted me to the location or source of the attack, was muzzle flash, then my eyes zoomed in on the attacker. Now granted some aliens have better eye sight or better sighting technologies, and some may have inferior. Likewise player sighting equipment or detection devices (motion sensor for example) would be helpful as well.

    Wonderful topic LoS, it has so many dimensions to consider, like my simple peripheral vision thread and the counter considerations provided. It is a game, and it cannot be a perfect real life simulation.

    Sometimes I have the LoS advantage and sometimes I do not. As Gunny Highway says, you adapt, improvise and overcome.

    I wasn't going to go all "add a camo stat to all units" or other common "add feature plz" stuff. XPiratez has this to an extent. I don't think there are weapons or actions that alter those stats mid mission yet, but it is do able. My main complaint was the harsh finite barrier that didn't have any clear cause and AI behavior that suggested this was arbitrary and that I was the only one bearing that penalty/malus. Having a cone of limited information outside of the base 90 degree cone with r= whatever that showed if there were things/amorphous black blobs that could be aliens or humans would be cool, but forum posts like that are bad posts. (my post here is bad post)

  2. After playing open-Xcom for a while with unlimited sight range or Jaggeds etc coming back to a game with a sight range limit feels awful.  Every dev update I try starting a new game and then less than an hour later I'm back in open-Xcom.

    I have a feeling I'm alone in this.

    This wouldn't be an issue except that everything has better eyesight than you and getting shot from fogged open ground just feels dumb at this point to me.

    Other LoS things like people behind trees looking in the direction they are getting shot from and being unable to see the tile (like 5 away) that shoots them is infuriating.

  3. Came here just to say this again. Alien resilience/ your guns doing crap damage means that if a Sectoid conga line (4 sectoid soldiers standing shoulder to shoulder) charges you in doors you can have a hell of a lot of problems. Grenades would solve this problem but  grenades love hugging walls more than soldier love hugging cover.

    • Haha 1
  4. Selecting the medic bag while adjacent to a wounded civilian caused an immediate crash. Happened one time. Haven't gotten it again.

    Alien running out into the open like a moron stopped between tiles. Could not be targeted by weapons. I used grenades to kill him. All gunfire missed regardless of accuracy and/or quantity.

    I can't reproduce or give you saves because saving has been disabled in this version.

    Also cover items have an aura so things like grenades will get stopped in open truck doors (dock warehouse entrance) if soldier throws a grenade while standing in the opening.

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