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stewpidbear

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Posts posted by stewpidbear

  1. 4 hours ago, Dagar said:

    Personally, I would not use grenades in any situation where I would risk the thrower's life, so I'd abstain even from throws my experience tells me would be safe.

    While I do agree with you a real life example of danger close grenades was the Battle Of Hue in Vietnam where the Vietcong were getting so close that US Marines threw grenades close into the enemy and hunkered down and tried to absorb the fragments in the back of their flak jackets!

  2. 6 minutes ago, TrashMan said:

    A game has to look functional. Pretty is somewhat subjective, and all the fancy new effects and shaders often do more harm than good.

    There's a subset of gamers that I personally call "graphic whores" that only care about graphics and weather the most cutting-edge stuff is used, but those kind of people were never the core audience of X1 to begin with, so I wouldn't worry about it, Chris. Your game looks more than good enough.

    Totally agree.

  3. 4 hours ago, Max_Caine said:

    If you want to impose a limit to the number of HEVY's carried, a more natural (and henceforth less objectionable) way of doing it would be to make the HEVY manufacturable, imposing a steep initial cost in terms of time and money to deploy, and make its ammunition manufacturable, imposing an on-going cost that eats into manufacturing other items. 

    I honestly wasn’t trying to be objectionable in my suggestion, I was looking at the set  up as it would be in some reasonable ‘real’ life basis (I know it’s fiction but it’s the suspension of disbelief creeping in, to me that is;)).  I think I’m looking at it in my mind with real life vs game life if that makes sense.

     

  4. Thinking more about this, perhaps make the HEVY launcher non reloadable in the field and limit it to two per squad? In “real” life a squad would be highly unlikely to have more than two heavy weapons, perfect SciFi example is Aliens where the Marines have two smart guns, not more. Another research branch could be individual LAW rockets which were definitely around in the 80’s.

  5. Definite yes to HEVY being a micro missile launcher, saves you a lot of messing about, as grenade launchers are by nature quite accurate and may unbalance the game as is. Grenades “should” be able to be thrown in a parabolic arc, as well as being bowled under arm in a straight throw. A trooper by a doorway should be able to throw it into a room quite far without it being disallowed by the arc hitting the ceiling. As for accuracy, further the throw, if failed more deviance, the nearer the throw more accuracy, and if failed near miss of the intended target but tough still gets splash damage........grenades do have quite a large area of effect.

    • Like 1
  6. I know it’s a very difficult balancing act and there are other important updates to do but after trying a HEVY launcher on a MARS today the grenade scatter really made the mission almost unplayable. I had to savescum, change the seed a number of times just to have a reasonable change to hit the side of a UFO. Also haystacks seem remarkably grenade proof:p

  7. 9 hours ago, Chris said:

    I mean, it's not quite the same as a massive ADVENT tank like in that video, but thankfully we do now have our 1-tile vehicles working in the game and they'll be included in the next build.

    Larger vehicles would require us to implement pathfinding for multi-tile units ... but that's not necessarily too much work. I'm sort of tempted to put some "proper" 2x2 vehicles into the game once we have the core gameplay working properly.

    Oh please!

    • Like 1
  8. On one of the middle eastern maps I had a squad on overwatch on top of a building 5 squares away from a UFO. I can blow in the sides with a HEVY launcher but not the roof bug or not? I wanted a hole in the roof to cover the side incursion. Sorry about grenades but it is different!

     

    11E5F184-B768-4DAF-90BC-0C7C6EC02143.jpeg

  9. 5 minutes ago, Chris said:

    Yes, we're already aware grenades aren't pathing in a particularly sensible way yet. You've made three posts in this thread saying the exact same thing - it's helpful to keep reminding us that the problem needs to be fixed but once per thread is enough to make sure we don't forget about it. Unlike most things raised in this thread this problem isn't just a case of tweaking numbers, it'll take actual coder time to fix and therefore has to be planned in around other tasks.

     

    I do apologise, but it is extremely frustrating.

  10. Everyone plays Xenonauts in a different way, and that’s a good thing, but a nightmare for the developers who are trying to cater for everyone with different play styles and tactics. I do feel at the moment that I am being forced to play the game a certain way and have to follow a proscribed step of tactics to move forward. I realise that you have to learn to combat the aliens and change you tactics as the game progresses but, perhaps it’s me, I do feel there is only one way to do it. Now I’m comparing this to the newer Xcom games, and with those I could play the way I wanted without fear of being penalised by the game mechanics. My biggest bear about this is the background fluff that says the troops for Xenonauts are trained soldiers...................the mechanics of the game (to me) certainly don’t reflect this. I have given up playing now because I’m so frustrated by the number of times my troops are killed by grenades fired or thrown by their own comrades, and shot by troops behind them on a higher level (especially those at the foot of the ramp and those at the top of the ramp!). And if one person says use smoke........the rotors of the craft would disperse it!!! Please, please do something about the grenade algorithms and the to hit your own people data! 

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