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Posts posted by MrAlex
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22 minutes ago, Alienkiller said:
Kevlar Armor reduces about 25 if I remember correctly. The Damage the Soldier get is still 20, the Armor-Points get away with this first hit.
Exactly. Don't you read what I'm saying? At the moment, the armor gives extra hit points instead of armor (which gives constant protection). One shot and armor no longer provides protection, although it is only one hole in the armor.
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Armor is armor. It doesn't matter if you shoot it with a pistol, a rifle, or a plasma rifle. From something it protects better, from something worse (depending on the penetration), but still protects. The current implementation is good for magnetic shields or something like that, which weaken when blocking damage and are less effective with each shot. But the armor works as I described above.
We can combine shields with armor. We can even do research to reload shields in battle. That would be very interesting.
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51 minutes ago, Alienkiller said:
special Feature.
Well, that's probably how it's planned. At the moment they are no different.
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In practice, it is the same. In both cases player must kill all aliens before they kill all civilians. Am I wrong?
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23 hours ago, Alienkiller said:
Combat Shields and the Infantry-Armor, which is very cool
Combat Shield blocks damage from only one direction. Therefore, the current implementation of such a shield is fine.
One shot makes one hole in the armor, if it penetrated. The next shot must re-pierce the armor, if it did not hit the same hole. For example: If one hole was made in the soldier's back, the armor still has to protect the chest. That is why the current armor is not normal.
The probability of getting into the same hole is very small, so it can be ignored. It will be more correct if the protection of armor will reduce the value of weapon damage each time.- 1
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Is it possible to completely hide all events that are beyond the sight of soldiers? Since it was in the old UFO.
Now the image of the hidden move is constantly disappearing although the events take place outside the view of the soldiers. And even when it exists, the camera still moves there as events take place. Informing the player about the positions of aliens.
For start, try placing a picture of hidden movements in full screen.
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On 11/25/2020 at 1:55 PM, Chris said:
Thanks. Turns out the stats aren't capping at 100 properly, we'll take a look.
the problem is still present in patch 17.1
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18 hours ago, silencer said:
The Cruiser on the other hand is not downable at this point.
The cruiser easily falls from three angels with alenium heavy missiles (6 torpedoes) without loss of HP if you use evasion in time .
The only ship that can not be destroyed without loss - a battleship (7000 HP). To destroy it requires 12 alenium heavy missiles (torpedoes). Only fury has enough speed to escape from it. But the study of fury comes after the first battleships. Therefore, at least one angel must be sacrificed to defeat the first battleship.
After the appearance of fury, you can distract him from the angels and successfully escape without loss by launching 6 allen torpedoes. And then finish with the second attempt. Therefore, the battle against the battleship without the presence of fusion heavy missiles is very interesting.
In the future, the battleship falls by three angels with fusion torpedoes without loss of HP (like the cruiser before).
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I do not know the exact details of your mission. From your cut screen, nothing is clear at all. So I answered based on my experience.
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I know that the game is not finished yet. I'm just asking at what stage is the last available content on in the current patch.
I've posted dozens of different bugs and suggestions for improving the content. Now it's just a matter of waiting for a new version for new tests. -
On 1/25/2021 at 6:27 PM, Chris said:
Thanks. Yeah, that's a mistake from me. I'll fix this in the hotfix.
You only fixed the plasma rifle. For a laser rifle, only the cost of the aimed shot changed.
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11 hours ago, silencer said:
Aren't terror missions called Alien Raids?
I saw three types of missions in patch 17.1: Alien Raid, Alien Terror, Alien Base
Although I still don't understand the difference between alien raid and alien terror missions
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12 minutes ago, Bobby Gontarski said:
All you freaks of "Live, Die, Repeat" save-after-every-turn-and-reload: Tell me: How often do you save your game during manual Air Combat?
So what makes you think it's necessary for ground combat?This is a bad comparison. The air battle takes place for 1-2 minutes maximum. While ground combat can last for half an hour (given the ability to save/loads). Without them, it will take even longer, especially for those who do not want to lose soldiers in battle. And someone will not be able to hang it at all without savings. Therefore, the decision of the developers is quite correct. The player decides whether to save the game or not.
As for auto saves, this thing is probably more for testing. Because the game can hang or crash and the player will lose a lot of time to return to this point.
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@ChrisIs there access to content in this version after battleships? The capture of alien leaders has no research. All that is changing is the number of battleships arriving. Does this mean that there is nothing more to test in this version?
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I noticed some problems with the doors in this version:
1) They could not be closed.
2) They closed themselves after the aliens moved (like the doors of ships and alien bases).
3) When they closed - it was not visible visually (they looked like an open door, although they were closed).
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On 5/20/2020 at 6:48 PM, Chris said:
Armour HP & Penetration:
There is an idea to improve this system. Now soldier armor gives extra hit points (this is good for shields, but not for armor). For example, if an alien shot a soldier in the back and made a hole in the armor there, it should not affect the armor in front. In addition, the probability of getting into the same hole is very small, which is why such an implementation is not like the real thing. That's why in most strategies, armor doesn't give extra hit points but reduces damage by a certain amount. For example: if weapon damage = 50, armor protection = 30, then when piercing armor a soldier receives 20 damage from each shot. This system is more like the real one.
Such a system should be implemented for soldiers, vehicles and aircraft.
You can add shield modules that will give extra hit points, but the armor should provide permanent protection, not extra hit points. -
The orange alien icon means that alien was spotted in the current turn, but is not in sight at the moment.
If the icon is red, then the alien is in sight of one of the soldiers at the moment. -
At the moment, all types of armor (aircraft, vehicle, soldier) give armor as additional hit points. But I think it's worth thinking about change (Armor to reduce damage constantly). I plan to offer developers my ideas in the near future.
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11 hours ago, silencer said:
Maybe we should get money for stopping those raids? Would help out the economy.
Then it should be added for all additional missions, not just raids
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Hi there. I do not want to duplicate the message, so I give a link to an EXISTING topic
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I do not know if this is a bug or a feature. More like a bug.
Each battleship after the first, generates a crash site that brings only 150k money instead of the normal cost (more than 400)
[V 17.1 Ground Combat] 4 Bugs in One Mission
in Xenonauts-2 Bug Reports
Posted
I tried everything: smoke grenades, paralyzing smoke, smoke installation of MARS. They all work on several floors.