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Posts posted by MrAlex
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17 hours ago, silencer said:
Make the 360 degree to a for example 30 degree cone but it will track the interceptor.
I agree. Small UFO ships must have good mobility so that the player cannot attack them from behind for a long time. (This is exactly what I did for UFO Scout in the example above)
Large and heavy ships instead of mobility should have an additional cannon that rotates, which will give the same effect.
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13 minutes ago, Alienkiller said:
That you must get an Armor loss and / or Damage to your Fighters too are fully realistic. No battle (either Ground or Air) get a winner without Damage.
I completely disagree.
Whether soldiers / vehicles and fighters will take damage in combat or not should depend on the player's actions. That is why I do not agree with the existing system with 360 angle of damage from long-range UFO cannons which have a high rate of fire and low damage. UFOs should attack 2 times less often, but inflict 2-3 times more damage.As in ground combat, the player must be able to choose a favorable position for his fighter to attack.
Rapid-fire cannons must have a short range of attack, and long-range weapons must have a longer reload.Well-thought-out tactical actions of the player should allow him to end the fight with less damage. If a player makes a significant mistake in battle, then the result should be significant damage to his fighter.
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On 3/6/2021 at 2:33 PM, MrAlex said:
Here is my vision of the scout settings. Attacks from the back are possible, but it is not easy. Try to destroy it by attacking only from the back. It is possible, but difficult. Which makes the fight much more interesting.
It's just a scout. It does not have to be completely protected (360° angle of attack). But it is fair to give it maneuverability, because it is a small ship.
I adjusted the UFO Scout settings.
Who has the opportunity, comment on your impression. It seems to me that this is exactly what we all need. It does not have a 360 angle of protection, but has good maneuverability as it should be with small and light ships.
Here is the path to the files you need to replace:
Steam\steamapps\common\Xenonauts2Playtest\assets\assets\xenonauts\template\strategy\aircraft\profiles\alien\scout.json
Steam\steamapps\common\Xenonauts2Playtest\assets\assets\xenonauts\template\strategy\item\aircraft_equipment\ufo_scout_beam.json
The last file is the save just before the battle.
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1 hour ago, Chris said:
Do you guys have any idea what might have triggered this to happen?
I have the impression that the problem arises if you perform two missions in a row without returning to base.
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Maybe, I'll keep it in mind when looking for other examples.
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Dev Console becomes insane after destroying some textures on a terror mission.
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Laser Lance cool cannon, especially if there are two of them
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It looks like a soldier is robbed during treatment.
After the last mission, the soldiers returned from treatment without weapons: a laser rifle and a laser sniper rifle disappeared -
I noticed that my Dropship get 4 extra places for soldiers.
It's like a bug, because the slot numbers are repeated.
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I noticed that the total energy use of the base exceeded that available. I tried to turn off all the buildings and found that the training center does not turn off.
Therefore, most likely the problem is in it.It looks like the Training Center is not consuming base energy, although the interface shows the opposite.
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57 minutes ago, geno said:
I noticed that Skyhawk's soldier cap is bigger now. Is this intentional or just an itineration?
It's more like a bug. Nothing has changed for me, but someone has already said the same thing.
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I started the game with 5 sets of armor and made 2 more. After the first two missions, I had one set of armor left. Does this mean that the armor is no longer restored after the battle if the soldier was injured?
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47 minutes ago, Alienkiller said:
To give him an back Disadvantage more is CHEATING for the Human Player.
Here is my vision of the scout settings. Attacks from the back are possible, but it is not easy. Try to destroy it by attacking only from the back. It is possible, but difficult. Which makes the fight much more interesting.
It's just a scout. It does not have to be completely protected (360° angle of attack). But it is fair to give it maneuverability, because it is a small ship.
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21 minutes ago, Alienkiller said:
Congurously the Scout get an 360° Defense-Turret. No more, no less. What the Problem about that? The Answer is easy: NOTHING!
This is the problem. Ships should not have 360° protection, especially earlier versions. All UFOs must have a blind area.
I understood how to balance the angle of attack and the mobility of the scout, but I can not adjust the damage. The minimum firing rate of a scout beam is 1 shot per second and I can't reduce it. The goal is to reduce the frequency of shots by increasing the damage (for example, 2 times for both)
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17 hours ago, Chris said:
search for "AcEscapeAiBehaviour" and replace it with "AcEngageAiBehaviour" if you don't want the UFO to flee
Searched in this file and in all others.
Did not find the option to Escape / Engage -
8 hours ago, Chris said:
The other thing to consider is the question I've been puzzling over - how can we make the air combat less repetitive? A particular interceptor fighting a particular type of UFO always plays out exactly the same way, whereas ground combat missions can be totally different even with the same set of soldiers vs the same set of aliens. I have a few ideas myself but I'm always willing to hear suggestions of what we can do to make things less repetitive.
In ground battles, differences are created by different maps and different races of aliens.
In air battles we do not have maps, but you can reduce the similarity of battles in many ways:
1) different composition of UFO teams (possibility of some UFO ships to unite in small groups). For example, a team of two scouts, or a mix of scouts + destroyer. Or the destroyer / scout is covered by a fighter.
2) Different equipment (Different races of aliens may use different weapon presets for the same types of UFOs. For example, a scout with a large angle of attack and small damage, and a scout with a small angle of attack but large damage).
3) Different behavior in battle, attack or defense (different presets of the same ships may act differently depending on the race that uses it)
4) Change tactics depending on the situation in battle. For example, the UFO turns its weapon forward of the ship and attacks, and when its shields are destroyed, it tries to escape by deploying its weapons to fire back.
5) New weapons (such as magnetic shields that turn on for a while in certain situations and completely absorb damage forcing the player to stop the attack to save ammunition when the shield stops working)Which of the following is easier to implement is your choice
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4 hours ago, Alienkiller said:
Yep that´s the biggest Problem, esp. if you have 3 Fighters and 1 is busy the UFO and the 2 others go to the Backpoint and shoot it down. That´s the Strategy in Xenonauts 1 and in the Betatests from Beta 5 to Beta 17.1. That´s absolutely boring, there I fully Agree with the Devs as well as the Freelancers.
It's boring what happened to the scout now. When, regardless of the player's actions, he receives approximately the same damage in each battle. No need to think, no tactics. He threw the fighter into the attack and that's it. This is a really boring fight, such a fight stimulates the player to press the auto combat instead of controlling the fight on their own.
The need to use tactical moves (such as distraction by one fighter while attacking others) makes the battle interesting. And this is a normal tactic for battles where one of the parties has a quantitative advantage. -
I used them once and everything was fine. Then I tried to avoid night missions, but in the case of 3 raids this is not an option, so I had to fight at night.
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2 hours ago, Chris said:
I think in the short term we can just add a little line on the UFO that shows their armour % too so it's clear what's happening
Why in percent? why not the actual number of HP as the player's fighters? Оr at least the picture which changes depending on damage (as the fighter of the player)
2 hours ago, Chris said:The reason why that UFOs have wider fire arcs than before is because the air combat is balanced around the idea of the interceptors taking a certain amount of damage when they fight a UFO, and damage taking a long time to heal on the strategy layer.
Your idea is not right. It's like if aliens on ground missions were 100% accurate and guaranteed to kill one or more soldiers per mission. This should not be the case, the outcome of the battle should depend on the skills of the player. If a player skillfully controls his soldiers / fighters, he must be able to complete the battle with minimal damage. Real pleasure from the fight can be obtained only when you feel your skill. You can complicate the battle by increasing the speed or maneuverability of the scouts (this will be logical, because small ships must have good speed and maneuverability) to make it harder for the player to take a position vulnerable to UFOs. But it is not right to deprive a player of the opportunity to use their skills for an effective outcome of the battle.
2 hours ago, Chris said:but the problem is that being able to fly behind a UFO and escape its weapons means that the damage dealt by your weapons becomes much less important. Once an interceptor is behind a slow UFO it can hold position while taking no damage and it doesn't matter if it takes that interceptor 5 seconds to kill the UFO or 20 seconds to kill it (because the interceptor ends the battle on the same health in both cases).
This is the goal of the player's skills. In many games, a player can compensate for a lack of equipment with his skills, and this is normal. The vast majority of players may not use manual combat at all, but simply press the auto battle button. Those who have the skills of air combat should be able to use it effectively.
As long as the player is in a favorable position, he already receives part of the damage. In order to maintain a favorable position, he needs to have good fighting skills (control the speed of the fighter, etc.) You can change all this to manual mode, so that the game does not help the player to maintain a winning position.
I believe that depriving a player of the opportunity to destroy scouts with one shot of a heavy missile is such a significant progress. It is not necessary to complicate fights against early UFOs much.
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By the way, the new textures of the Mars rocket launcher are cool, except that in fact it has an ammunition of 8 rockets, not 6.
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22 hours ago, Chris said:
You could potentially fight two sites with the same dropship if you can reach the first battle in less than 12 hours
Now I understand what you mean. The raid mission does not disappear if a team flies there. Therefore, if a player first completes a mission that is closer to his base, he will then be able to perform another, no matter how far it is (if the team is not badly damaged and the transport has enough fuel to fly)
I have an interesting idea for abusing this with the help of fighters. I will try to test my guess today.
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[v18 Air Combat] rebalance
in Xenonauts-2 General Discussion
Posted
No, it doesn't have to be that way. Using an option which accelerate the rotation speed of the UFO ship / cannon can make it impossible to hold a safe position for long time attacking.
This is exactly what I did for UFO Scout (at first he starts to turn slowly, but after a few seconds when the turning speed reaches a maximum the player is no longer able to attack while holding the current safe position. He must stop attacking and take a new position, or continue to attack but with receiving counter damage.