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MrAlex

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Posts posted by MrAlex

  1. 41 minutes ago, Alienkiller said:

    So they have an about 360° Defense for the smaller UFOs.

    I don't like the idea of a 360 degree angle of attack, especially for early UFOs. They can make their cannons turn in the direction of the fighter (as was the abductor, if I remember correctly). But each UFO must have a weakness that the player can use to minimize damage to their fighters.
    I hate air fights where a player can only watch the fight and has no effect on its outcome. Such fights simply do not make sense, because their result is the same as in auto combat.

  2. The description of the fighter when approaching the camera does not indicate what the numbers mean: Name, HP, fuel, etc.

    After increasing the range of the camera, information about fighters and UFOs disappears and no longer appears even if it is reduced again.

    2094021114_Fight1.thumb.jpg.73ba3c7d2bcec40d36464dea7ecf0c67.jpg

    Fight 2.jpg

    Fight 3.jpg

  3. Yesterday I played several air battles in a new patch. I decided to create a topic to discuss our impressions of the new balance of air battles.

    I'll start with useful innovations.
    I liked the idea of separating the HP armor and body. I'm glad that sidewinders have become relevant, and that the player can choose which weapons for fighters he needs.

    What I didn't like:

    - The angle of attack of the early UFOs is too large. This can be too difficult for beginners.
    - The scout's attack radius is generally 360 degrees, which makes no sense at all, as it eliminates the need for the player to perform tactical movements. Each UFO should have a vulnerable area that a skilled player could use.

    - I do not see the damage inflicted on the UFO armor. Also, in terms of damage rebalance, I would like to see a current real indicator of enemy HP and armor. In the given video of fight against UFO Destroyer, the damage on his armor is not visible and there is an impression that he doesn't receive it at all, and then (when the armor is broken) it falls too quickly.

     

    Scout Fight.jpg

    Destroer.jpg

  4. 20 hours ago, Chris said:

    Multiple Raids: alien Raid combat missions now spawn in groups of three and give different strategic rewards. You can only respond to one of these Raid sites if you have a single dropship, but players who run multiple squads would be able to respond to more.

    When should such a raid disappear from the map? After completing one of the three? How will sending a second dropship help play more than one mission? Is it that they will disappear some time after their appearance (as usual)? Can a player send the same team for several raids if they have a low stress ratio?

    20 hours ago, Chris said:

    The game is now balanced to assume only ONE interceptor per battle, so it'll be very easy if you send more than one interceptor into battle! In future it'll be balanced for 3 aircraft but that requires some code changes we haven't had time to do for now.

    Does this mean that the UFO will have fewer HP and will not have fighters cover?

  5. 21 minutes ago, wolfpriest95 said:

    Um, mods fix the game

    The developers are fixing the game. Mods change it according to the vision of the mod makers. This can be useful if the developers have left the game unfinished. But if the development team is serious about developing a project, it does not need significant fixes.

  6. 1 hour ago, Alienkiller said:

    I don´t know that too how hard or easy such Elements are to implement.

    It will not be difficult to add replacement functions for the whole team. It is more difficult to add several small groups to one ship, as it takes a lot of checks to avoid loading extra soldiers (Although it would be convenient, but not so important).

  7. 22 minutes ago, Komandos said:

    No one wants to go through a couple hundred small missions that last half an hour

    There are no hundreds of missions here, a few dozen per campaign is the maximum.

     

    24 minutes ago, Komandos said:

    which can be replaced by a couple dozen large missions that last one hour.

    Missions involving 16 soldiers already last about an hour, if played carefully.

  8. On 2/27/2021 at 12:11 PM, Komandos said:

    I would ask you to give me the opportunity to take 20-24 combat men on missions.

    On 2/27/2021 at 12:11 PM, Komandos said:

    I like to play big missions of 20-24 people against 20-40-60 aliens.

    On 2/27/2021 at 11:05 PM, Komandos said:

    then giving me the OPPORTUNITY to have 20-24 soldiers on one mission

    On 2/27/2021 at 5:37 AM, Komandos said:

    If you increase the tactical group to 20 soldiers

    On 2/26/2021 at 4:37 PM, Komandos said:

    For me, the optimal platoon size is 20-24 soldiers.

    13 hours ago, Komandos said:

    destroy 40 aliens in one mission with the help of 20 soldiers.

    We understood you after the first message, but you keep talking about the same thing many times in different topics.

     

     

     

     

     

  9. 2 hours ago, Komandos said:

    Individual units are easily marked with colored armor.

    Why do you spam screenshots of mods as proof? No one wants to play a few hours each mission, and you've been told many times why. Those who like to create mods can mock the game as they wish, even up to 40 soldiers on a mission. Maybe some players like it. But the main game is created for thousands of players who like the classics.

  10. 12 hours ago, Komandos said:

    It will be enough to send another transport with a different team to the task.

    Maybe, but a separate dropship spends extra money for upkeep and requires an extra hangar. There is not much space on the main base to keep an extra hangar for second dropship there, which also has upkeep cost. Therefore, it is cheaper to use one vehicle.

  11. 1 hour ago, Alienkiller said:

    Yep I had many attacks on then.

    How did you get them? I started my last few games building the maximum number of offices from the first days, and did not notice any attacks on them. Although the cover of the planet with fighters appeared to me only a few months later. 

    Maybe it was in later versions and then it was turned off? Such as Jetpacks and Shock Grenades?

  12. 1 hour ago, wolfpriest95 said:

    alien ship landing

    You reminded me of one interesting feature of the original x-com. Each alien ship had a purpose for which it flew to earth. I played Xenonauts 2 many times, but never noticed the alien ships land during their missions.

    The original x-com had two features:
    1) The number of aliens to be destroyed in the ground mission depended on the damage to the ship during the interception. The more damage - the less aliens will be on the mission. We have something similar.
    2) Damage to the ship affects the player's final loot. The more damaged the ship, the less valuable things could be obtained from it.

    Thus, with heavy damage, the mission was easier, but the reward for it was not so valuable. In order to obtain valuable technology: Power supplies, engines, etc., the player had to explore the surviving parts of the ship. This could be done by capturing a small UFO that landed itself, or by intercepting a large one (alien ships fell if more than half of their engines were destroyed).

    Thus, the player could intentionally not destroy a small ship, but wait until it lands to capture it and make significant progress in research.

    The dependence of the player's final loot on the degree of damage to the ship also affected his actions in ground combat. If he used a lot of explosive weapons and destroyed the ship during the mission - he lost much of his valuable loot, so he had to act carefully to capture as many valuable technologies.


    @Chris I don't know how difficult it is to implement it, but it would make the game much more interesting.

    • Like 1
  13. 30 minutes ago, Alienkiller said:

    If you don´t have C4 left, it will be realy hard then.

    What is the profit of using C4?
    I can only list its shortcomings compared to grenades:
    1) It takes up inventory space = 2 grenades, weighs like 3 grenades.
    2) Inflicts damage like one grenade, has no improvements in the future (inflicts 1/3 of the damage of an improved grenade).
    3) Inconvenient to use.

  14. 14 hours ago, Komandos said:

    I would  suggest  a system that was implemented in Jagged_Alliance2.

    As I told you in other topics, we are not trying to create a new game here. We testers look for bugs and suggest possible improvements. What you offer is a complete change of game mechanics. I wouldn't play what you suggest, and probably most of the fans too. So I don't think it's an improvement on the game.

  15. On 2/26/2021 at 9:18 PM, Komandos said:

    The idea is to create tactically specialized tactical groups

    The idea is to simplify team changes so that the player does not make a boring 64 clicks before each mission.

    On 2/26/2021 at 8:40 PM, Alienkiller said:

    I don´t like the Team-Buildup Opinon as an only Option. But as an additional Option it´s nice.

    Given that some players may like the existing system (64 clicks before each mission), I did not replace the ship selection interface with the team selection, but created it separately (see screenshot)

     

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