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Pathfinder

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  1. I already been there. Have been using all categories of firearms, as well trained with grenades, explosives, anti-tank rocket launchers, and whatever you may imagine yourself, as I am not really keen to put up here my CV. Your mentioning of this was kind of derogatory, and should be not allowed in a nice place like here. I can assure you, apart from something that is already within your cone of vision, which you can shot accurately in less than a second, anything outside of that cone has to be initially spotted. There is no way that any human being, at maximum sniper rifle range, spot a target, asses its speed, direction, local wind speed (yes, wind speed during flight of a bullet, at various distances), take a posture, and shot, in a time aloted like in a few seconds. Of course, he may try, and by a pure luck, he may actually hit a target, but if we are talking about 99% chance of bullet hitting someones chest at 700-900m, then it takes a bit more time. However, if we are talking about ranges about 50-100m (which are NOT maximum ranges of sniper rifle), of course, you can snapshot, without taking consideration of any adjustment to the optics. I have not asked for adding fully-fledged physics for ballistics, but only that aimed shot for sniper rifle should not exist in game as a reaction shot (if we do have 180deg cones of reaction). And yes, game is entertaining. I've play chess as well, and it is entertaining, even it has nothing to do with reality.
  2. I am not talking about games. I am talking about reality.
  3. Lower down weight of equipment by 5% of each iteration? Increase shred of armour in similar way? Increase damage dealt in similar way? In every place, there could be such repeatable tech. It could be even incrementally more expensive for each new level. You name it. Possibilities exists. About reaching no tech content, well, I've hit that wall, as I employed 3 labs full of researchers, and it happened that for about 2-3 weeks (before I've got alien electronics research topic), my researchers were idle.
  4. I wish, I can join to the topic, however, I never allow reapers to reach my squad :D. But yes, heroic death is better than pointless, dull death. But 3 turns I think is too much. 3 turns, usually is 1/2 or 1/3 of whole mission. In such case I would prefer to have max 2 turns before death.
  5. I think, that problem is not with amount of ammunition, but with definition of what is fun for whom. Improvements to AI which I believe is going to come, I hope will change how dangerous current aliens can be. Maybe create a specific thread where people would vote for specific gadgets, and devs would take into account of implementing them based on votes? @Chris
  6. That much I know. However, I point it out, because, being unaware if content has ended (due to early access), I started think about how it should look like.
  7. Some people are stating "where is engine upgrade". If happens to exist, then, "maneuverability" we may improve by modifying engine nozzles for variable geometry thrust. It won't allow VTOL ability, but would hugely augment maneuvers.
  8. Yes, that is making a definite end to a plane. Materials fatigue is crucial. As I am sure you know, there are ways of extending life of a plane, however, in most cases it is done for non-combat aircraft, as dodge-fighters requires top-notch materials strength. There are cases where fighters are undergoing airframe life extension, however, I believe this is for cases where there are no critical fatigues, as from materials science, I know, materials fatigue cannot be "undone" - basically it ends up as a scrap. If game contained aircraft fatigue modifier, than such extension project, could be useful, however, it doesn't.
  9. Weapon is as good as soldier who wields it. We could have discussion about various possibilities for the next 20 hours, and in each post there could be some fine point. Question is, what parts/improvements to the gamey Angel could be, to keep it close to realistic, and still, allow for usefulness within longer scope in game.
  10. You are very correct. By saying that Tier 1 should not be in any way better than Tier 2, I am referring to a reason - each tech is expanding - materials, engines, even aerodynamics concepts (for example F-16 could not even fly if not automatic corrections by its computer - so called problem with static instability). About modernizations, however, most of them in real life are about electronics, so, in game reality, it could be about ECM/ECCM, that would actively help with dodging incoming shots from alien ships, and actively help fight off enemy ECM against ours missiles. Radar upgrade would be useful as well, as to enlarge range of visible airspace during patrol. I can't envision other possibility due to game constrains.
  11. The only thing that should keep up old fleet in place should be experience of these pilots. I don't know if it is implemented in any way, but should be, that those counters of downed UFOs, had some meaning, for example in auto-evade incoming shots/missiles, and (virtually) widening up cones of fire for cannons, or improving critical hits on alien ships (by critical hits, I mean, taking damage score from top of the table, rather than 50-150%). There should be however, possibility, to move pilots BETWEEN planes, as to use the most experienced ones, on already those in full readiness, rather than sitting in base and waiting 2 weeks for theirs planes to be repaired.
  12. Angel having better maneuverability? Like said, it is based on MiG-25, but I rather see it more as based on MiG-31 (whatever...). MiG-31 is Fighter-Interceptor, however not by ANY stretch a Dodge-Fighter (it would lose EVERY dodge-fight if happens to encounter with any dodge-fighter of its age, for example MiG-29/Su-27 or F-16/F-15). More to say, MiG-25 is not treated as fighter at all.. it is ONLY Interceptor. He is basically even worse in Dodge-fighting then MiG-31. I can accept for game purposes that somehow abilities to dodge-fight has been expanded for Angel (vs base MiG-25/-31), however, by any stretch we cannot accept the fact that ANY futuristic fighter, fighting alien ship can be worse in dodge-fighting than modernization of MiG-25/MiG-31 :).
  13. There is actually pop-up warning before mission. However, there is no pop-up warning about rescuing the VIP, which should be corrected. Yes, would be great to have bigger bases. Especially with stairs and elevators. Game states it is modified Chinook which sacrifice cargo/troops for fuel. Even so, even with filling up whole Chinook with fuel, it would be not able to reach such vast distances as is stated in game - above some, specific point for any air engine, there is weight that such engine will not take of from ground anymore, no matter how much fuel would be provided, so, in short, adding additional fuel, after some specific point, is only making things worse, rather than better. I am personally explaining this as Chinook being refueled mid fly be air tankers :). However, it would be nice to be able to specify fuel/cargo for each of aircrafts to manipulate theirs maximum speed, range, cargo, as it is done in a real world. This would be quite an advancement for a game, but I think devs could implement this quite easily. Page up / Page down And as well would be useful, to have option for reaction, to choose what kind of fire mode should be used - snap/aimed/burst, if have melee weapon at hand, could charge if alien within (lets say) 3 tiles away, and stab an alien with many melee hits, or... option to run away if see a Reaper, and so on. Would be so much tactical option, and really a lot of fun to play with. Yes, it is very, very clunky right now. I advise as well to set fixed teams, and reserve soldiers which are attached to each teamed soldier, as a temporary replacement if such soldier is in hospital ward, or lightly injuried. It would save huge amount of micromanagement which is actually completely pointless, as each time some soldier is wounded, player has to manually pick some. This could be streamlined. There is little benefit, and most of weapons are just barely better for theirs price. I've made only pistols and shotguns as these are crucial because soldiers wielding them have to be close to enemy and takes the highest risk of alien retaliation. Currently with economy in place, most of my spendings go into expanding and improving fleet of interceptors. While I still have basic ballistic guns (mostly, with few exceptions I mentioned), I already have 2x Tier 2 interceptors plus 6x Tier 1. It pays off.
  14. Cleaners were very easy targets. Even assaulting theirs main base was easy, except command room, which contained aliens. However, spamming flashbangs and using auto fire from MGs sliced them like a butter. I feel that there should be more cleaner missions, with larger variety, to make this First Act of the game much more enjoyable, because it is actually very fun part, and could be more.
  15. Chopping off the wall at knee height would be perfect. It should be easy for walls, however, would be difficult for complex objects. Otherwise, devs would have to create separate versions of tall objects which would most probably take quite a lot of effort to do so.
  16. It is very unrealistic for researches to do Nothing. Therefore, there should be some kind of research always possible to choose. Something similar was in Master of Orion, when there was no research anymore, player could choose "future tech" which gave next level of miniaturizations for each complete level of that tech. Just a though. I know, researchers are making income when idle, but still, it is unrealistic.
  17. Funny, I though that endgame counter is showing me my own progress in "plot" research and crucial moves on the geoscape (like wiping out cleaners, downing down bomber, and so on). Wondering now if I was so much wrong about it.
  18. Of course it is authentic. However, not in 180deg cone (which is default for xenonauts vision). Sniper waiting on overwatch, cannot browse whole battlefield in front of him. 1 turn is about 5-10 seconds. If enemy is not within very narrow cone of current view, then in most cases won't be possible to overwatch and additionally take time to aim with necessary precision. Similarly ridiculous idea is in Firaxis XCOM where combatant (aliens and humans) have awarness of 360deg at all time. By the way, the quick video you shown it is not about aimed shot - it is snap shot. Aimed shot in sniper rifle, is taking stance, precisely setup rifle against ones shoulder, ensure rigidity of a setup, calculate distance, add corrections to optics, and then, finally, cool down heartbeat (yes, it is happening) and fire. It sounds complex, but in quick cases, still, takes few seconds. It is taking an aimed, precision shot. There was discussion somewhere about firing cones for machine gun (I don't recall now where exactly, but it was). It would be good, however would require quite a lot of coding to implement such additional feature. Cones of fire would solve the problem, and then, yes, aimed sniper fire could be a viable option. However, not currently with 180deg reaction fire. One additional thing - for purpose of finding targets on battlefield, designated snipers do work in tandem with spotters which have large binoculars, to easily spot targets and then rely theirs position to the sniper. I hope now we have some understanding.
  19. Current (non-mechanized) infantry equipment: - roughly 10 kg backpack (called patrol/combat type), - firearm with spare ammunition - between 8 to 16 kg (some of that weight can be in backpack, but mostly carried in soldier arms and on front side of vest), depends on type of weapon, - grenades, claymores, HE packs - few kilograms, - first aid kits - another kilogram, - combat knife, - communication equipment, - armoured inserts (front, back, and occasionally sides), - helmet with communication and electrooptical accessories, - sidearm, - multiple additional tools based on the mission. (all of that weights together not less than 25-30kg) Soldier during non-combat movement may carry much more, for which are larger backpacks, allowing much heavier loads. Here, in game, we are talking about group of elite soldiers, after countless skirmishes, fighting aliens, it is therefore very reasonable, to have heavy equipment for well trained soldier without affecting his abilities too much.
  20. I agree. Currently I always skip these dialogues, as I don't even want to watch them (not even saying about reading). If these would provide some useful clues/tips of how I should proceed next, then it would be useful to read them. I know, there are players who likes "lore", I don't. Sometimes I read descriptions to see what interesting idea developers had about sci-fi technology, but mostly I skip them, because I just don't enjoy stories. However, there are many players, and those dialogues may be in theirs liking, so, whatever it is. I don't mind how it is now, but would be useful if these contains nowhere else found tips, at least sometimes.
  21. Machine gun: - should be much heavier (should weight about 3x weight of rifle), - should have about 50% higher damage than rifle (for gamey purpose, I would be satisfied with 25-30% increase)
  22. First of all - about complains I can't even start to understand how - in the game that tries to simulate real weapons of the era - someone is complaining that there are: demolition charges or machine guns, or grenade launchers. Xenonauts 2 grouped together multiple different weapon types into few, easily distinguishable categories, to let player pick up for specific game scenarios. Player may use it, or may not - it is provided. Personally, I feel that there is too little of such difference, there should be more (lets just say, I like Jagged Alliance games). Personally, in 9-soldiers team, I use 2 with machine guns as a must - these soldiers are invaluable in laying down heavy fire at long ranges on dangerous enemies or ensuring that enemy in vital position will be gunned down quickly. How someone may complain that in game we have stun baton on flashbangs? these exists for already a long time, and there is nothing extraordinary in making them. However, I agree, stun batons and flashbangs could not work against aliens without modifying them to alien physiology first. I miss to having ability to set up claymores and mines - these could be such a great tactical improvement. However "perception" stat would be important to spot them. Aliens should have them too! Second - soldier stats Personally, I think that every stat is fine and reasonable. I would even add 1 stat more - Perception, but lets say, variety of them is good as it is. The problem with increased skills, and variety of possible stats during recruitment is basic, and simple. Stats like strength (if we take it realistically), should not increase in 1 game year for any specific soldier more than, let's say 30%. More over, during recruitment, there should be option to select from: 1* Cannon-fodder (conscripted civilians), 2* Regulars (professional soldiers, but not veterans), 3* Veterans, 4* Elites (special forces), which of course would cost different amount of money (I would go into: 5k / 10k / 22k / 50k), and would have greatly different stats. Third - armour / modules I like the idea of armour versions (it is fine) - I only advise to put "heavy" checkbox near armour selection - it would be more reasonable. About modules - I think that "rebreather" shouldn't be taking up space of a backpack (realistically, it is looking like a gas mask, so, why soldier would use it from his backpack...) - it should be selectable option for an armour. The same for other modules. So, to make it more scalable for any expansion, there should be selectable, dynamically expandable list (of checkboxes) - each modifying some stats. I think that largest impact of encumberance for a soldier (appart for speed, of course) is not accuracy, but reaction times, so, heavy armour (or actually any growth of additional weight) should lower down reaction times. Fourth - airplanes It is GREAT idea about "hardpoints". Nicely done! I would, part away, however such thing as an armour - I would not put it into hardpoint. You know what I mean - hardpoint is kind of "pylon" for missiles or droppable tanks. I believe intentions were not exactly about adding armour under a pylon, however, but choice of words, and this breaks the immersion of reality. But apart from wording problem, idea is perfect. Please, think about missiles to have 3 (or 4) ammo, rather than 2. With 2 ammo, these are almost useless (because before they shred UFO armour enough, they are already gone), and from realistic point of view, Torpedo looks like AIM-54 (USA), R-40 (Soviet), which weights roughly 450-480 kg each, and Missile could be kind of AIM-9 (USA), R-60 (Soviet), which are between 40-80 kg each. These are having exactly such functionality as in game. Air combat is very good, and I liked it in Xeno1 as well. Fifth - few own wishes Sad that maps are small. Soldiers should have ability to go prone. Prone should be prohibited for heavy armour. Soldiers should be able to walk low when crouched (TU should be much higher then, as it is large strain on soldiers legs). "Armed soldier" directly behind soldier with shield, should be almost fully defended by the shield bearer (of course not 180deg, but lets say 60-90deg) - I suspect that currently it is only lowering down probability of hitting such "armed soldier". Personally, on most missions I use 2 shield bearers, and on base defense even 4. They do great job at defending shooters, but my shooters got direct hits on a few occasions, which should be much less frequent in such a setup. This is one of Anti-Terrorist units tactic. Another tactic is to use tightly packed 4 soldiers (it would look like 4 soldiers sticked together on 2 tiles), however it is far beyond capability of implementing here, as would require much rewrite of code. There are many other tactics, but most of them would be very difficult to implement. Please, take into consideration the first one - shield bearer who is bullet sink for his immediate coleague at back. Please allow full auto on machine gun to be used for reaction fire. Obviously aimed fire of sniper rifle shouldn't be used as reaction fire, but full auto for MG is very reasonable. Sixth - overall Game is good. It is progressing, slowly, but progressing. I had no doubt. One of the most important things - I never had a crash, and that is the confirmation of good programming skills. --- Thank you for creating good game. Wish to see it in full. --- As it may help, I show what my usual 9-soldiers setup is: 2x Shield 2x Machine gun 2x Sniper 2x Assault 1x Rifle By the way, Knife is far, far, far too heavy. You've put image of a combat knife, but it weights like a huge machete, so, for a close combat I use... stun baton :). As you see, not everyone is using Riflemen as a core of a team ;).
  23. @Chris of course I will leave a review on Steam, that is for sure. However, I don't have that much time to play, to be able to find out everything that I would like to. Review will be done in the way to help you attract customers (of course, based on actual positives). You do a great job, and deserve to have steadily growing pool of customers. Funny, I left game opened on the computer, without actually playing it, as I left home, and it logged more than 50 hours, and I played only some 3-4 hours :D.
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