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Raffik

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Posts posted by Raffik

  1. On 3/17/2024 at 9:57 AM, Skitso said:

    Took the time to start a new playthrough with 3.40 just to feel how the difficulty and balance feels after latest changes. Here's my random thoughts. I played with veteran difficulty with increased starting funds. 

    • Start of the game and plot might not make much sense for the players that have disabled or skipped the tutorial. Maybe add a text box or dialog scene at the beginning of the game that summarises events that are otherwise told in the tutorial. Most game tutorials don't have any story content, so people might really miss out here.
    • I had a Cleaner VIP mission very early in the game (first or second cleaner mission, right after the first abduction) and it felt really difficult. I tried to push forward as fast as I could while looting one side building for extra intel and I had no business trying to capture the VIP. There's just too many cleaners and the time limit is too tight. It's way more difficult than any other cleaner missions while they should be about the same IMO. Reduce enemies and add one or two more turns. Also, might be a good idea to force the mission to spawn later and/or be one time persistent mission. It has no business being that tough so early in the game.
    • New jungle (escort) maps are way too clutterd and dense. Makes them difficult and annoying to play.
    • Soldier progression feels spot on now.
    • Cleaner mission repetition annoys me still. Had a second (too tough) VIP mission before even one intel gather. I'd gladly have it the other way around: 2 intel gathers and then a VIP mission. Would make more sense difficulty curve, progression and story wise too.
    • Resources were quite well balanced but even with the increased starting funds I had, I felt the money was a bit tight. Alenium/alloy seemed fine.
    • I hate to build basic air weapons. Why is the logic different than with troop weapons?
    • Air game felt too punishing after day 100. I only had three angels with laser lancers and needed to transfer them around the globe to try to keep panic down. It didn't end well. I would have needed at least 2 more airplanes at that time but had no means funding them and their weapons. Also, as I need to complete a destroyer crash site before I can research Ufo Hull plating and only then I can research Phantom and after that, I still need to build and arm them. This all takes like a month or more and by that time, destroyer waves have raised the panic to 90-100 at least in some regions.  
    • AI still leaves a lot to be desired: They waste a lot of TU's moving back and forth for no reason, don't stay put when in optimal positions, don't take multiple shots when close to a clear target, but move into shroud instead and take a quick snapshot from there etc. AI doesn't seem to be aware of where each side's frontlines are, so they often move into unoptimal locations behind my lines.
    • My third abduction at day 87 was brutal. Wraiths and servitors in dock biome and I just had to save scum my way through it. Waaaay too difficult. Huge difficulty spike.
    • After the Cleaner HQ is destroyed, the game starts to repeat itself and becomes somewhat boring. The plot to reveal Cleaner HQ has so cool progression that when it's finally resolved, I feel the game starts to become stale. It might be a good idea to introduce some similar large scale objective for the player to strive towards a month or so after the Cleaner HQ so advancing the plot wouldn't feel so linear and predictable where you just shoot bigger and bigger ufos down.
    • Mid/late game needs cleaner style mission variety too. Make alien base similar mission objective as cleaner HQ with multi-tiered proggression maybe?
    • Civilian turns take too long. Do they all need to move so much and every turn? Do we need to have a civilian turn at the end of the mission when all the enemies are dead and we could just call it a day?
    • End of mission screen should also show changes in panic and the amount of broken/lost gear
    • Shotgun civilians are still super aggressive and raid ufos completely fearlessly.
    • Abduction missions start to annoy me - too much repetition. Maybe after completing a few, unlock an abductor alien base mission where you need to rescue already abducted people or something instead.
    • Other that that, the game felt good. Somewhat buggy, but still great fun.

    I had a very similar feelings when I played version 3.2.0 recently (got no time yet to try 3.3.0 and 3.4.0) - last time I played the whole 200 days was 2.0.9. Played at veteran.

    I agree with all of what Skitso wrote. A few remarks below:

    Cleaners - at the start it is very interesting to have a "human" opponent with some alien missions, but I would like to see the Cleaners interfering with the alien missions, like "cleaning" parties, say after turn 10, cleaner reinforcements would show up and try to destroy the human player to "protect the secret and clean the area" and the destrction of cleaners could be postponed to later in the game. The combined threat of cleaners and aliens at once would be intimidating.

    The air combat feels different - more demanding now with the homing drones and defensive turrets on some of the UFO´s. Angels are almost no use after day 90 or so, Phantoms are a must, but very expensive. Also to be able to comfortably win every air combat, at least 3 fighters were necessary, in later stages even 3 phantoms with fusion weaponry (2 with missiles and lances, third with torpedoes and missile)

    What I disliked about the air combat is the new interceptor model - Genesis. The model looks ridiculous (resembling a dragon drawn by a kid... sorry if I am being too honest here, but the model from X1 was really cool with the forward swept wings - now the game uses the same icon during combat, but the model (picture and model in hangar) just looks terrible and small. Pleeeeease, change it.... The previous model resembling su47 was much better. If you added some alien features to the same model it would look just fine...

    Same goes to the advanced transport Pegasus - a flying box - the model seems too small to the carrying capacity, i kind of feel they should be bigger to fill the space in the hangar a bit more to feel more robust.. It would be perhaps cool if the Pegasus had an upper level - soldiers in the upper level with the tanks on the bottom level. Soldiers with jetpacks could exit the ship from the upper level or there would be the big door on the lower level. Or perhaps a ramp that would descent downwards (similar to skyranger in UFO: EU) Just a thougt.. :)

    Economy is also tighter than before - most of the times I had to think what to build and what to skip as the money were very tight - building a solid airforce and good equipped ground force was challenging. 6 bases were a dream never coming true. 2 bases with troops with another one with planes was all I could manage to build until end of the scenario (last UFO appeared around day 380 or so) 

    In general, the game feels solid, there was a lag in the jungle missions, some minor bugs here and there (may be my old PC having hard time only), but the overal feeling was good. The loading times improved a bit as well I believe. The repetition of the missions is a bit annoying. The maps need more levels (high buildings, undeground levels etc). There couls be more mission variety - search and rescue of downed planes (in case UFO downs a military plane or defense of a military base/installation would be nice for example)

    Well done devs, Looking forward to the next build!

    P.S. pleeeeease again, better genesis model...

     

    • Like 3
    • Thanks 1
  2. 1 hour ago, Von_Emmy said:

    Did you ever clean install since v3.0.2 came out?

    Why do I ask(?!):
    - I did previously report on that issue over here.
    - v3.0.2 seemingly did fix the issue, even though I didn't clean install since v3.0.0.
    - Now, since you encounter it on the most recent version v3.0.4, I suspect to encounter it again as well. That leads me to think there might be a much bigger underlieng problem than just old remaining files (which a clean install would get rid of).
    ... so, if you clean installed v3.0.2 or more recently, then my suspicion has become more valid.

    If "No" is your answer, then you may want to do just that, retry that mission and report back your findings.

    hi, the game updated itself through steam. Haven't been around for some time (since v2.09). The auto update in steam usually resolves all issues for me.

    When I think about it, I used the same save game since 3.0.0., so the bug could be there because of it. I'll start a new game and see.

  3. 13 hours ago, Grobobobo said:

    I mean, I did "buff" HEVY in my equipment rebalance mod, but I'd rather have other options nerfed before it being buffed. I don't use it as is, buf if shaped charges didn't exist, I would 100% use it. 

    Hmmm... I believe the other weapons are balanced quite nicely, the damage output is enough to kill the early aliens in 1 shot or 2 with ballistic weapons, the later techs are similarly effective against the later aliens, thats pretty realistic imo. 

    Agree, that if there were no demo charges, the HEVY would be the main tool to remove cover, but it has much more (currently wasted) potential (curved trajectory, stun gas, various explosive rounds, even buckshot rounds)

    13 hours ago, Grobobobo said:

    4 is actually plenty for a mission, but i usually am able to carry 8. I recently re-played xenonauts 1 on insane to compare it to the rocket launcher, and imo HEVY is significantly stronger than it in a vacuum. Lower damage and range, but 4 times as much ammo, can fire twice per turn, does not suffer an accuracy penalty after moving, and is more effective at cover destruction. I think this is the case of other tools being too strong rather than that one tool being too weak.

    Correct, 4 are usually enough. Each grenade round is lighter than a hand grenade, so the damage of 25 each makes sense actually. Perhaps the aim is, that the alenium, plasma and fusion grenades later in the game will be much stronger(?). The launcher is very heavy, that is also a factor, why it is not very useful imo. If there would be some ragdoll physics implemented, where the alliens would be thrown away by the blast or supressed at least, that would be nice.

    Never played X1, only saw videos, the RL was pretty nice, with long range and different ammo types. I´d love to see that in X2 as well.

  4. 21 hours ago, Skitso said:

    The game already has the needed UI in place. Just use similar mechanic as aiming where you can allocate TU's by right clicking. 

    Agree. 

    Alrhough if you split the actions (stop bleeding, then heal), the usage cost of the medkit is a problem. The TU cost would have to be much less, which kind of breaks the advanced medkit logic. Or, the adv. medkit would have to have more uses for example.

    To not overcomplicate things, perhaps it would be enough if a medkit would be limited to 5 uses before it is depleted. 

    And a tech kit for repairing the vehicles during combat woukd be nice as well.

  5. 14 hours ago, Grobobobo said:

    The cover destruction HEVY is still pretty much op, it's just that the shaped charge is even more op.

    well, if you see it thisxway. yes. 

    But HEVY should have more usage, not only to remove obstacles, it should damage the enemies, not it even does almost anything to armour. You end up with a weapon, that is more than two times the weight of a rifle (56) with 4 shots and the soldier carrying it is basically spent. Demo charges and laser weapons should be the main removers of cover,  HEVY should also be usable to lay down smoke (which it does), destroy enemies in larger area, destroy cover/walls etc. It could also have a buckshot round to resemble the shotgun. Or it should have a curved trajectory to retain some tactical usage.

    I know the HEVY has been a topic in many discussions before, but since it got nerfed, it is not worth using, as smoke grenades and demo charges do the job pretty well. I assume that there will be multiple new ammo types in the future (as there were in X1), but my point is, that the player needs a heavy explosive weapon for direct and indirect fire support, ideally rocket launcher and/or the HEVY. Ideally the RL would have direct fire trajectory and the HEVY a curved trajectory.

  6. Just finished my test run on the version 2.08B. Here my observations during the 450 days.

    Overal the game feels easier, especially the air war, which felt very easy (almost too easy) until interceptors arrived.

    Economy wise, the lower costs for starting a base and reduced costs of aircraft allow to build up relatively quickly, but the higher upkeep cost limit the expansion and coverage of rhe globe. I was able to build 3 main bases (with fighters and drophips) in the northern hemisphere and 3 radar only bases in the southern, before the funding became negative around day 440. I believe, that the funding in the later stage should not go into negative, but rather stop, as the player in that stage can fund his operations by himself easily.

    There could be a new building avalable perhaps - Alien containment, to store alive and dead aliens. The base stores are getting full pretty fast if you have to stack up all the dead alien bodies to perform the corpse analyses. The alien containment unit could be also a secondary goal for the aliens during base attack, where they would try to free the captives ans escort them back to hangar or to arm them to make the attack stronger.

    The pattern in which the UFOs appear on the globe seems to be random. Aside of the supply missions to alien bases and retribution missions, most of the UFOs just seem to fly around, not even causing much damage (a few airliners destroyed, some damage on the ground). Out of 75 UFOs I encountered, the panic levels never got over 30 (tested on soldier diff). Last UFO appeared around day 300.

    Start of the game:

    Atlas base is in Africa. The extraction of the soldiers/survivors from the ATLAS base attack was in Canada. I was wondering, how 3 unequipped soldiers got so far...? The mission would make sense closer to Africa. 

    The Air war - UFO nerf

    the initial UFO is supposed to be an easy oponent, and it is. To my surprise though, an Angel interceptor can now wreck a flight of 3 mimics at once, the scout has been an adversary not to be taken lightly for the Angel, now even with escort it does not stand a chance. Destroyer, if attacked cleverly comes down pretty easily as well.  Even later combos like destroyer+mimic and destroyer+fighter fall victim to Angels as well. After the larger UFO arrive and you do have a phantom or two or combination of an Angel an a Phantom, you cannot be stopped, abductor can be taken straight on without any tactics.Abductor also comes with no sort of escort at all. The only worthy adversary are the 3 Interceptors popping out every now and then after about day 200. 

    Weight system on the fighters:

    While Angel can have a load of 10, which allows for a solid loadout with 2 missiles and a cannon or a lance, the Phantom has 13, which would be plenty to carry 4 missiles in 4 hardpoints, but no. There are limitations to what is allowed to be carried, either 2 cannons/lances or a combination of a lance, 2 missiles and armour. so in the end you end up with almost the same loadouts for both fighter types, the only diff is the extra armour. There are multiple options there as well of course.

    Ground combat:

    the HEVY seesms to be useless tactically still, as the damage output is ridiculously low at 25 only.

    stun gun being available from the start feels good, so you have a relatively effective weapon to stun enemies.

    The armour values could be slightly higher by the warden armour.

    The rebreather was more logical to be helmet mount, than being put to the backpack imo.

    Research:

    might be just me, but I thought, that phantoms come after researching alenium power. In this playthrough I saw it popping out after UFO hull plating research. But I might be mistaken after which research it comes. Nothing that important, but it sucked for a while, as my first phantom was build around day 150 only. 

    Lost base:

    If you loose a base to UFO attack and want to build it again, the game does not allow to build the new one in the same location, as if the base was still there. Assume that is a bug.

    It would be a nice touch, if the game actually offered you to rebuild that base in the same location for less money for example.

    The latest update 2.08C breaks the previous saves it seems.

    Thats about it. Good work devs, keep it up. Looking forward to see more content.

     

    • Like 1
  7. On 10/27/2023 at 10:54 PM, Chris said:

    A large portion of the playerbase uses autoresolve, I'd guess probably more than actually play the air combat manually. 

    Wow, thats... odd at least. I would be interested to know why, as the air combat design makes the game stand out.

    On 10/27/2023 at 10:54 PM, Chris said:

    Have you actually played the new values though? The updates mostly make the air combat more forgiving if you get things wrong, whereas I suspect most skilled players are able to position their aircraft so they don't actually get hit very often (which the autoresolve doesn't do) so it probably won't affect them a great deal - whereas a change like reducing the HP of UFOs would affect all players equally

    Yes and I must admit I was surprised, that a single Angel interceptor can now dispatch 2 mimics singlehandedly,  a scout / mimic combo as well, even destroyer is no match for it.

    edit: single Angel can destroy 3 mimics, with a good strategy also mimic / destroyer combo and mimic /fighter combo

  8. 1 hour ago, gG-Unknown said:

    Laser MG - should be rather beam - even it is only graphical difference - I would like to see continuous beam rather than pew-pew. Becouse of beam gives great feedback of aiming at target - longer the burst makes it more precise. add full burst mode consuming 90% of TU which is not useble in overwatch - fire 20 bulets.

    However, laser weapons should loose dmg by range  and can be blocked by smoke.

    Agree. I believe that it would it make sense to change the laser MG to heavy laser gun. Instead of firing a burst of 3 or 10, it could fire either a single shot (slightly higher damage - 46 and armor destruction - 12) than laser rifle or a continuous beam (with much more damage - 56 and armor destruction - 20) 

    The whole concept of LMG makes more sense with kinetic weapons than laser weaponry imo..

    • Like 2
  9. I believe, that laser mg should be called heavy laser and instead of firing a burst, it should fire a larger continuous beam with greater damage and more recoil and ammo drain. 

    As an example laser rifle has dmg of 40, the heavy laser should have 46 in the regular beam fire mode (could be still burst x3) and 55-60 in the continuous beam fire mode. The ammo drainage should remain the same (10) and the accuracy could be less, but for strong soldiers perhaps even the same as with the rifle.

    Also, it’s range could be again 25 tiles

  10. 2 hours ago, Skitso said:

    Hmm, now that I've played a bit further, I feel the new armour system needs acc penalty back. The new system felt fine with the starter armour, but I feel the upgrade to warden was too binary. What I mean with that is that as soon as I researched it, I just manufactured 10 of them and equiped the whole team with it and switched everyone who has the carrying capacity into the heavy variant. That's it and it was a bit too one note experience with no interesting choices to make. With the old system I needed to at least consider the accuracy. I didn't want my snipers for example to wear any armour until stealth armour was available as they all decreased aim. Old heavy variant (armour module) also decreased inventory so that also added things to consider.

    Agree with almost everything written above. I have played just about 18 days of 2.06, here my observations so far:

    The turorial is nicely overwritten and provides more wholesome picture, there is a small typo though - in the dialogue between the traitor general and the main characters before the attack on atlas base begins.

    Perhaps the team of soldiers used in the tutorial could be also the starting team after the tutorial? The soldiers in the tutorial and at the game start seem to be different, although the xenonaut forces managed to retreat.

    As the cleaner agents are now normal humans, there could be a chance to persuade some of them to join xenonauts as a side quest perhaps (captured agents for example)

    Not sure if my understanding is correct - are the cleaners still EXDEF or now just Xenonaut traitors?

    Some other observations from the first 18 days of V2.06 playthrough:

    Weapon weight is shown without ammo in the armory now, but unloading and loading the weapon still seems to add the weight to soldiers inventory (loading the clip again after unloading reduces the weight carried actually).

    HEVY has been nerfed from 35 dmg to 25, which renders it tactically almost useless, as the dmg output is the same as demo charge. Having a GL with loaded weight of 56 and only 4 shots is nonsense. The same soldier could carry 4 demo charges, a rifle and a grenade on top of it for 54 weight and be therefore tactically much better equipped.

    The HEVY should fire in a shallow arc with longer range so that it can provide at least some advantage to the player. Or additional types of ammo for close range combat (buckshot f.e.)

    LMG range reduced to 20 from 25. Perhaps it would be worth it reducing the 3-round burst TU cost, so that 2 could be fired in a turn?

    Its a shame, that the Angel interceptors do not have 4 slots anymore, that seemed to be an interresting feature worth exploring more.

  11. On 10/4/2023 at 5:50 PM, Chris said:

    Milestone 2 will shortly be moving to the Experimental branches, but for now we're still testing it on the Prototype branches while I finish updating the in-game text to reflect the new mechanics and lore. Hopefully this will therefore be the final Prototype build for Milestone 2.

    You can access the Prototype branches by using the password "xenonautsproto" in Steam.

    Gameplay Changes:

    • Significant rewrites to the tutorial conversation and opening conversation so the lore now makes sense with the gameplay updates. The Commander is no longer a character, and has been replaced by The General - the previous commander of the Xenonauts.
    • Reworked the invasion timeline so Mimics now act as escort craft, and Air Superiority missions (and therefore Fighter UFOs) are more common.
    • Fighter UFOs now look different to Mimics.
    • Monthly funding for players increased, and cost of new bases has been reduced from $750k to $500k. Upkeep cost on aircraft and base structures has been increased by 50%.
    • Rebalanced the soldier Armour values. Heavy armour variants now double the protection offered, but triple the weight. Warden is now a little bit stronger, and Guardian Armour is a bit weaker.
    • Angels now only have three equipment slots, not four.
    • Torpedoes now do substantially increased damage.
    • Aircraft armour now offers more protection.
    • All manufactured aircraft equipment now sells for less than it costs to build. Tier 1 weapons / armour reduced in cost from $100k to $50k.
    • Made month 1 Eliminate VIP mission slightly easier.
    • Capturing an enemy alive no longer unlocks their autopsy, but completing the interrogation does so.

    Fixes & Updates:

    • Fixed a crash when selecting the MARS in the deployment phase before Ambush / Base Defence missions.
    • Fixed an AI crash during the alien turn.
    • Fixed the tutorial getting locked part-way through and being impossible to complete.
    • Fixed the Cleaner Data Raid mission terminating as soon as you pick up the last USB stick, rather than when you get back to the dropship.
    • Fixed dead soldiers sometimes surviving even when the player has a 0% survivial chance.
    • Fixed the Exosuit being invisible in the Soldier Equip screen.
    • Fixed some visual issues with the Guardian on the Soldier Equip screen.
    • Fixed the Phantom equipment slots being misaligned, and two of them not counting towards the Weight limit on the plane.
    • Fixed the Ambush mission sometimes not having any enemy combatants in it.
    • Fixed aliens and humans being revealed if they are stunned when the player does not have line of sight on them.
    • Added support for back layers on for armour on the Soldier Equip screen, allowing us to fix the "holes" in the collars.
    • Set up the journalist VIP on the VIP Extraction mission to have the appropriate portrait / clothes.
    • Fixed the new recovered items (shown in orange) being sorted to the bottom of the list on the mission debrief screen, rather than to the top.
    • Fixed a couple of visual issues with the Alenium Reactor props on the base defence 

    The turorial is nicely overwritten, there is a small typo though - in the dialogue between the traitor general and the main characters.

    Perhaps the team of soldiers used in the tutorial could be also part of starting team of soldiers? The ones in the tutorial and at the game start seem to be different.

    As the cleaner agents are now normal humans, there could be a chance to persuade some of them to join xenonauts as a side quest perhaps (captured agents for example)

    Some other observations from first 18 days of V2.06 playthrough:

    Weapon weight is shown without ammo in the armory now, but unloading and loading the weapon still seems to add the weight to soldiers inventory.

    HEVY has been nerfed from 35 dmg to 25, which renders it tactically almost useless, as the dmg output is the same as demo charge. Having a GL with loaded weight of 56 and only 4 shots is nonsense. The same soldier could carry 4 demo charges, a rifle and a grenade on top of it for 54 weight and be therefore tactically much better equipped.

    The HEVY should fire in a shallow arc fot a longer range, so that it can provide at least some advantage to the player.

    LMG range reduced to 20 from 25

    Its a shame, that the Angel interceptors do not have 4 slots anymore, that seemed to be an interresting fearure worth exploring more.

     

     

     

  12. 1 hour ago, Grobobobo said:

    I have an idea on how to rebalance the current equipment stats to make them more interesting (keeping angel at 4 slots).

     Sidewinder missiles

    • Cost: 2 weight, 1 weapon bay
    • Damage: 15 
    • Fire Rate: Every 2 seconds
    • Lock-on time: 4 seconds
    • Ammo: 2 (from 1)
    • Armor penetration:5
    • Armor shred : 2
    • Range: 10 (from 20)
    • Fire arc: 90


    Autocannon

    • Cost: 4 weight, 2 weapon bays
    • Damage: 4 
    • Fire Rate: Every 0.2 seconds (from 0.25 seconds)
    • Lock-on time: none
    • Ammo: 99
    • Armor penetration:0
    • Armor shred : 0.5
    • Range: 3
    • Fire arc: 20


    Torpedoes

    • Cost: 6 weight (from 4), 2 weapon bays (from 1)
    • Disables combat rolls
    • Damage: 25 
    • Fire Rate: Every 4 seconds
    • Lock-on time: 8 seconds (!!!)
    • Ammo: 4(!!!) from 1
    • Armor penetration: 25
    • Armor shred : 5
    • Range: 20
    • Fire arc: 45 (from 90)

    Laser Lance

    • Cost: 3 weight, 2 weapon bays
    • Damage: 15 
    • Fire Rate: Every 1 second
    • Lock-on time: none
    • Ammo: 20(!) from 99
    • Armor penetration:0
    • Armor shred : 4
    • Range: 6
    • Fire arc: 6 (from 12)


    Plating

    • 2 weight
    • 5 armor (can be upgraded)

    Fuel

    • 1 weight
    • +10% fuel capacity
    • +10% aircraft speed
    • +10% aircraft turn Rate


    NEW ITEMS

    Radar

    • 0 weight
    • +100% aircraft detection distance

    Aircraft shredder

    • Can be researched after downing and looting a ufo probe
    • Cost: 5 weight, 3 weapon bays
    • Damage: 4 
    • Fire Rate: Every 0.1 second
    • Lock-on time: none
    • Ammo: 60
    • Armor penetration:0
    • Armor shred : 0.5
    • Range: 1 (!)
    • Fire arc: 45 (!)


    Anti-missile turret(?)

    • Can be researched after downing and looting an observer
    • Can be used to shoot down slow homing enemy missiles (prioritizes them in targeting)
    • Cost: 3 weight, 1 weapon bay
    • Damage: 15 
    • Fire Rate: Every 1.5 seconds
    • Lock-on time: none
    • Ammo: 15
    • Armor penetration:10
    • Armor shred : 1
    • Range: 3 
    • Fire arc: 360

    This gives us a wider variety of tools that have a variety of price points, allowing us to mix and match to a pretty high degree (and then X-55 has higher weight and weapon bay limit, allowing for better overall equipment). A torpedo plane will play more like a bomber/sniper, dealing high damage from range against heavy craft, but the slowness and vulnerability demanding protection from other aircraft.

    And then I'd balance the ufo's from that, they'd definitely need a health increase across the board, but also for example scout can be faster in combat so if you send a solo torpedo against him he'll be able to shoot it before the craft deploys full damage, so you'd want to send an escort plane to distract it. Fighers should also be more common, slightly faster and have a faster turn rate to make them harder to dogfight.

    We can also give ufo's a lot of nasty tools, like a shield that absorbs X% damage in a 180 angle from the front, a 1 range 360 degree angle super heavy damage turret for some large ufo's, a "shotgun" type weapon for some interceptors, etc etc etc. The tool variety for both sides should make the air game a lot more engaging than it is currently is.

    I like some of the ideas, however everything you put on a plane extra would reduce its speed, not increase it, especially dead weight like plating or extra fuel. That should reduce the max speed by about 10-15%.

    The extra radar detection would be nice, it would make scouting for ufo around geoscape anomalies more effective.

    There could be a targetting unit enabling torpedoes to roll for example.

    An ECM unit could be cool as well, its effect being reducing the dodge capability or hit chance of the UFO by some %.

  13. 10 hours ago, Chris said:

    Good points about the armour progression. The Guardian is definitely a bit too good at the moment, especially in its lighter version. I think for now I'm simplify things so the Light version has 50% of the armour of the Heavy version, but only 1/3 of the weight. Let's try the following values:

    • Tactical = 6/12 Armour (Defender had 12 in Milestone 1)
    • Warden = 8/16 Armour (Warden had 20 in Milestone 1)
    • Guardian = 12/24 Armour (Guardian had 30 in Milestone 1, but was much heavier and cost more Alloys)
    • Stalker = 9/18 Armour (had 18 in Milestone 1)

     

    Alrernatively you could try something like 5/10 for tactical/defender,  10/20 for warden, 20/30 for Guardian and keep 9/18 for Stalker and the weights could stay as they are now. I like the idea of the upgraded armours being the same def value as the heavy armour of the previous tier.

    The idea from Grobo also sounds reasonable.

    For the planes, I would keep the fourth slot, but play with the weights of the armament a bit, allowing more loadout combinations.

  14. 6 minutes ago, Grobobobo said:

    I actually think there's another error - The alien mag weapons aren't 120% damage, they're still 135%. Alien mag rifle is 46 damage, so it can deal up to 69 damage. With warden's 13 armor, that means that everyone at 56 hp and below is in one-shot range, and that's with a heavy variant (and the hardness stat working, which I'm not sure it is).  I can deal with it, but it feels a tad too lethal. Then you get guardian armor, which is almost 3 times as much armor (without the upgrade, which I'm assuming is even more), and suddenly the aliens can't scratch you. The jump is a little too big.

    Agree. The warden is a bit too ineffective currently, 13 points of armour against 46 (and potentially even more later with plasma and fusion) damage does not feel effective enough for alien alloys reinforced armour.

    4 hours ago, Chris said:

    The reason why Accelerated Weapons are built individually is it's nice to have a steady drip of new items to build after every mission. I tried with both the Accelerated and Warden items being upgrades, but it made the early game boring as you frequently went more than one mission without improving your team. Is the problem the manufacture time? That can be reduced if needed.

    No it´s not about the manufacture time - the accelerated weapons did not feel to be necessary to research, as lasers were pretty fast available, so acc were skipped - even more so after the cleaner accelerated weapons were made equippable by the players (as the cleaner acc were lighter). Providing acc weapons as upgrades to ballistic was a good way how to push them into the game naturally (with cleaner guns still having slight edge, but were to be collected individually). I liked that more, as to loot the cleaner guns was an interesting objective during tactical combat. 

    If the game pace slows down, there would be more time to research accelerated weapons and equip them, before the lasers even come into research tree. Then it would make sense to build acc weapons individually. The game did not feel boring with the upgrade to acc weapons, but I can speak only for myself.

     

    By the way, just realized about the Corpses section in engineering - ballistic tests on corpses of killed enemies - seems to be a bit brutal, doesn´t it? Good thing cleaners and aliens are not subject to Geneva Conventions :cool:

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