Jump to content

Raffik

Members
  • Posts

    171
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Raffik

  1. never happened to me in 3 gameplays on various difficulties.
  2. Noted this by mistake during a tactical mission - not sure if this is a bug, but if a weapon has certain weight including the ammo when you equip it before mission, then unloading the weapon during tactical mission ADDS the weight of the ammo to the inventory! It should not, as the clip/ammo is already carried one would say... but it does! And it actually applies to all weapons... Example: While in inventory, the HEVY has a weight of 40 during tactical mission it has the same weight loaded - so the weight probably includes the ammo (even if some rounds are already fired).... BUT, as soon as the ammo is unloaded, the ammo weight is ADDED to the overal carried weight of the soldier, resulting in TU penalty, which is totally impossible. Moreover the whole weight of the ammo (16) is added to the inventory, even if half is already "gone." It seems to me as a mistake, the initial clip is likely not included in the calculation of the total weapon weight, therefore if unloaded, its weight is added to the inventory... I would like to suggest therefore, that the weight of the weapons is reduced for the weight of the ammo (empty rifle weight of 16, clip weight of 4, weight of loaded rifle = 20). HEVY weight of 24, loaded weight of 40 (or 32 if loaded with smoke grenades) and/or calculated by each item.
  3. Agree. After realizing, that the players can use alien grenades picked up from the ground during tactical combat, but are not able to equip them before mission on their base, I believe, that the same logic should be applied to alien weapons as well (use in the same mission, sell after combat) Whether the players should be able to keep and equip the alien weapons is a different question. There would have to be mandatory research and some benefit for the player for producing such weapons in order to preserve the tech/production tree as @Chris was concerned earlier. For example, the possibility to use cleaner accelerated weapons (implemented on popular demand) breaks the tech tree of acc weaponry (aside of discussions if accelerated is better than laser). The researched acc weapons are heavier with the same stats, so there is no need to produce them if you can loot them. There needs to be a catch for the researched/produced weapons, such as more ammo, better hit bonus, better accuracy etc in order for the tech/prod trees not to be affected. Looting would be still an option, but producing the researched weapons would be better.
  4. the ammo gets upgraded with each new explosives technology, its visible when you hover over the weapon - there is a damage bonus of 25% more for each tech (alenium 125%, fusion 150% if I am not mistaken). I believe there will be specific rounds for each upgrade later on. What I would love to see ingame would be a shallow firing arc for the explosive rounds and direct fire ammo for close quarter combat (flechette/buckshot). That would make a grenadier very versatile. As for the weight, I believe it is fair, as the weight of 40 includes the 4 loaded grenades already, the gun itself then has weight of 24, which is not that much (less than accelerated rifle or a machinegun - although the game does not show it, which might be a bug when I think about it) given its power and fixed TU usage.
  5. After the stun gun has been buffed some time ago, it started working better. However, the electoshock pistol, which should be the peak of the advanced stun technology, is now less accurate with less available shots, even the hit bonus is lower than the one of the stun gun. Stun gun has 25 armor pen, el.shock pistol has 0 - I believe it should have some AP value, as it should stun even armored targets.. armor destruction is not that needed with stun weapons imho.. Hit bonus 4,5% vs 2.25% - this value actually is the same as with any other pistol, but with shorter range, I believe the value should be higher (closer to the stung un or the same) Ammo: 4 shots vs 3 shots - 3 seems to be a bit low, especially in combination with its dreadful accuracy.. Although if the gun would be more accurate, 3 shots might be just enough Acc: 80%/100% vs 45%/80% - all other pistols have a value of 60/100, therefore the ES pistol should as well I believe - in order to be useful. With those stats the stun gun seems to be more effective (even with ist lower stun value), at least my troopers were more able to hit with stun gun in comparison to the ES pistol.. Could this be perhaps adjusted please?
  6. Star Gate themed tactical game would be also nice. It could have similar features to X2, with alpha, beta sites, missions to other worlds, air mission in earths atmosphere, low earth orbit, in space etc.
  7. just tested and it seems to be resolved. Thanks a lot!
  8. After completion of the manual air battle, the usual console shows up, but the game freezes and crashes to desktop upon clicking "Accept Result" - also the window Autoresolve: air battle shows, although the battle was fought manually. Do not know where to find the save game.... could someone help perhaps (I have steam version)?
  9. Update: The crash only occured in one single savegame, I was not able to reproduce it from any other one, also not from later ones. The mission could be completed without visiting the inventory and the crash did not occur again, so not sure if this still counts for bug reporting..?
  10. Got a recurring crash during tactical mission - Observer UFO crash site when I try to open inventory of grenadier, the game crashes to desktop. Does not happen with other loadouts. Clicking on the inventory button or "I", the development console comes forward and the game crashes.
  11. True! I was testing c4 in my previous game run for breeching and assault and also for defensive missions - it worked, but the main flaw is, that you need to know, that an enemy either is in the building or that an enemy will be in its destructuon radius when you blow it up. Motion scanner would make its usage way more tactically effective. Often the enemy just got away from the house and the charge could not be picked up anymore once it was planred, so it was wasted. But if the poor creature was there, the breech worked perfectly. Ocasionally it proved to be effective in base defense, when planted by the doors - once a single charge vaporized 3 sectons at once, that was satisfying... With the weight true as well... you need to choose whether the heavy charge or more grenades, which are tactically more useful, but that is the bargain I guess..
  12. Fair point. However I am not talking about a reaper with huge range. Having slightly more TU (now it has 60, so lets say 70-75) would make it a major threat on the battlefield, which should be its purpose shouldn't it... The current fear factor of the reaper for me is in numbers - reaper and a bunch of zombies or multiple reapers together - almost a regular sight in terror missions or base defense, mostly at medium range, and has to be taken out with priority. Luckily, it is not particularly sneaky. It can be double shot to death in most cases (60 HP) in my experience with X2 so far. It also has only average reflexes (50), so reaction shots against it are fired very often before it can react or attack (but if a soldier runs into it at the end of a turn with no TU left, he is inevitably facing an unpleasant demise)
  13. Agree. The ones infected are already dead bodies, only serving as larvae nourishment until the finished reaper pops out. What I am wondering about is how are reapers interrogated, when in xenopedia they are described as insectoid by nature with rudimentary swarm inteligence only... I would also prefer them not being humanoid (bipedal), but more insectiod-ish in appearance, resembling ants, scorpions or other insectoid critters (spider-ish even perhaps), fast and deadly hunters, perhaps spitting paralyzing venom on short distances as well and making cocoons ofcthe victims until these are turned into new ones... that would make them terrifying. And instead of making them deadlier in combat as some suggestions say, I would rather give them more TU's so that their "inhuman speed" around the bettlefield would become very palpable. It would turn them deadly, covering long distances and delivering multiple attacks.
  14. More tactical missions and a new biome will be implemented in the future, so I believe (hope) it will help the mission diversity and prevent the repetitiveness of the UFO missions a bit
  15. The AI is not very aggressive. In my last gameplay (commander) during the cleaner cell missions, after the vip was killed, I thought I'll give a try to fortify myself in the compound around the chopper to see what happens and perhaps get at least 3 cleaner data sticks (as I wasn't planning to get any originally). So I stayed until turn 45... got 10 datasticks, 7 cleaner rifles and had to leave in the end, as the squad was low on ammo (basic lasers) even on the captured cleaner guns. My squad was pretty beaten up, but no casualties (6 injured 1 wounded, MARS with 11 health), but my expectation was, that the reinforcement will be swarming the battlefield, flanking my positions, throwing grenades or stack up and attack my position in mass, but no. In reality they did use some cover, but very often provided my guys with firing solutions in the open instead. At the end, 17 cleaners were dead (idk if the reinforcement count in as well, I thought I definitely killed more than that) I am sure, that many of you also tried and got lot more out of the mission, just wanted to point out, how the AI behaved in prolonged combat. I did the same with all 3 cleaner missions, with similar outcomes. Suggestions: 1. The cleaner reinforcements seem to be spawning in the same spots (left and right top corners of the map). Adding spawn points and cycle between them when reinforcements arrive would be better and would make the player adjust their tactics more, as a larger area would become potentialy dangerous. 2. Cleaner soldiers (not agents) should also use heavier weapons to be more formidable. I would suggest a Rocket Launcher and machine gun to add variety. Such weapons would make them absolutely lethal and fearsome. 3. I also noticed in the US cleaner cell mission, that the agents had accelerated weapons, but the reinforcement had basic ballistic rifles only. 4. Cleaner soldiers (and possibly also agents) should also use grenades (at least flashbangs) 5. While the defence by the agents in all 3 missions seemed reasonable, supporting each other in defense, the reinforcements pop in and run around as if nothing happened, having more or less defensive approach around middle of the map - shooting on everyrhing they could see. It was described before by @doubleskulls as well I believe, that the AI does not use much cover and only react on what they currently see. It would be my suggestion therefore, that the primary target of the cleaner reinforcement should be the dropship location, to add pressure on the player to get out as soon as they can (and potenrially leaving under fire)
  16. In the description of the cleaner cells, one should use more advanced armour and sentry guns, the other accelerated weapons and both should be supllying those to the cleaner HQ. While the cell in North America gives a chance to pick up the accelerated weapons and use them later, the cell in Asia does not provide anything. I believe the missions should fit the description - the asian cell mission should employ sentry guns against you and the dead agents dhould have armour, that would have to be picked up and later equipped (f.e. cleaner defender armour - with a slight edge over the standard one as with the guns) - as the mission descriprion says. I donk know if this will be implemented later on, but it would make sense for sure.
  17. While there are suggestions for the Cleaner presence at the crash sites after certain time, VIP defence/assasinations and convoy raids already in the discussions and it was also already announced, that there will be more cleaner missions if I am not mistaken, I like the idea of a Cleaner heavy, but instead of axheavily armoured soldier, I'd like to see some drone like servitor or a vehicle similar to the MARS, but exclusive to the cleaners. I had an idea some time ago about the cleaner base - it would be captured after the cleaner base mission and have to be defended against multiple attacks from remnants of the cleaner organization, until all research unlocked by completing the cleaner base mission would be finished. After all research would be completed (quantum device, quantum lab and nano workshop), the attack would be stopped and the base would stay under player's control and serve as an off site installation as passive source of income or an extra base for the player. It virtually turns off the turn limit to a time limit mission, I assume the same would apply for all missions, including abduction..? Good point though, now I have to check as well... I kind of like the necessity of capturing individual weapons from the cleaners to be able to use it for future missions.. It could be used in the same way for "usable" alien weapons (such as plasma, fusion, magnetic) in case the devs decide to allow such possibility...
  18. Stalker armour and HEVY launcher are not useless, they just need a buff in my opinion. Stalker bigger effect against shots and perhaps also a bonus to be less detectable. The launcher could use an arc and some mode ammo types (for direct fire flechette/buckshot, for an arc stun gas etc)
  19. saw your posts in X1 modding discussion and liked the maps, models etc, so those stayed in my brain.. Great work, man....
  20. When I think about it, you're right. The maps in general lack more levels, high building, or even underground levels. More tactical missions have been announced so hopefully in the full version...
  21. I agree. I would be very careful with usage of combat drugs. One thing is to have adrenaline shots described earlier by @Xeroxth, able to save a soldier“s life in a critical situation (without significant negative impact on the soldier) or revive a soldier fallen in battle (which is in the game already portrayed by the chance of survival provided by the medical buildings build). It would be great though, if there would be an adrenaline shot available to revive a fallen soldier during tactical combat, that would be HUGE! On the other hand - drugs, that temporarily "mimic" alien abilities - the described ones already are available in the game through research (regen - Automed module, stealth serum - Stalker armour, vision enhancers - also in research tree, not disclosed yet - not for better range, as the range is determined by the weapon, not by vision of the soldier). Using allien biology research for crafting items for such use - due to the complete different and uncompatible biology (f.e. you do not take medicaments meant for animals, right? A dog is a creature from the same biological background and biochemical composition, would you like to take a drug for a dog let alone something other-worldly?), it would be a double edged sword, as @Ruggerman said. If such substances would exist in the game, then I agree with @Komandos, that these should have also significant negative effect, which would harm the human user. The effects could be ones described in the above posts or the soldiers using those would have to be recovering for multiple days just as with injuries for example. Then, the question each player should have to ask himself would be - do I really need it?
  22. I've raised the same topic some time ago, glad someone else noticed as well and has the same opinion However, lets hope, that the current soldiers appearance is just a placeholder and will be looked at in the future patches. And if not, I believe there was a mod in X1 (I believe made by Skitso if I'm not mistaken), which made changes in the female soldiers appearence, so if not done by devs, perhaps there will be a mod for it. In my opinion, it should be corrected before the full game is out. Let's see what the tide brings
×
×
  • Create New...