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Not Todd Howard

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Not Todd Howard last won the day on September 23 2023

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  1. IDK why I'm responding to this. I must be bored The only weapons that should have any recoil are the starter ballistic weapons. Reason why is, IRL, the projectiles are propelled by rapidly expanding gasses created by exploding gunpowder. That recoil isn't that significant either since most modern weapons are engineered to mitigate recoil as much as possible and are extremely accurate in well trained/experienced hands. Recoil effecting accuracy only becomes a major issue with prolonged gunfire. Like say having a fully automatic weapon and holding the trigger down until all the bullets are gone - it becomes harder to control where the bullets go since the violently expanding gasses make the gun want to jump around. Xenonauts 2 touches on this with how it handles the light machine guns making them fire a lot of bullets inaccurately (a little too inaccurate if you ask me). This is also one of the reasons why the M-16 was revised from a fully automatic rifle to a 3-round burst IRL. None of the other weapons would have recoil based on their descriptions. Not even the gauss guns which are kinetic weapons, but whose projectiles are fired by powerful magnets. Its a facking video game, that's how just a basic concept of a shotgun: a short range weapon that makes up for poor accuracy by spraying a bunch of projectiles all at once. except the bullets are now lasers and it makes a pew-pew sound when fired
  2. You might be talking about the same thing I believed was a bug too. Its not a bug, its just the way Xenonauts 2 currently handles gear is weird and easily confusing. For finite items (armor, weapons), the # will only go down if the soldier is on a drop ship. If the soldier is in base, you can equip them with whatever is available and it won't effect the total # at all even if it displays the soldier with the armor/weapon I figured this out when the game was telling me I had a bunch of excess armor that, once I sold it, wound up being all the armor I had. Suddenly everyone at the base who was wearing that armor wasn't anymore. You can see this for yourself if you remove all your soldiers from a dropship. If they've got a weapon or armor that is finite, the # of those in storage will go up.
  3. hi, I reported this bug on steam and was encouraged to join the forum here, so I did. I couldn't recreate this bug, but I might as well make mention of it since it may be lurking in the code somewhere. the bug: on the geoscape screen, I got the "ENGINEERING HALTED" message from having more stuff than my stores could contain. The "VIEW ENGINEERING SCREEN" and "VIEW STORES SCREEN" buttons worked, but clicking on the "CLOSE" button didn't quite work since the message immediately reappeared. I couldn't make it go away. Even going into the stores screen and getting rid of supplies until it was below the max, the "ENGINEERING HALTED" message persisted on the geoscape. I could only fix it by forcing the game to shut down. if this helps any, here's what I was doing when I ran into the bug: a dropship returned to base after a tactical mission. the spoils from the mission exceeded the storage space at my base and I got the "ENGINEERING HALTED" message. I clicked on "VIEW STORES SCREEN" and sold/moved excess stuff to meet the limit. Instead of going back to the geomap, I decided to fiddle around with my troops and their loadouts, so I removed them all from the dropship. All their gear winds up in storage when you do this and I exceeded my stores limit yet again. Returning to the geoscape map after this is where I ran into the bug with the "ENGINEERING HALTED" message. I'm adding a picture of the message, if somehow there's any confusion over what I'm talking about. also, here's my safe as requested. I played a lot more after the bug happened. also you can enjoy looking at all my super soldiers from save scumming user_bug_report-935.json
  4. I swear TFG I was in the Xenonauts 2 bug reports forum delete please
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