Jump to content

AvistTorch

Members
  • Posts

    58
  • Joined

  • Last visited

Posts posted by AvistTorch

  1. Congrats on getting everything done!

    I am noticing a fairly consistent CTD - when on the geoscape and clicking to the equip soldiers tab, I have CTD multiple times. Last time I noticed that I had an interceptor in the air, but I don't know if that was consistent with the other crashes. Anyone else having this issue?

    Yep, I had the equip screen crash too, though from another base screen rather than Geoscape, after a mission where I had loaded a game. Other than that, I haven't had any problems so far, and this release has a great feel to it.

  2. Agreed. My only reservation about the increased bleeding damage was that it effectively cuts soldier HP by a lot due to bleeding being applied at the beginning of the turn. It's irritating to have a soldier survive by the skin of his teeth, then immediately die due to wounds before you can do anything.

  3. Or you could just limit the door to being activated once per turn.

    I'd prefer to see a solution like this. It would be a little closer to the way the original game handled doors, and far better than forcing the player to do one of the things listed in the OP, since

    -shields aren't a good solution if there are multiple enemies behind the door

    -it would be silly to have to bring explosives for every single door in one of the larger UFOs

    -Sebillians can see through smoke.

    Besides, base doors and UFO doors look like automated doors, which logically might take a while to open and close independent of the TU it takes to press the open/close button or however they're opened.

  4. I mean, aliens are incapable of opening a door if you have occupied all tiles adjacent to it with your men. I think they can't do the "open only" action you can do, but aliens can only do "open-move" to the tile just on the other side of the door. Aliens want to move into the corridor behind the door, but since you occupy it with your men, they can't and more often than not they just duck on the other side of the door without opening it. Next turn you open the door, MG them, perhaps even two of them simultaneously with all firepower, close the door back, end turn and wait for the next wave to come in. So if you put 3 men adjacent to a base door, its effectively blocked for alien passage.

    I haven't yet brought a game to the point where this becomes an issue, but I've seen this in MetalCanyon's LP. I'm not sure if this is still a problem, but if it is, it's something I'd also really like to see fixed.

  5. I tried out Back in Action. Aside from the flavor/"soul" problems, there were a few main things about Back in Action I couldn't really take:

    1. Explosives could only be planted on certain "destructible walls" instead of everything. Talk about taking steps back.

    2. If I remember correctly, soldiers too close automatically went into melee, which hurt as often as it helped.

    3. This is the big one: it was hard to figure out what enemies were/weren't in your line of fire and while, while the AI is great at getting right into a spot where you don't have a line of fire. In real-time and with no grid, this leads to a ton of frustration. Other pausable-real-time games either didn't feature combat in such intricate areas (UFO: Aftermath) or gave you tools to figure out lines of fire (like 7.62 and its first-person view).

  6. I'd take a screenshot but Print Screen is acting weird for some reason.

    Anyhow, it's in the Industrial tileset, a Light Scout trainyard map, inside a train-garage (end of the tracks) submap near the southwest end of the map. One of my soldiers walked through a door on the northeast side of the submap into an unrevealed area, and ended up inside a pile of steel pipes a tile or two away from the door. After becoming stuck, the soldier could no longer move. The pipes aren't directly blocking the door, but he somehow ended up inside them anyways.

    Later in the GC, a different soldier walked into a similar situation for an identical submap further east but didn't end up in the pipes.

  7. According to the video I watched earlier, they'll have a Second Wave option for aiming angles affecting cover bonuses as opposed to the simple flanked/in-cover system that's there now.

    Right now, I'm most interested to hear about what they'll do to the strategic layer (which even they've admitted doesn't work as well as they'd hoped), but apparently they aren't talking about that yet.

  8. Does look nice. I hope the cooperative nature of it doesn't take out all the tension. Where'd you buy it? One of those links on the BGG site?

    It worked for Pandemic, which is a lot simpler of a game too. ;)

    I've heard about it, but I only have one person to play complex board games with, and he isn't interested. Then again, this one does say it has a 1 player mode. I'll be interested to hear your impressions.

  9. Oh man, I've been playing the hell out of Rogue Legacy.

    Another game I've been sinking time into is the remake of Rise of the Triad. If the game gets quicksaving and the performance problems are patched out, then it'll be just about perfect. As it is now, it's still really fun, but... The Room. The ROOOOOOOOOOM. URGH. First-person platforming with checkpoint saving is like playing the worst parts of Sonic Heroes all over again.

    But the game as a whole is really great. I'm on E3M2 right now and the robots have just been introduced. They're really fun to fight.

  10. I'm hoping the gameplay ends up more Fire Emblem or X-Com rather than Final Fantasy Tactics, if my experiences with FFTA2 are anything similar to the original FFT. Aside from that, I'm cautiously optimistic.

  11. Huh, I should clarify this a little. No hand or face images in Geoscape; in ground combat, the on-map sprite is there, but the face sprite on the UI is missing.

    I'll get a screenshot for you shortly.

    EDIT: Here.

    Not sure if this makes any difference, but it was one of the starting soldiers, I assume female from the name.

    http://steamcommunity.com/sharedfiles/filedetails/?id=150542808

    http://steamcommunity.com/sharedfiles/filedetails/?id=150542826

  12. Thank you. My raging hatred of Bakemonogatari, once doused by the sands of time and the emergence of several other, more readily hateable anime, has reignited and now burns once more, a raging inferno like the forges of hell.

    (Funnily enough, I actually quite enjoyed Katanagatari after the first two episodes.)

  13. It's one of those games where the ambition far exceeded the developers' capabilities, but that's by no means a bad thing. The story's a bit tricky to understand (in English, anyways; may be a translation thing. Probably makes more sense in French), but it nails a kind of cyberpunk-meets-40k type atmosphere. Despite the game's age, the developers are still working on adding more content to the game slowly but surely. In fact, I believe a big update is coming out today.

    ...you haven't played it? Kindly go forth and rectify that mistake, good sir! I believe there's a demo out that you can try. Perchance there may be a sale to accompany today/tomorrow's PvP update.

×
×
  • Create New...