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StellarRat

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  1. You could also use something more compact like a Mini UZI or PM-9. While they hadn't officially been in service at the time, the designs had been around for a long time.
    Probably so. Although the MP5 can be selected to semi-auto. Maybe "real" machine pistol like the H&K VP70 or MAC-11. Those were in service and are much smaller. I'll see what I can whip up tonight. Shouldn't take long.
  2. To the guys who were in the U.S military, do you not think that there are too many sub-ranks in your services? In the UK its just simple private/corporal/sargeant where as you have private 1st class etc... Is it not a little confusing?
    There are bunch of different level sergeants too. All the way up to Sergeant Major of the Army. The most confusing thing to remember was who to salute from the Navy when you were in the Army. Example: A Navy Captain is a much higher rank than an Army Captain. If I remember right the Navy Captain is about the same as full Colonel in the Army. See? LOL.

    http://www.military.com/benefits/resources/army-ranks

    The good news is that all those increases in sub-rank mean a pay raise too!

  3. If there is a 70's authentic single hand held SMG that fits into the role of low powered fallback weapon that is barely better than nothing but allows you to do SOME damage while carrying a utility item then all is good.
    The MP5 would be an excellent choice. It has been a standard weapon of many anti-terrorist units and special forces for many years. It can be fired one handed in a pinch, but is definitely more accurate with two hands and aimed (of course.) Still WAY better than a pistol. Personally, I have no problems with having pistols in the game per se, but they are currently overpowered. I guess my other question is why would anyone pick a pistol to give to their soldiers? If the guy has a the combat shield he'd be better off hurling grenades or flash bangs and having his buddies follow up with assault rifles and shotguns OR just carrying a shotgun or assault rifle in his backpack. They are easy to sling over your shoulder if you need one or two hands free for other stuff.

    Maybe my next mod will be replacing the pistol with the MP5. :D Seems easy enough.

  4. Kreidos, I've been able to get around this by saving my game right when I start playing then after the crash totally exiting Desura and the game and starting up again and loading the save. It takes multiple tries sometimes. When I go back in I always click on different soldier numbers before I actually try to move anyone. Since it's so random my programmer hat tells me it is some kind of memory or uninitialized variable, so by doing different things at the start you are changing the memory contents a bit.

  5. I had this bug and then I killed said alien and picked up his weapon and then my char also became invisiable.

    Did not take note of his weapon at the time/

    I'm pretty sure it was a heavy plasma in my case. It totally vaporized the soldier it hit. All that was left was his equipment. AND it was in the list of recovered articles when the battle was over.
  6. This has been discussed literally for years over on Jagged Alliance 2 forums like the Bear's Pit.

    Pistols with realistic stats in comparison to SMG / rifles are just about useless in a standup military engagement.

    If you want to have something around that size you either use a light SMG like a Scorpion... or make concealability a factor.

    Games typically include pistols for coolness reasons or simply to have something from which to upgrade to rifles.

    In order to make them work at all, they then get ridiculously inflated characteristics like range or firepower.

    I'm not saying that pistols must be deleted from Xenonauts but it would be more logical to replace them with some kind of one-handed SMG. That is something a guy with a riot shield would actually use to enter an UFO. A semi-auto pistol? I think not. =P

    Thank you for backing me up! :)

    Anyway, my suggestion is that if you want balance the gunpowder weapons against each other: Use my shotgun mod with the action points increased (make them 17 and 20), increase the damage for the assault rifle to 30 and decrease the pistol damage to 15 (that way at least it can hurt most critters.) Everything else can be left as is. If we ever can add new weapons I'd definitely add a submachine gun like the MP5, Uzi, or Thompson. I've intentionally NOT increased any of weapons above the laser version of the same thing at least in accuracy. The assault rifle is same power as the laser pistol, etc... so laser weapons are still a big step up size for size.

  7. What ranges are those pistol hits from?

    I'm sorry but can't help but to remain skeptical :( until I see some more detailed data. (and some actual data other then your word on the subject, as I don't really know ho reliable you are :P)

    Fine, fine...

    The first shots are weak pistol rounds, last couple shots are from fairly powerful rifle round (.30-06) which was used in WW I (this would be roughly the same as our "sniper rifle".)

    Some common pistol rounds the 9mm and .45 cal are widely used in military pistols

    Finally, the 7.62 x 51mm NATO round used by the M-60 (a medium machinegun.)

    Just for entertainment value the .50 cal heavy machine gun round. This weapon could easily be mounted on the Hunter.

    If you'll imagine those blocks as body parts of any description you'll see what I'm talking about. The rifle and machinegun rounds blow big holes inside, while the pistol rounds just kind of pass through without a lot of expansion.

  8. There was previously a bug with misses ending up hitting when the arc was narrower. I think the game counts any bullet going through the square as a hit so it would be impossible to have a close miss go through the targets square the ay you want it to be.

    (Same thing as why you can't throw grenades over other units.

    Besides it's a nice throwback to the original X-com :)

    That should be easy to remedy with a bit of code. You can always ignore a "visible" hit in the routines or pretend it was so minor it did no damage (took off a toe nail.)
  9. I know this is the Alpha, (version 13.2)

    but according to the news, you are close to Beta....

    Now I have a game that under 13.2 is unplayable due to the freeze the disables the game at the start of the troop/hunter mission - every single time I might add. So basically it is unplayable. If I proceed with the save game and restart option I can get thru that mission, but it rears its ugly head again a little later.

    Another or related bug is the fighter display. - during the mission save and restore option to avoid the hunter bug - later on the fighter missions turned into a multiple fighters even though I only sent 1 fighter. during this air fight the computer eventually freezes.

    The only time I experience the fighter issue is after I try to save and move on from the land missions with the "hunter" bug.

    I have downloaded the game twice, switched from nvidia beta drivers to the last WHQL drivers - running windows 7, 64 bit with 8 gigs 1600 ram.

    Don't expect much stability from an alpha. Basically the programmers only try to debug enough to get the routines running, but no one is actually testing every possibility for bugs. When the beta comes out and a bunch of users have it that will nail down a lot of stuff.
  10. Yes, this bug has appeared a few times. It's missing sprites or something.

    Additional info you could provide is race, rank, direction the alien is facing and weapon it is wielding. (you said heavy plasma but you need to check the combination)

    The corpse is still visible in the inventory screen so the way to check this is to run a xenonaut over to the dead invisible alien an open up the inventory. Then mouse over the corpse to check it's rank and don't forget to check the weapon.

    If it happens again I'll try to find out. I know it was one of those tall skinny dark colored ones. It was facing north.
  11. Doesn't that have to do with here the bullets hit and how many of them hit? vs a gun you are more likely to get hit once since they aren't automatic, but with an assault rifle or some other automatic weapon you are likely to get hit lots of times.
    I was talking about one rifle hit vs. one pistol hit in any random spot. Rifles are just a lot more deadly in general. We have gang members over here that have survived being shot with medium caliber pistols many times (separate instances) in a many different locations. A rifle shot to just about any part of the body except maybe fingers and toes is very dangerous and usually fatal if in the chest or head.
  12. I wouldn't adjust them up too far personally.

    Once they start to come close to the laser weapons that you have to pay to build and use then you start to reduce their appeal.

    Increasing their damage to compensate makes the aliens much weaker.

    Then you have to boost the aliens to keep the game challenging and you fin the pistol is now useless against the newly buffed aliens :P

    Small tweaks to both damage and armour mitigation might be nice though.

    I'll take a look at the alien toughness...then I'll be back.
  13. And would a pistol be useful with those values?
    No it wouldn't be. I think my argument is more towards making the rifles more powerful. By the way, where can I look up the toughness and attributes of the different types of aliens? It would help me argue more intelligently about the balance issues, LOL. :D
  14. Don't know if this a bug or by design, but during night time terror mission one of my troops was shot by an alien that was in a lit area, but was not visible. I could tell it was there because I saw the weapon fire come from it's square (after I had one troop totally vaporized by a heavy plasma), but there was no actual alien spite. I was able to put the targeting crosshairs over the square where the alien should have been and get a percent chance to hit then I killed it. Obviously, game appeared to recognize something should have been there. It just didn't draw it. The alien was about 3 squares from the north edge of the map. The area definitely had light (all the way to the edge), but the alien was still not visible.

  15. I've noticed the spread of automatic fire and misses in general is far too wide. I can see missing by a little bit, but since the Xenonauts are supposed to be trained elite troops their firing is just too wide to be believable. I had troops one square away and one square to left or right get hit by accident! That's just too wild for a pro. Additionally, the M-60 and Assault rifle spray way too wide a pattern. At the apparent distances on the maps even a long range they should be missing by a couple/three squares. Right now they are almost more dangerous to themselves and the civilians than they are to the aliens. I don't know if this a balance issues or a bug. BTW, there is nothing wrong with some of the misses going right through target square. I just assume it was close miss.

  16. Here's the model for suppression that Xenonauts uses. As far as I can tell, there's been no change to it since it was first put up for critique.
    Thanks. It appears that the shotgun doesn't have much of a chance to suppress because of target armor. That's good. I do like the suppression the M-60 gives. MAWAHAHAHA! Saved my bacon in a terror mission last night.

    Talking about suppression in general, the aliens seem awful brave to me. I've fired 12 shots at them and zip...only the M-60 seems to suppress with any regularity. Maybe the values are too low for most weapons? Can the Xenonauts be suppressed?

    BTW, Max, I agree with your assessment that the shotgun was too quick. I've changed the required action points to match the assault rifle (17, 20). When I post my final revision those are the values I'm going with. I did a lot of testing with it yesterday and I think it's working pretty much like I had hoped. It's great for close range work specially clearing houses and ships, but it pretty much sucked in open combat. I lost a lot of guys in a terror mission with a big open map because I couldn't put them down at range. The M-60 and rocket launcher dominated in that mission. As it should be...

  17. Shouldn't buckshot be worthless as suppression against heavily armoured targets?
    Well, I suppose that all depends on whether or not the target knows its invulnerable and whether or not being hit by rounds should cause suppression just from pain and minor wounds. Either way I have no control over that. It's not something you can mod directly. I'm assuming that somehow the chance to suppress calculation takes armor into account. I haven't seen my shotgun suppress anything yet, while the M-16 and M-60 have suppressed those big lizard things (Sybeians?). Obviously, if you know a weapon definitely can't hurt you than you won't worry about it, however, I'd still duck if someone was shooting at me even if I knew the only place it could hurt me was by putting my eyes out. :D
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