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StellarRat

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Posts posted by StellarRat

  1. It is unlikely that a player will have a scout car before the first mission is available hence the reason I only mentioned vehicles in passing. My own opinion is that dividing your troops in half is never a good idea in Xenonauts unless the two groups are close enough to provide mutual fire support. Also, if you take a vehicle in the Chinook you can only take six infantry. That doesn't seem like an adequate number to build two separate fire teams (three each). You really need four and even then you'll probably have to give up a special weapon in each team. Whereas with one large team you can have a sniper, rocketeer and LMG and still have a five men assault and scouting force. A cautious advance should prevent you from getting flanked in most situations. My line of advance is usually dictated by the available cover not the map edges.

  2. A really obnoxious bug.

    During a assault on a Alien Carrier, and a subsequent Battleship, Harridans make a habit of taking the high ground. Unfortunately this resulted in several Harridans flying into the UFO and using that to shoot my soldiers.

    It creates a immersion breaking, but also annoying situation. Half the time the Harridan can shoot your soldiers with impunity as you cannot see it. If you do spot it, it is not easily viewable as the UFOs hull will cover it, leading to a game of hovering your cursor around the UFO until you think you have the Harridan highlighted.

    Its not fun when several of your highest ranking soldiers are killed by a invisible Harridan.

    Yeah, it's a problem when they are on the "back" side of the carrier. The little alien head should light up when you are within spotting range. You have to sweep your cursor around until it indicates a target (even though you can't actually see it) then fire going on faith that you are on a "real" target.

    I think the community coders can probably fix this.

  3. Which one? Praetors? :P

    Either way the implementation of alien morale on OG was horrible and served no purpose, and I don't recall developers bringing up alien morale either before bunch of people clamored for the feature.

    Yeah, obviously a better system would need to be implemented although I don't consider that a particularly difficult challenge. Actually, Chris talked about it quite a bit. It was just cut due to time constraints. If you go strictly by the Lore it seems to me that killing the highest ranking alien should cause all kinds of problems for the rest.
  4. Have you ever played OG on (real) superhuman? Attacking any larger UFO was actually rather boring, because by the time soldiers got to officers, they were already scared like hell because of all those many goons having been killed and were just wandering unarmed on the bridge. It didn't add anything to the game, only took from it, and I don't quite see what it would add to Xenonauts either. It also doesn't fit Xenonauts lore-wise - the aliens are supposed to be fearless.
    No, I never did. I could see where balancing would be necessary. The units I could see being affected by morale would be Caesans, Praetors, Wraiths, and Harridans. The rest are either mechanical or unlikely to ever be fearful of anything.
  5. Unless someone can confirm to me that Chris had planned the switch, I won't switch it around by default, but the order of rearm/refuel, as well as the minimum fuel for takeoff, can easily be options.
    If you still have the link to the web based bug reporting and enhancement system Goldhawk had online you can still see it there.

    https://trello.com/b/kxjRG3md/xenonauts-work-tracker

    Third item down on the Programming - Geoscape column.

  6. Right, that was a deliberate decision to avoid a few planes doing all the missions.
    I don't see that happening. If you have weapons, but take off with little fuel you aren't going to be able to do much except in the area right around your base. Bear in mind that your fighter will still be delayed by loading weapons, so it's really a limited change. I also wouldn't be opposed to still requiring a minimum of 50% fuel to launch even though I think it's silly.
  7. I thought the order was deliberately made that way by the developers to prevent rapid aircraft relaunch. At least, it should be added only as mod-able option; air dominance on the vanilla is already too easy to begin with.
    I don't think that's true. What was nerfed was how quickly they can refuel and rearm in general not the order. If you look at the official Xenonauts programming changes list you'll see that this was supposed to be done, but they ran out of time before it was completed (if the online "to-do" list still exists.) This change wouldn't really change the balance much as it really only helps you if there is a UFO very close to your base and you have fighters that normally couldn't launch immediately due to lack of weapons (but still have some fuel on board.) I can only think of one occasion where this would have saved my base, but nonetheless I believe this is truly how it should be done.
  8. I don't suppose you could fix the fighters so they always re-arm before they re-fuel? It's stupid to have a partially fueled fighter on the ground getting even more fuel when an alien ship is approaching your base and what you really need are weapons. The number one priority of the ground crews should be to get some missiles under the wings THEN fuel up the fighter. You should also remove the minimum fuel allowed for take off restriction. If it even has 10% fuel you should able to launch it.

  9. 4. If you receive the low fuel warning in the air combat segment, you must immediately retreat when it asks if you want to stay or go. If you stay then you may complete the combat, but your aircraft will be destroyed. If you successfully retreat you will have enough fuel to return to base, regardless of what it says on the screen.
    Occasionally, with Condors your plane will still crash even if you "Yes" immediately. That bug has never been fixed.
  10. Also, regarding the cover issue: I think the cover value should decrease the furher away a target is from it.
    That depends on the alignment of the shooter and target and whether or not there is any "drop" in shots. If shooter and target and completely on the same line and plane and your shots don't drop with range your little boulder is just as good of cover from 100 yards as it is from 10 feet.
  11. My complaint with this game is that it seems you have to do things in the exact right order or you can't recover. I.E You have to buy a Corsair instead of buying armor or you need to buy laser batteries on this date instead of buying a corsair etc. etc.

    IOW, it seems like there's a set victory script and if you don't follow it you can't win. I'm playing at normal difficulty. Does anyone else get this impression?

    Anywho, I'm at the end of December, I have 3 bases, a corsair, some Foxtrots etc. I have a decent squad equipped with laser weapons, almost done researching plasma. My funding after expensed is around 200-300k.

    Am I screwed? Should I abandon and start over? What did i do wrong? Why god why?

    That seems like fairly decent income. Why are you worried?
  12. So, yeah. Lets, like, ignore around 10 hours of non-profit work of one of the fans and put it to the trash bin.
    You should have checked the release date then found what a release date implies in the development world then researched whether or not the devs were planning any major updates or enhancements post release. Chris clearly stated on numerous occasions that there would no expansions or major upgrades to the game after release, only bug patches. You posted your epistle on 7/30/2014 nearly one and half months after the release. You say the devs have no understanding of game design, but you appear to have no understanding of software development.
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