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Skitso

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Everything posted by Skitso

  1. No, I'm not. And I'm not defensive or offended, just pointing out stuff you clearly didn't know is in fact already in the game.
  2. Well, we have a place to see fallen soldiers, we have missions to rescue experienced soldiers, we have training grounds for soldiers, we are propably getting more soldier customization later in the development etc. As for traits and roleplaying stuff, keep them out of my mil-sim. And do name any other direct sequel with more additions and improvemets than this. @xnaout
  3. Sorry, no save. But I've had it happen more than once or twice. Seems to happen when you have the soldier selected when reaction fire kills him
  4. Took the time to start a new playthrough with 3.40 just to feel how the difficulty and balance feels after latest changes. Here's my random thoughts. I played with veteran difficulty with increased starting funds. Start of the game and plot might not make much sense for the players that have disabled or skipped the tutorial. Maybe add a text box or dialog scene at the beginning of the game that summarises events that are otherwise told in the tutorial. Most game tutorials don't have any story content, so people might really miss out here. I had a Cleaner VIP mission very early in the game (first or second cleaner mission, right after the first abduction) and it felt really difficult. I tried to push forward as fast as I could while looting one side building for extra intel and I had no business trying to capture the VIP. There's just too many cleaners and the time limit is too tight. It's way more difficult than any other cleaner missions while they should be about the same IMO. Reduce enemies and add one or two more turns. Also, might be a good idea to force the mission to spawn later and/or be one time persistent mission. It has no business being that tough so early in the game. New jungle (escort) maps are way too clutterd and dense. Makes them difficult and annoying to play. Soldier progression feels spot on now. Cleaner mission repetition annoys me still. Had a second (too tough) VIP mission before even one intel gather. I'd gladly have it the other way around: 2 intel gathers and then a VIP mission. Would make more sense difficulty curve, progression and story wise too. Resources were quite well balanced but even with the increased starting funds I had, I felt the money was a bit tight. Alenium/alloy seemed fine. I hate to build basic air weapons. Why is the logic different than with troop weapons? Air game felt too punishing after day 100. I only had three angels with laser lancers and needed to transfer them around the globe to try to keep panic down. It didn't end well. I would have needed at least 2 more airplanes at that time but had no means funding them and their weapons. Also, as I need to complete a destroyer crash site before I can research Ufo Hull plating and only then I can research Phantom and after that, I still need to build and arm them. This all takes like a month or more and by that time, destroyer waves have raised the panic to 90-100 at least in some regions. AI still leaves a lot to be desired: They waste a lot of TU's moving back and forth for no reason, don't stay put when in optimal positions, don't take multiple shots when close to a clear target, but move into shroud instead and take a quick snapshot from there etc. AI doesn't seem to be aware of where each side's frontlines are, so they often move into unoptimal locations behind my lines. My third abduction at day 87 was brutal. Wraiths and servitors in dock biome and I just had to save scum my way through it. Waaaay too difficult. Huge difficulty spike. After the Cleaner HQ is destroyed, the game starts to repeat itself and becomes somewhat boring. The plot to reveal Cleaner HQ has so cool progression that when it's finally resolved, I feel the game starts to become stale. It might be a good idea to introduce some similar large scale objective for the player to strive towards a month or so after the Cleaner HQ so advancing the plot wouldn't feel so linear and predictable where you just shoot bigger and bigger ufos down. Mid/late game needs cleaner style mission variety too. Make alien base similar mission objective as cleaner HQ with multi-tiered proggression maybe? Civilian turns take too long. Do they all need to move so much and every turn? Do we need to have a civilian turn at the end of the mission when all the enemies are dead and we could just call it a day? End of mission screen should also show changes in panic and the amount of broken/lost gear Shotgun civilians are still super aggressive and raid ufos completely fearlessly. Abduction missions start to annoy me - too much repetition. Maybe after completing a few, unlock an abductor alien base mission where you need to rescue already abducted people or something instead. Other that that, the game felt good. Somewhat buggy, but still great fun.
  5. I've updated my rifleman loadout to have warden armor. Now that I recruited soldiers to my new base #2, in which I don't have any warden armor available, all the new soldiers seem to wear warden in armory. It's only visual though.
  6. I got 100% Cleaner HQ progression at 00:00, Day 63 but Cleaner HQ gets revealed two days later at 00:00, day 65. Also, research report concerning the said HQ is revealed only 10 hours after the mission is placed on the map. The report should come immediately before the HQ gets revealed as this could potentially lead to situations where the player has completed the HQ mission before the report is displayed. The save has Cleaner progression at 99%. Just wait to see the issue. user_day_61_revealing_the_cleaner_hq-15.json
  7. Load the provided save, select Jimin Kim and throw a flashbang as shown in the image below. As she turns to throw the grenade, she'll spot a new sebillian but still commits to the original action. auto_groundcombat_turn_1_start-185.json
  8. The dialog cutscene is displayed one turn too late at least on cleaner data raid mission. The first three gas mask units spawned to the far end of the map without triggering the dialog. Dialog cutscene is played the next turn when the 2 x 2 reinforcements arrive on both sides of the map. Just load the save (notice how there are already reinforcements on the map) and end turn. EDIT: or did the first three reinforcements come one turn too early? auto_groundcombat_turn_5_end-173.json
  9. Earl Morgan has a red alien icon but can't shoot the enemy in question. user_day_55_cleaner_data_raid_manual_save-10.json
  10. Secton eyes don't glow when close to psyon. Not sure if the accuracy buff works as intended.
  11. I killed the psyon and immediately after that, a secton interrupts my turn and moves towards my units from behind the train cart. (second image) I presume this has something to do with the special ability (acc boost) where secton should panic if nearby psyon is killed. Regarding that secton accuracy special effect, I've never seen it (the glowing eyes) in action so I'm not so sure it works currently at all. Save attached. Might need a few tries to get the psyon killed. EDIT: Actually I had another similar situation where I had a "secton is feeling" popup, but for some reason (secton not in my LoS?) I didn't have that popup in this case. auto_groundcombat_turn_3_start-152.json auto_groundcombat_turn_3_start-152.json
  12. Ryan Ross can see and shoot the sebillian marked in the image and still the visibility icon is orange. EDIT: Hmmm, I'm not sure if this is a "squad sight" case after all. I tried turning everybody's back to the sebillian and the icon was still seen. Is it intended the icons update only once a turn? user_day_37_crash_site_manual_save-5.json
  13. Cleaner convoy mission gives 6 cleaner supply items - even if you've destroyed one or more trucks. I've attached a save with one truck destroyed and only one cleaner unit alive. Just kill him and return to base and you'll be rewarded 6 cleaner supplies. user_day_21_cleaner_convoy_ambush_manual_save-4.json
  14. This log pile has inverted polygons and or a texture issue.
  15. A small quality of life issue. If any of my units are moving, ordering someone else to crouch (C) is delayed until the other unit ends it's move. This makes me press C multiple times and my unit ends up standing again and spending TU's for nothing. Not a serious bug, but seriously frustrating and I can't help my reflexes: if I press C and notice the unit is not crouching, I press the C again and lose precious TU's for nothing, even if I know this issue. *facepalm*
  16. Check this video from 1:02:13 forward: You'll see Allison Sanders planning movement and a shot preview where she can fire an aimed shot against the wraith, but when she commits the action and turns 180 a new wraith is spotted. After that, the unit no longer has enough TU's to commit the planned action. Also the FoW is temporarily not updated at the monent the new unit is revealed. Sorry, no saves for this one as I just happened to see this video (not mine)
  17. Great, finally! Plesse, could you add it to the armory UI too?
  18. I think weight increase was done to make it more prohibitive in the first place. It's boring if everyone can patch themselves up. I'd debuff first aid even more. Maybe make the 25TU cost we have now just stop one bleeding, and make it a separate action to heal HP after that. (Maybe 2TU per 1 healed HP)
  19. Yeah, that's what I tried to convey with stacking.
  20. ..and if the space is really tight, you can always stack those icons on top of each other so even larger kill counts wouldn't break it. Go for it!
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