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Skitso

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Everything posted by Skitso

  1. Normal shots TU cost should be more than 50% so you could only shoot 2 snapshots, 1 normal or 1 aimed. Aimed should be considerably more accurate than normal shot. Something like Snap: 45% TU, 40ACC Normal 60% TU, 60ACC Aimed 95% Tu, 150ACC
  2. I'm fine with these as long as the same rules apply to aliens too. I agree broken and fleeing guys should run away from the threat though.
  3. Agree on everything. I've tested snipers aimed shot with as high tu cost as 95%. That way you can only adjust your facing in a turn you want to use aimed shot. To compensate this I upped accuracy bonus of it to 150 and buffed damage a bit. At the same time I nerfed both snap and normal to almost useless accuracy levels. Feels great!
  4. EDIT: This map pack is obsolete: Check here: http://www.goldhawkinteractive.com/forums/showthread.php/10166-Skitso-s-Ultimate-Megamix-Map-Pack?p=112462#post112462
  5. I fixed the few problems Stinky found and also a few others. Download link updated to OP. There seems to be a strange bug in the game where there are friendly AI unit(s) in the maps even if I havn't put any spawn points for them. Anyone else noticed this?
  6. I was mapping this morning and got an interesting idea I think would make the game a bit better and more varied. Wouldn't it be a nice touch to add some additional alien machinery and instruments around landed ufos to make it really feel the aliens are making some sort of mission or surveillance there. This would differentiate the landed ufo missions from crash sites nicely, no?
  7. I'm returning a bit into the hot topic of LMG balance: While I enjoy the new 10 bullet burst in theory, it doesn't represent machinegun fire that well since you can select just one target and empty half of your belt in that tile. With a LMG and half a belt, a soldier should easily cover a much larger area and hit multiple targets. This is why the burst should cost 50%TU's and have only 5 bullets each. This way we could either shoot 5 bullet burst or use a full turn to fire half a belt (10 bullets) up to 2 different targets. I would also maybe lower accuracy to further widen the spread and also buff the damage a bit. EDIT: Or should LMG's targetting reticle be like a grenade aiming so that you select an area rather than one target? Then I could handle the 10 bullet burst.
  8. Wow! Thanks for testing these, Stinky. I've play tested these myself over and over and never saw those. Thanks again, will fix! In the near future I will release my middle east map pack too.
  9. It's a shame really.. It just makes the game much more visually appealing. I truly hope GH finds a way to make it work! Btw, is rooves a plural for roof? What's wrong with roofs? (This comes from a non native speaker)
  10. It's not odd at all. It's something I've been asking for months as the visual feedback from hits has been lacking. But now it has the oomph! Small detail but I simply love it!
  11. Yeah, transparency around spotted aliens inside structures and around cursor when hovering it above structures would be a nice addition..
  12. I love the new blood puffs. High damage shots could use even bigger splatter effects though!
  13. What's peoples opinion on Roof Toggle default? Currently it's set on 0 (roof always off at the beginning of a ground combat) but I prefer it set to 1 (Roofs always on at the beginning of a ground combat). I have played lately with roofs on and I love how the game looks. I feel a huge amount of graphical flavor is missed when roofs are off on default and the maps look great with full structures and roofs. Gold Hawk has put probably hundreds of hours of work on maps' roofs and beautiful structures so it's a bit sad most players will never see them as there is not that much need to ever toggle roofs on. So what do you guys think, should roof toggle be set "on" by default?
  14. Yeah, removing rockets is obvious. But I was talking about clips...
  15. With 5 bullet burst and 15 rounds in a belt you get 3 bursts without loading. If damage per bullet was upped to compensate, I think most us here would be happy. But ok, enough of MG already.
  16. It's a yes from me too. It fits perfectly for it's area denial role.
  17. Yeah, I don't like the new LMG either. Just put the burst back to 5 bullets and belt to 15. Then choose a TU cost for firing and reloading for balance purpose. The thing just doesn't feel right atm, and it wasn't even broke to begin with... EDIT: sorry to continue babling about the MG Chris, didn't see your post above before writing my own...
  18. Why add dissipating power core smoke? Ufo has crashed hours before landing team arrives yet smoke dissipates every time just few minutes after Xenonauts arrive. Just leave it smoking I say. And add more fire and smoke to every crashed ufos' surroundings. I might be a bit dense, but in what scenario should I use removing clips from weapons?
  19. http://www.goldhawkinteractive.com/forums/showthread.php/9125-V21E5-Middle-east-Paddock-windows-not-see-through Yeah, I noticed it while mapping. I've made a more detailed bug report in experimental thread including tileset and tile names.
  20. Hmmm... I'm not liking it. Out smarting and flanking your enemies is one of the high points of these games. Maybe have them face closest closed door or window if no xenonaut location is known, but sensing flanking enemies behind walls looks and feels cheap. Also, aliens checking their flank should be random and not automatic every turn. AI shouldn't always make optimal decisions but try to give suitable resistance while maintaining as high fun factor as possible.
  21. Yeah, and it's that much more satisfying when you manage to get up close with a shotty. I just wish there were original fall out style death animations!
  22. Yeah, I have noticed similar happening. Aliens seem to be able to sense xenonauts presence and it's (almost) impossible to ambush or flank them. They also seem to turn towards nearest xenonaut at the end of their turn even if they shouldn't even know there are enemies. (behing a wall for example)
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