Jump to content

Mathalor

Members
  • Posts

    133
  • Joined

  • Last visited

Posts posted by Mathalor

  1. I think if the aliens required line of sight to their target, that would cut down much of the abusive nature. Also, their new puppet shouldn't be awarded a full TU bar just for being mind controlled.

    That mechanic where the aliens instantly know which soldier has the highest chance of being mind controlled from any given distance and the aliens all targeted that soldier unless a few of the mind control spammers were close or spread out enough to change the numbers around in which case they targeted the weakest soldier with respect to them.. That should definitely be cut.

    Finally, since Xenonauts uses morale as a psi defense, the psi attack that targets morale and has a double chance of success would be especially cheap. Maybe replace it with something that temporarily cuts strength. Or maybe just cut it altogether.

    @gauddlike: I tried to find the post you mentioned, but your posting history is >2000 posts long.

  2. Mind control is only one of the psi abilities available.

    I would prefer to see it balanced properly, same as any other powerful weapon.

    Adding ranged stun weapons to primarily use on your own troops because of failure to balance a game feature is incredibly poor design.

    There are an awful lot of worst case assumptions in these posts that can easily be addressed by balancing the ability.

    I posted a few balance suggestion for consideration earlier.

    Any of them would make your 'we are all doomed' situations far easier to deal with.

    Mind control as a line of sight ability or with a specific range is another that springs to mind easily.

    X-com was very badly balanced in regards to psi abilities.

    The answer to that is to balance the abilities better in Xenonauts.

    Leaving the abilities unbalanced but adding a badly thought out counter is not a good plan.

    Yeah, that's fair. You have a good point about balancing the psi combat in a much better way. I hope they do that.

    And I don't think I can comment on suppression fire. I never figured out how to make that work. I saw buttons for one bullet or 3, but those always just killed the alien outright. I think I missed something.

    @Donald007duck:

    I think having weapons that specifically have no effect on aliens would also be bad design. If you're going to bring them, make them useful generally, even if they're less immediately effective than lethal weapons. Optional stunning ammo might be nice.

  3. Having played missions on the original x com where my guys kept getting mind controlled, I gotta say melee range won't cut it if there are many mind controlling aliens in the late game, like the Ethereals. Even when my whole team was equipped with stun rods and travelled in packs to stun anyone that got MCed, my soldiers would die alarmingly fast. Mind controlled soldiers get reaction shots on anyone walking up to them, if they have TU.

    I depended on the screened psi defense later in the game, or power armor + laser pistols because it took forever for them to die that way. Or I chain mind controlled the aliens, especially when fighting the Ethereals. But even a sectoid mission got ugly fast if I couldn't reach their leader and take him out quickly. When assaulting their supply ships it wasn't unusual to lose 2/3rds of my soldiers.

    Like Chris said, they might have to tweak it in beta, but if it's anything like the original, you're going to need more than just the morale defense. Especially after you lose your first or second soldier. I doubt that stun rods or melee range med kits will make such missions possible to finish. Especially on the harder difficulty settings.

    Also, if you are depending on morale, which requires high ranking soldiers, what happens when the mind control spamming aliens kill off most of your commanders? Not only is that particular mission screwed, but you won't be able to do any missions against them until you've trained new high level troops, which could take months.

  4. In the original x com, my soldier would stop what he was doing when he first saw a particular alien, instead of continuing to walk out into the open and draw avoidable reaction fire. I made a suggestion in the suggestions forum suggesting that this should be implemented in Xenonauts, but I've been informed that they are supposed to be doing this, and I must've hit a bug.

  5. Yes, like a taser. Maybe 20 or 30 foot range, they should never be more effective against aliens than normal gear. More effective at stunning than a stun rod, though. They have to be light weight, though, so your soldiers can afford to carry them as back up weapons. If they're too heavy, you can only have a couple of specialists carry them, and they do no good if the guy carrying it is mc'd, out of range, or otherwise incapable of assisting right away.

    Edit: Thank you for the response, Chris (and everyone else too). I didn't notice it earlier. I'll file a bug report on #1.

  6. I keep getting the same map in Europe and in parts of Africa. It's boring but it makes this report a bit easier. The middle building, rather large, has some pipes and a valve or something visible, has some stairs on the east (or southeast). Two sets of them, one on either side of the same wall. Using the camera adjuster I can see that they lead to some catwalks. But my soldiers cannot go up there. No amount of clicking will make them move up into those catwalks.

  7. 1. In the original x com, my soldier would stop what he was doing when he first saw a particular alien, instead of continuing to walk out into the open and draw avoidable reaction fire. I do not want to play this game moving my soldiers one square at a time just to avoid this! -I'm told this was a bug and the game does this already.

    2. In the original, the rocket launcher could level most earth-made small buildings, or at least open wide passages into the walls and/or destroy any cover, but the blast radius on the Xenonauts version seems much smaller, and usually only destroys one tile in the center, if it even does that. I'm not sure why I should continue to bring the thing along.

    3. In the original, the equipment that was brought to a mission was the same even if one of my soldiers was killed or wounded. I only needed to make sure that another soldier was equipped, and later in the game, armored. In Xenonauts, I have to remember what that soldier was equipped with, go to the soldiers screen, make sure the replacement has the same equipment, equip the replacement to the Chinook, go to the load out screen, and finally look at where the new guy is sitting in the helicopter. It's a lot of work if I lose a guy. There's certainly some improvement in that there's a load out screen at all, and in that there's a point to equipping your guys with more than one type of weapon, but I think this process needs to be streamlined in some way. I posted in another thread that it would be nice to see and modify a soldier's equipment from the Chinook load out screen, but I'm sure there are other ways.

    4. Should I be worried about base layout in case of alien reprisal?

    5. I like the idea of the iron man mode, but it should be implemented differently. Instead of greying out the save feature, allow me to overwrite the previous save. Sometimes I really needed to put the game down, and coming back to it and losing the last 2 ground missions I did was very frustrating. It also kind of defeats the purpose if I can just quit and load an auto-save from before the mission started. So, change the "quit" option to, "save and quit."

    6. I'm hesitant to bring this up, since the end game content hasn't been implemented, but without being able to screen for 90%+ psi-defense soldiers, and depending on a psi defense that gets cut the moment one of your guys gets mind controlled and starts killing his teammates (morale), I think there ought to be more stun weaponry in the game, or at least the late game. Something light weight (So I can give it to most of my troops as a sidearm) and with a short range. Either that or my personal armor out to be able to take a few of my own shots, even on the harder difficulties. Or both.

    I like the game. I hope you can iron out everything before your expected release date.

  8. I keep getting the same map in Europe and in parts of Africa. It's boring but it makes this report a bit easier. The middle building, rather large, has some pipes and a valve or something visible, has some stairs on the east. Two sets of them, one on either side of the same wall. Using the camera adjuster I can see that they lead to some catwalks. But my soldiers cannot go up there. No amount of clicking will make them move.

    My soldier load out has my tank at the ramp of the Chinook, but during missions it keeps spawning near the pilots, blocking off both side doors.

    I played a mission, again on this same map, where the full walls of buildings would be animated, and wouldn't go away no matter how many times I played with the camera settings. It made it difficult to tell my soldiers where to go when running on the roads outside. It went away for a bit when one of them entered the building.

  9. Okay, I don't like relying on the 0% indicator, but it is there. What about grenades? If I'm trying to throw a grenade at a piece of ground and not an alien, is there any way of knowing that my soldier doesn't have the mechanics to make the throw (lack of strength or something obstructing the arc)?

    Same question, only about rocket launchers and spots of ground.

    What I'm trying to say is, I think the game would benefit from having line of sight, out of range, and you can't throw here alerts from the original game. If you'd put the accuracy indicator up when I'm firing/throwing at terrain, I could get by though. I'd still want those alerts to spell out why that number is zero percent, for if I wasn't paying attention, and for new players, but I could get by without them.

    I think I'd be happy if there was an accuracy indicator when setting up to fire at terrain, and perhaps a small text warning with a description as to why if my chance to hit was 0%, underneath the accuracy indicator. That would be nice.

  10. In my opinion 45min is realy not enough to make a somewhat well based resume..

    Oh well.. some people like to discover others like to communicate. guess that's ok..

    I had to go back to doing homework. That's actually something I like about these kinds of games. They're easy to put down when you need to.

    About 1: I realize, now, that there is an accuracy percentage posted and that I should pay attention to it, but I still think there should be line of sight alerts.

    About 7: I'll look into remapping those buttons with grenades next time.

    Edit: And I apparently fail at quotes. Oh well.

  11. I accidentally posted this in the wrong section. I'm re-posting it here, with a few edits.

    Suggestions

    I played it for a bit, and did two ground missions. These are my initial ideas.

    1. (After editing based on feedback) When trying to shoot at or throw to an area, it'd be nice to know that I couldn't hit that area. When firing and throwing at the ground, I saw no accuracy indicator. Also, it would be nice if the cross-hairs went grey if there was no line of sight, or for grenades if you didn't have the strength, or had an obstacle in the way. Perhaps with some kind of indicator as to which was the problem.

    2. Implement 2nd and possibly 3rd stories for buildings. I'm hoping this is already planned. I saw stairs going nowhere, but my soldiers could not climb them. They went through instead of up. There were two buildings on the map that had these stairs to nowhere. I used the camera level indicator. I would think it was just a bug if there had been second stories shown for these buildings.

    3. I gotta rename my base! I made a thread about this earlier, but it bears repeating. Let me rename my base.

    4. The Chinook has one extra space after my soldiers and tank are aboard. Why can't I load a ninth soldier? Make this more apparent in the load out screen that this space is occupied with something.

    5. Some functions should be available from more than one base screen, like equipping soldiers from the personnel screen by double clicking the soldier's name. What would be really nice is being able to check a soldier's equipment by double clicking their green icon in the Chinook load out screen. That way I could easily ensure that whoever was near the doors had smoke grenades, and other such things.

    6. When I pressed escape, it brought up a menu, but it wouldn't go away by pressing escape again. Make my escape key presses effective.

    7. (This is already implemented, but it might be spelled out once tool-tips are implemented) I'd like a way for someone who's carrying a shotgun or a rifle to use a grenade without dropping the weapon, even if it kills my accuracy and/or time units. I'm used to the original, where I could just put the grenade in my soldier's left hand at the expense of accuracy if I fired the weapon.

    8. When I click on a weapon, my soldier goes into a mode where I'm looking at stuff at the ground he can shoot at. I should be able to press escape to leave this mode. I had to select another soldier and then select the first soldier again.

    Some of these issues are small, and I can get around without them, but I still think they should be added to the game; they would make it better. Anyway, I still had fun. Even when my soldier killed herself by shooting the gas main or whatever it was. It was kind of funny.

×
×
  • Create New...