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Irishguy117

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Posts posted by Irishguy117

  1. I actually missed the existence of Accelerated Weapons entirely my first go through, because I wasn't looking for them. Laser weapons are the classic first upgrade in X-Com descended games, so thats what I was keeping an eye out for. The Research title "Alien Mag Weapons" didn't intuitively suggest to me that it would unlock weapons for my own manufacture, and by the time I had research space to dedicate to soldier's equipment Laser was already unlocked. I think that at a minimum the title isn't a good fit for explaining to players what it will do.

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  2. On 7/10/2023 at 4:09 AM, Chris said:

    Sure. It was something we changed relatively recently so I'm not surprised you weren't aware you could do it; for most of the dev cycle you couldn't.

    The reason why I'd prefer not to implement this is that there's two camps of players - the ones who have set roles in their team (I want 2 Assault soldiers, even if my newest assault guy doesn't have amazing stats for the role) and people who set the roles within the team based on the capabilities of their soldiers. If you're in the first camp, which I am, then the dropship arrangement only has to be set once and I'd find it annoying for it to pop up every time I launched the dropship.

    I guess we could add another button on the Soldier Equip topbar that says "Go to Soldier Arrangement" or something, but that's not a simple change because these special versions of the screen shown before the mission have quite a bit of unique code. But I can note it down as something to look at in Early Access if lots of people think it would be a worthwhile suggestion.

     

    Just chiming in that for me, the process of shooting a UFO goes - Shoot Down UFO, be faced with "Launch Mission vs airstrike it" screen, hit cancel, go to the armory and arrange and equip the soldiers properly so that they're all standing in the right place, and then go back and launch the mission. Its hardly gamebreaking, but its awkward.

     

    While on the topic, the equivalent screen in Xenonauts 1 felt a lot better due to the soldier's role icons being present, any chance that it coming back? Again its not a huge deal but its like, 1-2 minutes per mission mousing over each soldier waiting for the tooltip to populate, it adds up as the prerequisite to every.single.mission.

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  3. Sort of what it says in the title. From what I've observed Its most egregious in the case of Wraiths, where you end up fighting the UI to force the soldier to take a shot that absolutely will work, but that the game insists (Falsely) has a zero percent chance to succeed and won't even let you click to attack. So far I've been dealing with it by just ordering the gunner to attack ground and watching as Wraiths fall over dead, but its not exactly ideal, especially for new players who will believe what the UI is telling them is true. I've been playing Xenonauts since closed alpha back in 2012 or however long its been (God I went and got old), I know the UI is a lying to me when it says 0% chance to hit, but if the game tells a new player "This is literally impossible" they're gonna believe it.  The game shouldn't try and stop you from taking an action that will succeed, often to the tune of three or four hits and a very high chance of at least suppressing the target.

     

    Went back a turn in the save just to grab some screenshots and demonstrate what I mean after I sat and thought about it at the end turn phase.

    The Truth.jpg

    The Result.png

    The Lie.png

  4. Fundamentally Teleportation is such a huge advantage that its either monstrously unfair to the player or so badly nerfed that they're better off without it, and a comfortable middle ground is really difficult to achieve in my opinion. Teleporting and then firing is just flat out cheating, but teleporting into your LoS and then sitting there while you wail on them is boring. The only way for it to be fair would be for the AI to use it much more intelligently than an Ai is really capable off, I.E. taking rooftops and second story buildings, teleporting into areas you think you've cleared already, taking full advantage of squadsight, etc. At that point they're hard to differentiate from Harridans however. (Incidentally Harridans are terrifying.)

  5. The basic tactic that will carry you through the game is immediately sent your interceptors out in multiple directions, the UFO will follow one of them, and have the other one slide in behind and kill the UFO. This will allow you to achieve much more than autoresolve thinks you can, although sometimes its just easier on one's sanity to autoresolve and save time.

  6. Did you manually delete the Xenonauts folder or did you just use the uninstall option in Steam? If you used any mods previously, there might be traces of them unless you manually deleted the folder.

    Thats a good point, I'll check.

    EDIT: Wow looks like I still have V.18 in here somewhere. That might be causing problems. No idea why this wasn't happening before installing the map pack though.

  7. I wouldn't reccomend trying it. Scatter lasers will remain useful, hell with predator armor ballistic MGs can be useful until you start making magstorms, but lasers will be obsolete very quickly. If you want to do it you'll have to move very cautiously and remember that you will only be able to engage aliens with 2 or 3-1 odds, one soldier will be incapable of killing aliens by himself unless he's got a heavy weapon.

  8. That would depend on the armor value, wouldn't it?

    b.t.w. - I detest super-biological creatures with claws that can punch trough unobtanium

    Well they're unobtanium powered creatures. Reapers and Chryssalids basically are genestealers with faster reproduction, and genestealers go right through terminator armor.

  9. What, how? Can you elaborate? I can't imagine how restricting vision can make tiles impossible to see.

    gauddlike put up an excellent description of it somewhere, bu the gist is your soldiers can only turn in 15 degree increments. Decrease their field of vision the way RL night vision gear does and they wouldn't be able to turn to face enemies, every direction they are capable of facing would be turning too far, resulting in a situation where you cannot see enemies that are standing right in front of you like 15 feet away.

    EDIT: The game engine doesn't do 46 degrees.The game engine was a stupid decision by a programmer who is no longer on the dev team. As a soldier I'm sure your familiar with the idea that we could bitch and moan about how something SHOULD have been designed all day long, but this is the way it was designed and its what we have to work with.

  10. At the end of every mission when you get the status reports it'll tell you how long they will be wounded for. Then when they get back to bse the medical center will be applied. So for example the after action report will tell you a soldier will be wounded for 33 days, but when you get back to base it'll say 16 if there is an open bed in the med bay.

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