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Larus

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Posts posted by Larus

  1. Riflemans aren't that bad in their role as average guys. They are more mobile than lmg guys but can use supressing fire even over greater distance and be fairly accurate just as snipers with singel shots.

    In the beginning I usually go with 2 assault, 2 sniper, 1 lmg, 1 shield, 2 rifle.

    Assault units are always the mvp but lose imo a bit of their value in the lategame and it's dangerous to use them against units than can fire back when hit once. You will encoutner units in the mid game that are sometimes able to take 3 directs shots from a plasma assult rifle, fire back and kill your guy. You also won't be able to supress these units most of the time.

    Shield guys become pretty much useless later on imo. The shield can't take that much damage and it's safer anyway to use a plasma charge to open gates and you can use flyers to scout relativly risk free.

    Machine gun guys are the mvp of the super late game when you have the access to the best amors in the game. They will become more mobil and are able to kill pretty much anything as long as they don't suck at shooting ;)

    Snipers and rilfemans are the whole game through useful imo. Snipers are probably not all that necessary in the lategame but riflemans can mentain their role as average useful units. Still I probably have more machine gun guys than snipers and riflemans together at the at end of the game :D

  2. I'm not entirly sure what you want to express here. Waves can pass a solid objects without going through it, what you descript here seems to be about passing through and not around.

    And of course can't anything pass through everything. That why people wear a lead vest when they work with x-rays. These short waves can't go around your body and would otherwise smash their way through.

    I'm sorry for derailing the thread here and I never had the intention to talk down to you but we better limit our discussion to private massages if you want to continue.

  3. You realize that I didn't say they couldn't be directional? All I said was that they aren't line of sight - meaning they can go through walls.

    Anyway, my point with radio was that whatever magic powers psionic powers there's no reason for it to be line of sight -- since I have to assume it isn't happening via photons. If it _is_ photons (if you want to take the rather unadvisable step of actually explaining psionics) then you have to explain how they get through the skull but can't get through any object between the target and sender.

    I think if you're gonna go handwavey just do it and don't try to explain things away.

    Don't know if we should discuss this here but radio waves and light are both electromagnetic radiation. These ways don't go through anything since they have no impact as long as they aren't very short (good old particle- wave duality), but they can go around objects. The longer they are the better they can be be bent an object. Radio waves are very long, much longer than light which has only a few hundert nano-meter long waves.

    If a wave is too short to go around will it hit the object and some get absorbet or deflected (Colour for example is the ability of an object to absorb, emit or deflect light in a certain wave length). Micro waves can this way be used to heat things up and even shorter waves like x-ras can already pirce through our body and can cause cancer by smashing through our DNA.

    Long story short, light has just enough impact to enter our eyes, radio waves can around nearly everything and all waves can fly very directed. Hope I got everything right, has been a while since I studied that stuff :D

  4. As long as I can't actively work against MC and psi-attacks in general will I be forced to abuse the game mechanics and drop all my weapons every (second) turn. A mind controlled unit would mean a certain death of at least one comrade otherwise. I highly doupt that anyone would consider that fun so there definatly need to be changes.

    If you don't want to make it LOS only than give it as suggested at least a range limitation and/or an indicator what is going to happen. As long as it can happen to anyone at any time is it just frustrating to play against, whatever you decide I think you should keep that in mind. I know I added here nothing new but I really wanted to point that out.

  5. There is nothing that hinders you from playing the orginal X-COM, terror from the deep or apocalypse. That is if you don't mind playing in a DOS box and with a VERY outdated interface.

    But yeah Xenonauts can be considered a nice game that truly fit in the role of a X-COM game, thanks devs. You only really need to fix psi-powers :)

  6. It is an acutal building. 1 hex in size, cost 200.000 with 10 days building time iirc, maybe you will have to scroll down in the building list.

    It gives you information about the crew type (andron, ceasan, sebillian or none) how many of them are in the ship and what's their mission (building bases, resarch, terror, etc.). It only works within the range of your radar stations so you will have to build one in each base if you wish to use it.

  7. I personally never considered the rocket luncher as necessary or very useful. Even destructive grenades were barely ever used in my playthroughs. I only use flashback, smoke and a lot of stun grenades.

    However, the big brother of the rocket luncher, the singularity cannon, is fun. Having problems with a room full of highest tier elite units, fire a shot, problem solved!

  8. I personally always found the low amount of recources a good thing. 6-7 Ground missions don't appear to be all that much to be honest. That is assuming that I shoot down any ship I can and visit as many crash sides as I can even when they are all around the world.

    I played so far 2 times to the very lategame since the last stable release and it never felt like there are too few recources. Sure money, alenium and alloys are not to be wasted until you eventually don't have anything left other than more interceptors (I had like 12-16 marauders in the end :D). But I always start my second workshop in the first month and even have to add 2 more in the 3rd month to keep up with the production, the limited recource is at that point mostly money.

    But that all just my personal point of view :)

  9. If I wouldn't heavily use the "weapon drop exploit" where I let all of guys drop their weapons any singel turn would I probably not be able to make it through anything with berserk and MC. It completly negates the berserk ability but that shouldn't be a valid solution imo.

    I'm not a programmer and I can't say what could be a realistic solution but could you redesign the psi-powers as a invisibel weapon? You could make the hit chance depending on the moral/bravery and they wouldn't be able to target anyone who isn't in sight anymore.

  10. If we wanted to go total smartass can we even argue that you shouldn't see the laser at all until it hits a target or has to pass through smoke or something similar with lots of tiny particles. A laser is after all a ray of light that is directed to fly in one way and one way only. That means it has the speed of light and can't be seen unless a good amount of the waves get deflected

    But I think we already got used to the slow flying blobs since Star Wars :D

  11. It really isn't hard to identiy each character but can take time, when I have 16 Xenonauts clumped up would it be nice to see at one glance who's who. That's a problem I never really had as long I still used only 8 soldiers fighting 2-4 Aliens at once.

    Nothing vital but imo useful :)

    Edit:

    Just realised that I misspelled the thread titel. If a mod read this would it be nice if you could fix it, thank you in advance :)

    *edit by gauddlike:

    Title changed.*

  12. I can confirm that Aliens can cast Berserk on any of my units no matter where they are or if a Alien is nearby with nearly a 100% success rate. They can stay back in the dropship miles away from any alien but it dosen't matter.

    I can also confirm that it works with Mindcontrol, the Alien who posses these powers can be far away in the highest part of a ship and my soldiers get still controlled by him. But I can't say if no Alien at all had sight on my tropps when they are affected by mindcontrol, bersek on the other hand works as I said on anyone always. It's not uncommon that 1-2 soldiers of mine get MC and another 2 berserk in a singel round when assaulting a Ceasan battleship which has multiple leaders with psionic powers.

    I thought that was intended because that is the way it worked in the orignial X-Com, very frustating to play against though.

  13. Having played a good amount of Xenonaut's latgame recently I always felt annoyed by some minor details.

    A characteristic of the latgames is that there are simply far more units on the field. More of my duds and more Aliens. Commanding up to 16 units per turn can be tricky and they look nearly look all the same. So one of the things I would like to see is an option to make clear which role the unit has. Maybe a little icon floating above that shows assult, sniper, etc. it just would just be easier to handle. Could also be applied to the Aliens if that isn't considered OP.

    Second thing is animation and movement speed. Would be nice if I could make it run faster :)

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