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Everything posted by svidangel
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Another thread on the Soldier Development screen
svidangel replied to svidangel's topic in Xenonauts General Discussion
I suppose if you can't handle two colors, it could be confusing. In general visual representations are used (pie charts, graphs, etc) because they are simpler and clearer ways to represent information at a glance. And I didn't say we shouldn't have a tooltip, add it on. I'm sure it would help people figure out what the colors meant if we couldn't squeeze in a legend somewhere. I imagine most people wouldn't use it once they realized the two to three colors were giving them all the same information at a glance. I do agree that it would be problematic if they were to change the stats system dramatically, but it has been constant throughout all of the development I have seen, and I haven't heard a peep about them revising it. -
Another thread on the Soldier Development screen
svidangel replied to svidangel's topic in Xenonauts General Discussion
Tbqh, coloring is "simpler and clearer." You may get more information from the tooltip, and fine you can add the tooltip in too but I'd never use it since I could get all the information I need from one glance at the colors. -
Massive air combat difficulty spike
svidangel replied to fw190a8's topic in Xenonauts General Discussion
Except for most of us, Foxtrots only have 2 torpedoes now! QQ.... I can't even kill a single light scout with that. -
How much ass does this game kick?
svidangel replied to Gonnosuke's topic in Xenonauts General Discussion
Kicking my ass right now. Damn useless new foxtrots. -
Probably out due to needing to rotate the sprite, but any chance of being able to rotate say the combat shield in your inventory using the mousewheel, like we can rotate hangers etc in base construction?
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Somehow the check must look at what is "visible" to the soldier, not what it can actually see. For example, I threw a flare in a night mission that went past the edge of the black area, and so nothing really lit up. No alien visible. I ran him forward to expose the area, but it turns out I'd landed the flare pretty much dead on an alien. Alien now shows up as red icon on right. The soldier just continues to run straight up to the alien while I'm desperately trying to click somewhere else to stop him. Again, it seems like the pause checks to see whether I could have seen the alien at the start of my turn, not whether I actually did see it.
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Would be nice, but I'd settle for just getting my AP missiles back... and some proximity grenades >.> Not that aliens in ships ever come out of ships at the moment.
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Another thread on the Soldier Development screen
svidangel replied to svidangel's topic in Xenonauts General Discussion
This. Makes the color code simple. I assumed +2 anyway since that's what all the others are capping out on too, no matter how much I abuse mechanics. -
I'm so Happy......................
svidangel replied to Msvknight's topic in Xenonauts General Discussion
oh my god.. It automatically stripped my all caps post. Whars my second amendment HAH. bypassed -
I'm so Happy......................
svidangel replied to Msvknight's topic in Xenonauts General Discussion
BUT WHAT IF I WANT THEM TO TANGO???? What THEN??? Edit for clarity -
But at least they aren't hitting my guys on the outside. Was able to farm up a little reaction fire in the following picture since the trekkie kept firing at my two riflemen outside, who were technically closer and.. "better targets" Only happened on night missions. Lets not look too closely at what my riflemen were actually doing out there...
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Ground Combat Balance Discussion v19 Experimental
svidangel replied to Aaron's topic in Xenonauts General Discussion
Not to mention it looks like the shotguns are being used to fire slugs, not buckshot. I'm not sure buckshot from most shotguns would do much to the aliens, and the fact that all the upgraded "shotguns" are actually Carbines supports the slug theory. That means it's just as easy to miss with the shotgun as with any other single bullet weapon. Main advantage to all the carbines is maneuvering the weapon around in close quarters, not firing cones of useless pellets. -
Wow, the link to the XCOM cover system in that was neat. I didn't realize it was so... neat.
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Another thread on the Soldier Development screen
svidangel replied to svidangel's topic in Xenonauts General Discussion
Yep, no major changes to the code or layout, and you'll know both what your new and old scores were. -
In the 19.2 build you cannot see when your troops are suppressed, since you cannot see them getting suppressed. All you can see is that sometimes troops will start with half TUs, which for those of us who have played other versions... we can understand what is going on. Ah, see that it's been noted in another thread. Another little thing, would be nice if the Soldier indicator 1-8 etc in ground combat got a red X through it or changed color or something... other than disappearing.
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V19 Experimental Build 2 available!
svidangel replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Yeah, not a fan of all "seen" movement being hidden, unless you get lucky and it shows around the edge of the hidden movement icon in the middle of the screen. When my guys are taking reaction shots at an alien walking in front of them... how is that in any way hidden? And I still have to wait for all the shots going off and listen to them go off... it's not really saving any time. Error error... it still says "Alien turn" at the top while moving the hidden movement screen around in the middle of my troops... where a civilian is running around. That I apparently can't see. SNEAKY CIVILIANS. -
I know a lot has been said on this already, and all the +1/+2s have been turned down due to having to fit 16 soldiers on that screen eventually, with the potential for a lot of stat increases. Well, how about we add no extra space? Right now we have one color, green. Stat gains are capped at what, +2 per battle? So all we would need is a yellow +1 and a green +2 in some corner, or stated during a tutorial, and then just colorcode the increases. No size changes, no rearranging... Information density.
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Oooh, +1 for swapping the vision penalty with movement. Sucks having my own xenonauts getting herded by AI powerlevellers.
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Camera stupidity that need fixing
svidangel replied to RawCode's topic in Xenonauts General Discussion
It would be nice to have an option to do this. Not vital certainly, but nice. I find it a bit jarring. -
Constantly Doing Base Defence and Terror Missions
svidangel replied to Mandrake109's topic in Xenonauts General Discussion
You can never be two careful. Heh. heh... -
Ground Combat Balance Discussion v19 Experimental
svidangel replied to Aaron's topic in Xenonauts General Discussion
Unless you mean a "Rookie" shouldn't, you'll end up being wrong at some point unless you want to start with rookies being unable to fire or reload. 120 TUs is a lot without having scaling TU costs.