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svidangel

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Everything posted by svidangel

  1. Whatever you do, Xenonauts, don't imagine being a school!
  2. That is sort of what they have done. Sort of. Agreed though, it would be nice if they could be used against both smaller and larger UFOs without rearming them every time. Downside from gameplay is that you could use those two smaller missiles to waste heavy craft with anti-missile systems' anti missiles.
  3. So what part of the geoscape do you think could be changed in a similar way?
  4. That seems to be how it currently is anyway. Once you get into combat the sidewinders show up. I'm not sure if you will be able to upgrade them to alenium missiles though if you build the foxtrots after you research the upgrade... heh.
  5. Heh a feature where WE could see the direction of hidden movement sound would surely be nice. And a minimap....
  6. They have 120 HP, so generally 3-4 shots from a pistol, or two from a rifle. I haven't gotten very far, so still working well in the first month for herding Sebs. Plus their accuracy is atrocious, so the shield only comes into play once in a while at just under max range. Still trying to work out a way to make them run INTO my field of fire rather than sitting at the edge of theirs. They pretty much just run away though. But yeah, I'm totally not running into their face with the shield shouting "I'M KING OF THE WORLD" or anything.
  7. Not sure where to post this, since it's not a bug, or a balance issue. In fact it may have very little actual impact on the game at all... but I have noticed bullet paths since V19 have been very... uniform. As in 95% plus land in front of the alien. I shot at this one alien up against a wall about 40 times from a safe distance. I think I might have hit the wall once before he died. Maybe. No longer do I shoot holes in houses past my target, or really even hit the ground much behind them. Bullets don't fly off the edge of the map. It just feels.... weird.
  8. Heh, too bad none of those screens in the back have Space Invaders going.... >.>
  9. At the moment I'm mostly using them straight on for Sebillian herding since i can't just hover out of sight anymore.
  10. Would be nice if the combat shields had a higher block chance if the character is kneeling. I would even be willing to give up the ability to perform reaction fire to not have a random chance of bolts slipping by. Especially when the stray bolt can one shot most of my troops (plasma rifles doing 80 damage, ouch).
  11. Not sure I follow this part. So since a big part of the game is ground combat, we shouldn't touch ground combat either so that is the same on hard and superman?
  12. Seems the sebillian inside this craft can see all of my troops outside. Not a huge problem since it just keeps firing into the inside wall of the craft, but I never had this happen during any daylight ventures, so figuring it's due to the new lighting or something. My guys are not right up next to the door, so it's not just that, and the guy near the tail of the UFO is being shot at as well.
  13. Ok, really liking the new fog of war (walking back out of range of an enemy re-hides them from targeting, wasn't expecting that!) at night. What was the shotgun change? I didn't use them before and the listed stats on the soldier equip screen didn't seem great. edit: Ah, 40 damage in the mouseover, still says 25 in the description up above. Iiiinteresting.
  14. Starter one has 120 HP. No clue about the later one.
  15. Oh, and I think the grenade range is a bit to short to start. Not sure about later, but at the beginning when I imagine you would want it most (hard cover is actually hard to penetrate with ballistics, so grenades seem to be more useful early on), the range is generally shorter than the distance between any two pieces of cover for soldiers with 60-70 strength. Course this could be because I still largely get the desert maps with almost no cover on them =/ And its a REAL pain on this night mission for flare throwing. Which is why I bring it up. Next time I'll just wait, this is awful for flares. I do like the increased sight range on the troops. Maybe a little too much. But it balances the flares being near useless. Interesting thing about the flares now since you can only throw them to the edge of your soldier's view. If the square the flare lands in is not visible, the flare reveals nothing, and brightens some squares at the edge of your vision. The second you step into view of where the flare landed... POOF the whole flare'd area pops into "view." Not yet sure if the "view"ed area actually shows aliens, guessing not.
  16. Absolutely, and at every Tier. It's very noticeable when you end up with 14, or 9 etc ammo. I have not played around with it in the new game, haven't gotten past pistol whipping sebillians for skillups yet. Pretty easy to test anyway, give a soldier a ridiculously high reaction score and run a bunch of civilians in front of him. I mean Sebillians. Same thing. For everyone else, I'm noticing something funny about where shots are landing. Anyone else notice a pattern? I don't want to bias the results since it might just be my perception and I don't want to influence. More on topic, the increased sight range has made the sebillian's slightly more of a threat, but the addition of the Combat.shield has nicely balanced that, leaving them still fairly farmable for stats.
  17. I also notice you didn't mention the removal of two weapon slots from the Foxtrot. Intentional? "Reaction fire potential of MGs and precision rifle doubled (MGs probably still won't react due to burst fire bug though)" I've always been able to do reaction shots with MGs (played Steam version), they just only fire once, and I'm not sure but they don't seem to require 40TU
  18. Removal of explosives from the game is amusing but probably overly harsh for some people. *as in they crash your game Drops microphone, walks off stage.
  19. OOOOOH, you can't jump fences with a shield. I'm curious how this will work with Sentinel armor. If Sentinel armor ever works.
  20. Well, a lot of doors that vanish can still be closed (like in alien ships) through a veeerry slim sliver right at the top.
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