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Everything posted by svidangel
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[Steam Air Combat] 2 interceptions conflated
svidangel replied to Tomsk's topic in Xenonauts Bug Reports / Troubleshooting
Matthew already has some saved games from another thread. -
^ Sounds good to me if we can get it added in. Might give GJ a fit though if he hasn't thought about adding something like it.
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Ok, I like that. I think that we are ending up in the same "gameplay place" ideally. Normal geoscape seemed a bit easy for me in 18.3 once I got the hang of it, so I was imagining the "running faster" already happening and so increasing the invasion ticker would help compensate for the player improvement over beating it on normal. But either way works for me. -From what I saw in 18.3 running faster resulted in me slowing the invasion ticker by about a month by January, so whether making it tick faster so that Massive ships show up in Jan., or reducing the impact of what the player does so that on a harder difficulty so that massive ships show up by Jan. doesn't matter to me.
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Suspect so, since once you suppress an alien, it often takes only spitting at it to re-suppress it. Guessing there must be some sort of removal/gain system.
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Ground Combat Balance Discussion v19 Experimental
svidangel replied to Aaron's topic in Xenonauts General Discussion
Wonder if the hypervelocity being added back in is connected to the design decision to have all the misses fall short rather than blast through things behind the target. -
V19 Experimental. End-mission crash
svidangel replied to 2Pacsfather's topic in Xenonauts Bug Reports / Troubleshooting
Have you applied the smoke fixes yet? -
[Steam Air Combat] 2 interceptions conflated
svidangel replied to Tomsk's topic in Xenonauts Bug Reports / Troubleshooting
Sounds like the usual fastforward into air combat bug, just listed differently. -
2 TUs to turn while kneeling!
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Whatever you do, Xenonauts, don't imagine being a school!
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My impression after coming back with steam version
svidangel replied to Mordobb's topic in Xenonauts General Discussion
+1 to this, if not the spelling. -
Ground Combat Balance Discussion v19 Experimental
svidangel replied to Aaron's topic in Xenonauts General Discussion
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. -
So what part of the geoscape do you think could be changed in a similar way?
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Heh a feature where WE could see the direction of hidden movement sound would surely be nice. And a minimap....
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Drunky's gaming advice/tips because I'm drinking.
svidangel replied to svidangel's topic in Xenonauts General Discussion
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. -
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.
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Heh, too bad none of those screens in the back have Space Invaders going.... >.>
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Drunky's gaming advice/tips because I'm drinking.
svidangel replied to svidangel's topic in Xenonauts General Discussion
At the moment I'm mostly using them straight on for Sebillian herding since i can't just hover out of sight anymore. -
Ground Combat Balance Discussion v19 Experimental
svidangel replied to Aaron's topic in Xenonauts General Discussion
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). -
Shotgun.