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Everything posted by svidangel
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Actually, on the topic of grenades... 1. Are flashbangs actually working? I have yet to cause any suppression with them. 2. If they do work, 6-8 square range would be terrible, both for them and for smoke grenades. May as well give soldiers an explosive with 4 square radius and let them throw it 2 squares. I wonder if once the aliens start using grenades they will be able to throw them to the chinook from their UFO enterance....
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Correct, none of the explosions have limits. Fire a rocket launcher into the side of the building, do as much damage inside as outside while leaving the wall intact. I don't think this was the case in the original, but then smoke wasn't as OP there as it is now.
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The soldier accuracy with grenades is pretty awful though. And with this suggestion it would kinda suck not to be able to throw a grenade across a street. Or in game terms, between any two pieces of cover. Consider that enemies (and NPC troops) can already shoot far beyond a soldier's incredibly limited visual range, and I don't think that grenades are terribly imbalanced. They also don't even scratch most terrain. Also a bit bitter that my sniper rifle can barely shoot down one block. First terror mission didn't go well ;p
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Oh, and I think I mentioned elsewhere, smoke grenades seem to be the bestest weapon ever at the moment. I don't even have to go into scouts anymore, just detonate a few smokes at the edge and wait. Oh, not really balance related, but healing... I have seen quite a few times that my soldiers who are wounded but can go on missions can be healed up to full with a quick medkit burst. Did this one one of those one turn empty scout missions. Not sure why the troops couldn't avail themselves of that at the base if they aren't actually "damaged" or whatever you might call the heal-able grayed out portion of the health bar.
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Ah, just saw crush's post in the community involvement post, suggested some of this a few days ago over there!
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Just browsing before I sleep and... this. Even if I had to have the soldier use it as a 2H weapon, it would be amazing.
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Oh, maybe add the role to the top down view when arranging the troops on the landing craft too. Number in the upper left, Role in the upper right or something.
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While I could rename all my soldiers (Carries Rockets etc), it would be nice to have the "Role" designation that I had given each soldier listed next to their name in the list at the bottom of the screen. Would make it a lot faster making sure I had 3 rifle, 3 sniper and 2 rocket launchers buttoned up and ready to go. Very small change, but any chance we can get the wording on the options when you right click on the red Role button changed? "Change Role" fine. maybe "Choose New Role" "Change Default Loadout" to "Set Current Gear to Role Default" "Equip Default Loadout" probably fine Or something along those lines.
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If those two, then perfect.
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(V19.1 Ground - Desura) Bale me out, Bro!
svidangel replied to svidangel's topic in Xenonauts Bug Reports / Troubleshooting
If there were rum in the medkits I'd steal them allllll -
Hugs and hugs and hugs. Although tbqh smoke grenades are pretty OP at the moment. Since you can... ya know, empty a scout by pouring smoke through the walls. All in good fun since AoE stuff doesn't seem to check for walls yet.
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- aircraft
- indirect fire
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Ah, so that's why my troops are like a Tyrannosaurus Rex when they try to throw a grenade over a wall. I miss tactical flexibility
- 16 replies
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- aircraft
- indirect fire
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Hmm, same here, I had loaded this game several times. And I just had the aliens shoot through their ship and blow up their own engine from outside. So apparently doors and things like the power source stay, but the UFO itself doesn't load. When you get to the finish screen, check your score... no points for ufo secured. The game really doesn't think there is a UFO there anymore.
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Less random bullet trajectories
svidangel replied to Fuskpäls's topic in Xenonauts General Discussion
Ah, good, but my concern was more that the whole burst would have to "miss" if the alien "dodged" by dropping prone. Or maybe just no dodge chance for bursts. Anyway, probably not worth spending too much time on since it would be a major mechanic change.- 22 replies
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Less random bullet trajectories
svidangel replied to Fuskpäls's topic in Xenonauts General Discussion
An animation intensive solution might be a "dodge" mechanic. Been playing Tera for a bit, and they have a two roll system for determining crits (Something like DnD actually, come to think of it). First do you crit, then do they resist the crit. Rather than deal with bullets possibly passing through the alien (depending on how stopping chance and bullet trajectories work), introduce a second "dodge" roll where the shot beats the stopping chance, but the alien drops prone for a second, or some other animation. Not sure how the game handles shooting over a kneeling person without the bullets chancing to pass through them, but if something like that could be enacted for all the aliens, no worries. Otherwise the drop prone thing might allow for tightening up the shots without making hitting the aliens too easy. Only problem is this might make burst fire less useful unless suppression was guaranteed if they dodge.- 22 replies
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(V19.1 Ground - Desura) Bale me out, Bro!
svidangel replied to svidangel's topic in Xenonauts Bug Reports / Troubleshooting
Oh, and aliens are shooting through the walls of their space ships, buildings, and other impassible terrain. Not sure if that is business as usual. -
Been a while, figured I'd check and see how things were going. Landing spots for the chopper still need some work. #2 Want to second the post about getting soldiers back up. Had one end a turn in smoke, soldier down, gone for combat. Shows up as both a corpse and a live body, but I can't pick up the body to move it out of the smoke/harms way. I'm pretty sure getting soldiers back on their feet was one of the basic options for medkits in the original. Been a while though. #3. Condor? For a fighter plane? Ouch... May as well call it Albatross or "Fatso" Big, ugly, eats dead things.
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It's ok, you can escape from the faberge egg-grenades with a quick time event.