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svidangel

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Posts posted by svidangel

  1. Chris has confirmed that grenades are not working as intended.

    They don't arc over intervening terrain in the way they should.

    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.

  2. 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.

  3. 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.

  4. Been a while, figured I'd check and see how things were going. Landing spots for the chopper still need some work.

    bale.jpg

    #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.

    bale.jpg

    bale.thumb.jpg.3d34a40a10ef394c191edca90

  5. Great! Combine it with the eery spooky music and you just might pull off that same tension/terror of the original. Been waiting for years for this ...remake of the original for Windows XP/7, etc.

    Haven't played in about a month, but last I checked there ARE night missions, minus the darkness. More like, "slightly less light than day" missions. I think there was another thread that talked about detection distances and visual range in the night missions somewhere, and why it didn't feel like a night mission.

    Basically you get flares, but unlike the original it doesn't help you hugely to use them.

  6. Heh, I thought the ending felt very Baldur's Gate. And yes, boring as gameplay, neat as lore.

    Overall I felt it was worth the money for me (largely for the challenge presented by beating impossible), though I'm not sure I would have actually paid for it if I'd known better what I was getting into.

    I did like the posted idea for the built in color coding for movement. As it is, Xenonauts shows a different color for your selected snap shot, but a general toggleable "rainbow road" that delineates where each type of reserve would end for the currently equipped weapon (and maybe kneeling?) would be nice.

  7. Just had this happen three times on a farm map, so figured it wasn't my imagination. Normally when the sniper bullet pierces it just passes through and on and on and on...

    Not so here, where it looks like each item the bullet pierced generated its own bullet and trail so I had what looked like a LMG burst fire trail along the path of the original bullet. First time was on reaction fire, the other two were just regular long range shots that went through a few fences.

    No problem with the mechanics here and it looks cool, but probably not intended.

  8. Ah, good. I'll have to try that out. I just had a farm map now where it would CTD on the second turn no matter what I did. It seemed to correspond with a civ jumping over a fence but I couldn't really be sure. On that note I had noticed other civilians on industrial maps jumping over fences into... solid objects. Fuel tanks, barrels, etc., and then never coming out of them. Not sure if that helps.

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