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lemm

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Posts posted by lemm

  1. Another option for breaching a ship would be to throw smoke in, run into the smoke and throw suppression grenades, and then charge in and whack everything inside with a stun baton. Stun gas is good at flushing aliens out from their hiding spots, too.

    EDIT: I think you need to up the accuracy of alien weapons. They can't hit a damn thing, even at Veteran level.

  2. I would like to have a "laser assault trooper" and a "plasma assault trooper" role available to me at all times. The different generations could be accessed by a tabs positioned atop the existing role-selection window. The role icons would be differentiated by different colored backgrounds (e.g., grey for ballistics, red for lasers, blue for plasma, green for MAG).

    Additionally, could "heavy weapons" be split into "machine gunner" and "bazooka" by default?

  3. Is there not going to be an interruption mechanism here? I'm not talking JA2 levels of complexity, but just pausing the game when a reaction fire opportunity presents itself and allowing the player to control the continuance of the alien turn by pressing space and to take a shot by pressing a key would be most welcome.

    Additionally, would it be possible to display the observed alien movement from the last turn in a translucent overlay that disappears if the alien is discovered on the next turn? "Movement" could be visualized by a blue-tiled path, similar to the path preview that is displayed for Xenonauts when their movement is being planned.

  4. 1. Did the sniper weapons get nerfed? It seems like the main battle rifle is more accurate than the sniper rifle unless the target is completely unobstructed. If it's going to be this way, then I think that the sniper rifle should not have such a high TU cost, since it has a smaller ammo capacity.

    2. This has probably been asked before, but would it be possible to make the carbines usable with the assault shield, albeit with a drastically reduced effective range?

    3. Would it be possible to give soldiers a second visual range, slightly longer than the existing one, that allows them to see "dimmed" tiles before they get full vision of a tile? This is mostly to make the game look better, because I think the transition from complete vision to complete darkness is a bit abrupt. In might also make the game look a bit more realistic without breaking the existing LOS balance, because it would allow the soldiers to reveal the terrain in front of them at greater-than-myopic distances like they do now.

  5. Foxtrot was always a target of haviest ufo's, so the airfight was simple (foxtrot vs havy escorted ufo and interceptors (fighters with cannon and evade ability) vs enemy light fighters. Now foxtrot could be a target of enemy light fighter so it will be hard / impossible to launch torpedos on havy ufo and escape.

    It's actually pretty easy to evade enemy missiles with a foxtrot.

    1. Fly straight into enemy UFO with escorts.

    2. Time a U-turn so that the enemy capital ship catches the corner of your torpedo firing arc, then run like hell.

    3. If you fall in the enemy fighter missile arc, just keep afterburners on and travel perpendicular to the path of the missile, which will fall behind you. Then run away.

    Actually, capital ships should slow down a bit and let the fighters engage the enemy first. The fighters should be far enough ahead so that the foxtrot cannot engage the capital ship without putting itself in the firing arc of the fighter.

    EDIT: Autocannons should probably do less damage to capital ships. Right now, a Condor can deliver more damage than a Foxtrot can.

  6. I have a couple questions about teleporters.

    1) Is the teleporter ID that you can assign to a tile in a submap supposed to refer only to a single submap, or does it refer to all teleporters in the entire level. For example, if you have two submaps that both have a pair of teleporters with teleporter id = 1, is that supposed to work, or would one pair have to have teleporter ID = 1, and the other teleporter ID = 2? I filed a bug report about this, but I'd like an actual answer so I can design submaps accordingly.

    2) What is an "escape teleporter?"

    3) Is there an upper limit to the teleporter ID field? Does the teleporter ID = 0 have any special meaning? (I assume negative teleporter IDs mean that the tile is not a teleporter)

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