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lightgemini

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Everything posted by lightgemini

  1. Pocket size allenium battery + 10k volts capacittor + finger trigger = Isnt technology freaking awsome?
  2. Its true speed is only visual and doenst affect any mechanic. Why the devs choose so slow speeds I dont know. Maybe they did it for watching more closely projectiles paths for debug and just got used to it. Its not like the vanilla images for shots are that pretty to justify going slow so you can take a nice look at it. Rocket speed being a bit slow is cool, it gives you some tension as you watch it fly wether it will hit or crash somewere along the way, perhaps close to friendly xenonauts. But bullets/projectiles dont care that much, you just want to see the end result.Also having fast projectiles makes it a bit harder to pinpoint the position from it was fired in the FOW or in some cases even know from were you are being shot, wich is far more realistic and fun.
  3. 2000 as an average works fine. More is a bit too fast and less than 1500 is plain boring. Generally weapons with short range can go slower without being boring, and very long range ones can go faster to shorten flight time. This works better with the projectiles replacement mod, or anything that makes projectiles larger. Reason for increase speed is mainly having get used to playing XCOM in Dosbox, with shots flying at uber supersonic speed across the screen. After you get used to it you like it, as it gives a dangerous feel to it and lets you play firefights in a rush if you dont need to stop to think, almost to the point everything goes so fast it feels like a "movie" with little pauses.
  4. HI This is an extremely simple mod. Did you ever felt shots speed are way to slow? Did you ever played faster than your soldiers can shoot? Did you ever felt like waiting patiently for all the shots to stop "snail flying" and hit something so you can continue playing? If the answer to any of the above is Yes, then this is the mod for you! This increases the speed of all projectiles in the game except for the rocket launcher (it actually is col they way it is). Changes are: -Ballistic average 2000 speed -Laser average 2500 -Plasma (human) average 1600 -MAG average 2200 -Rockets average No change -Grenades No change -Plasma (Alien) average 1800 -Drones average 1800(light) - 1600(medium-heavy) Thats all, no damage/accuracy/weight edits, just speed. This will override any weapons_gc mod you may already have installed, reverting it to vanilla with more speed. If you have no weapons mods installed you are safe. https://www.dropbox.com/s/qqmag03mvlzyid0/weapons_gc.xml Make a copy of your weapons_gc.xml and copy the file to your assets folder and overwrite. Enjoy
  5. Is this another case of misunderstanding what Beta is and what is not? Many of the above points are still pending for fixing/balancing and dont represent the final product. And theres still some mayor improvements down the road, like a new UI. Many of the points are true and needs fixing but some others are not,they arent "bad design" at all but simple faithfullness to the original XCOM, with all its glory and flaws. Like the sight range, a case not of horrible choices but a result of staying true to the OG feeling. It can be changed and have a long range high precision firefights if you like. And others are wrong, like the stances thing. Crouching does give you 20% more accuracy. Cover and other situations can affect the % to hit and look like you are getting no bonus but its not true. Give yourself more time to play, its not the shiny thing we all want to have right now but you need to play more and learn the mechanics better so you can nail down what is exactly wrong and expose your ideas on how it should be improved. Devs do listen and take into consideration ideas to further improve the game.
  6. That sword is very close to the Langes Messer I used a lot in Mount&Blade Warband, in CRPG online battles. Brings me memories.... Finally droped it and went full on a Flamberge. I did a wakizashi some time ago in a mod, it was funny editing the charlie to carry 10 xenonauts equiped with that sword and head on charge clueless caesans with pistols. Funny enough the tactic works very effectively, if you dont mind losses
  7. IL2 1946 Is the only and i mean ONLY real WWII flight sim around. Anything else is just half done in comparison. I played it to ddeath so many times and still must refrain from installing it again. If only IL2 COD was actually up to par.... The best fun I had was playing the guadalcanal campaign with the Dynamic campaign generator. So epic I will not forget it. Made it from lowest rank to squadron leader through desperate fight for survival only to be killed almost near the end.
  8. I too believe ranks should be this way, you nailed it perfectly. Your idea about the "rank lore" sounds good. Im not that good at making inspired icons/badges sadly, but I endorse this project.
  9. Voted NO. Not because I dont want ranks to be touched, but instead because theres nothing wrong with current ranks and its easy to mod the ranks you like yourself. The real problem with ranks is something else. But if ranks had to be changed, I would say dont follow any real army ranks. Xenonauts is an independent organization with a very uncommon goal that disregards any rank its members could have in their original army and puts everybody at the level of private (noob), then lets people rank up and gain ranks that means nothing outside the xenonauts organization, so it should use its own customized ranks / badges that reflect the goal of xenonauts that is fight aliens and defend the planet.
  10. Not to bash anyone but I think you are exagerating things. Foxtrot is supposed to be an interceptor, shoot and flee and it is superior to condors at it cause it uses torpedoes you will need for corvetters. As for light scout, it takes 2 missiles to kill so if it always dodge 1 then you need to bring 2 condors not one. Face it, superior technology is superior period. As for the ground combat I find first ufos like light scout to be too easy. The poor 3 or 4 clueless aliens inside have no chance against a squad of 10 with heavy weapons. If you shoot 60 rounds and get no effect, it means you should have changed tactic when 20 rounds were already fired. Cover can work too well for the retarded level of inacuraccy weapons have now, untill it gets fixed or modded you are better nuking the ufo with grenades or use tons of flash bangs and rush inside for the point blank kill, or use shields, or just open run and fire rockets inside or whatever. Its the normal scout with the alenium reactor what really matters.
  11. Limited rank slots is very important for inmersion and RPG element of the game. Knowing you only will have 1 colonel or 2 commanders at any given time makes those soldiers special. THey were the first to get there by personal merit, they gained the honor in the battlefield, they are the best you have and a big morale boost and inspiration for everybody. And when they die it makes it more tragic and/should be a very big hit in morale for the squad.Then lower ranks take the place with maybe some suspense/rivality in who will be promoted etc. Not only this is healthy for RPG or writing down stories, it adds more attachment to your virtual xenonauts and more feeling whn you lose them. Then there is the morale mechanics that Max pointed out that can be made to have an important effect in battle, because now the rank-morale feature is useless with everybody reaching top ranks. Its time used to develop that feature that is going to waste. With a bit more work it could be fully usefull and even add more charm and tactic to the game. Dont forget the game is in the end a sum of all its part and every feature counts.
  12. Guess they will make more parts like that when the Career mode is functional, so they can add more mission variety for the campaign.
  13. You can put them in weird custom-made "cars" and enjoy looking at your kerbal bite the dust any time you try to steer, or run over a bump!
  14. After years of lacking and stupidly repeating space sims, Kerbal is very refreshing. And it shows what space sims purist did know: Playing with real physics and gravity sources IS NOT hard, as everybody including devs always lie to you. At least not hard if you have a nice on board computer that predicts flight pathing and do the number crunching for you. BTW arent you excited about finally having the Space Race Career mode starting to be implemented?
  15. The coder doing the AI has modable AI as one of the goals. Up to what extent and if time will make it possible are still unknown. Note: This is the link for his blog. He introduces Xenonauts AI project and some more data that is a must read. http://codepoke.net/2012/08/18/xenonauts-a-i-starting-blocks/
  16. Im happy with the idea and I think is a good for the game in the long run. Thank you for all your effort with so limited resources.
  17. Theres nothing wrong with auto resolve in any dificult level. It needs to give WORSE results than fighting the combat manually by a experienced player, so it doenst make that part redundant and keeps an incentive to play the aircombat on the most dangerous encounters, and leave it to auto-mode on the most easy ones so the player atention keeps focus were it is more needed. And for the excuses of having to simulate player skill and bla bla on the topic of adding the "emergency disengage" idea, thats just meaningless. It can be resolved in many ways and still keep incentive on doing it manually as above explained. Just add a 50% chance of "disengage & retrieval" for any change in health. Tweak it more or less so the plane escapes well before any critical damage, making it deal less damage to UFOS as it would do if a player was manually controlling the right moment to disengage. So again you have it done, a bit worse results in auto resolve that means nothing when entering a combat that you will surely win, wich gives a reason to manually play it when the result its not so obvious and your experience/skill is really needed there. I would even go more "hardcore" and let the UFOS downed in auto resolve always be critically damaged as even more incentive for manual air combat.
  18. Dont go that fast.Random maps is not really out of the game. Although the focus is now on static maps, theres still a lot of room for random maps. Not quite to the level of OG Xcom or TFTD, but very close. It may need a mod that purges all the missions in the game and replaces it with its own set of maps so you dont get any vanilla static map, but the tools for random maps is there. Fact that it is not so easy to do is another thing entirely, but you can do it.
  19. Im still interested in knowing if the interceptor recovey feature can be toggled off entirely. Theres not going to be a better moment to put he on off switch than now. It may be regarded as secondary right now but it is very important for the future and longevity of the game that all the new feature changes be reverted back with a simple config edit. If the code stucture makes it a pain in the ass to keep both versions of the interceptors feature or the hidden movement screen etc. , then its understandable to just go for the better solution. But if its not then limiting options to customize the game to both likings will reduce the games appeal no matter what, since controversial changes like this will always have strong favorable and unfavorable opinions and will not settle.
  20. Thats easy. Decomision the plane being retrieved and build a new one in the now available slot. Wich is equal to: -Tech: Commander, work for retrieval of the last downed fighter is underway. -Commander: The old pea shooter? forget about it we will buid a new one. -Tech: The pilot is still there with the plane, commander. -Commander: Who cares? I dont even know whats his name. Forget him too.
  21. I dont like it at all. In case you may ask why, at first it seems nice but it is actually worse than the fullscreen. Everyting is scaled down, the cute top left window of the soldier in the map is gone and you cant see anything useful of the battlescape wich is what already happened before. So all in all you lose too many things for very litte gain, if any.
  22. Sorry, not a balance reort just a question. After looking at files I see were to modify the recovery time for aircraft lost, but no way to disable it. Will be it possible in a future?
  23. Just to add to he fine suggestons Thothkins made: Be a coward: Use your chinook as a bunker. Exterminate with all the firepower you are able to carry anything that is in LOS of the main chinook ramp, with a clear shot to the inside. Then use side doors to peek outside, burst fire and get inside quick. When things look more clear make a fast deploy to the outside with all your solders, so you have all sides covered.Then use the tank to scout&retreat to give clear targets to your soldiers. Remember: -Extreme prejudice is your friend -Theres not such thing as overkill -Anything you do can get you shot, including doing nothing. So dontget scared and move the boys around.
  24. Its not the "quality" of the human being lost, its more the relation between the kind of event and the amount of death caused. Losing 2 planes with 180 people is a big media hit. Losing 5 or 6 is a global histeria / fear of UFOS shooting dow planes that effectively shuts down all air lines traffic and collapses global air transport. So any air liner lost is a big lose, if only for the consequences of losing some more.
  25. Getting healed and walk away running and shooting in the same turn looks stupid IMHO any way you look a t it, and makes getting wounded rather indiferent as for the battle itself goes. It only means that soldier cant get shot another time or he will die. As for balance purposes, the wounded is not required to have free TUs to get healed it should only depend on healers TUs to avoid the situation Max pointed out. As for wounded having more TUs and using them up before getting healed, bringing back the severe stat penalty for wounded used in OG XCOM should solve this as the soldier becomes basically useless for anything but moving his ass into cover. Easy and nice. And all this adds more tactical choices on how and when wounded should/can be attended as it becomes a drag for the team as it is in real life. Im all against having an easy day fighting aliens, shit can and need to happen to present you with some decisiĆ³n making wich makes it fun.
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