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Vahilior

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Everything posted by Vahilior

  1. Perhaps Predator Armour in general should make you immune to suppression, it is a bit like transforming your men into an Andron.
  2. There's an expression "There's no such thing as friendly fire." In my opinion it shouldn't really matter who's shooting at you, if its getting close and there's enough of it then it should suppress. That said it should work both ways of course, I think I might have seen the aliens suppress their own side but I'm not 100%.
  3. I read them, and I just re-read them. In none of them did they attack soldiers on their own side. Which was the original point, that berserking might lead them to aggressively attack the enemy without regard for their personal safety but that they wouldn't turn round and spray the nearest person to them regardless of them being civilian, alien, or a friend they had fought through dozens of missions with.
  4. In all of those cases they targeted civilians and presumably the enemy, not there fellow soldiers though so it doesn't really change his argument.
  5. Ah ok thanks for the clarification, I completely agree with you on all points, perhaps when wounded or hit in addition to getting health increases soldiers could get bravery increases. Like "Eh, i've been shot before, wasn't so bad." Or simply when you loose a xenonaut on a mission. Combat experience in itself should increase bravery and confidence, not only when it all goes horribly wrong and everybody freaks out. Perhaps resisting psi attacks themselves should confer a substantial bennefit, it would make sense the more you are subjected to them the more resistant you become. I agree on these points too, berserk is currently pretty much as dangerous as mind control, simply from a game balance view rushing the enemy would be better. It still carries a huge risk of them breaking formation and being reckless but its less disastrous than mind control. They have said no additional items, but yes my preference would be for capturing a psion to let you research some object you could carry with you to protect against psi attacks, something heavy so it replaces a med kit or rocket launcher or equivalent. That said I think its unnecessary with some more mild changes to the way bravery develops and making mindcontrol and beserk actually behave the way they should.
  6. I don't think anyone has suggested making psionics more like in the original game. My experience with Mind control was that it is not limited to LOS at all, nor by range. The suggestion about revealing the location of the psi attacked is interesting but given psionics tend to be in the bridge of the UFO or the command centre of an alien base it doesn't make much difference. You know where the psionics are and you are still going to have to go through every other enemy to get to them. It seems like everyones in agreement about bravery needing to be more of a factor, but perhaps given what Kabil said about how rare it is for bravery to increase apart from a small amount with medals perhaps the simple fix is too have bravery increase every time a soldier gains rank. Maybe we all think bravery has no impact simply because none of our soldiers ever increase their bravery much beyond the starting point.
  7. I did say if you've lost your elite troops I mean more in a scenario where your entire team gets wiped out than if you loose just a bunch of them. It happens sometimes and it should be a massive set back but not game over. Guess this explains why my vets were being mind controlled exactly as much as Rookies. I think that just reinforces the point that you need ability to respond to or prepare for psi attacks. In the original game people complained because you would unlock psi testing and have to bench some of your best guys because bad scores made them a liability. Currently though bravery is kind of similar. I had one issue with panicking or bravery on my last playthrough when a reaper took out 5 people in one turn, other than that it just wasn't important so I didn't prioritise it at all. Then psionics show up and youve got people one shotting each other left and right. It makes it like the psi score in the original xcom but there's even less you can do to prepare or respond to it. Part of the problem of removing psionics for the player is if its badly balanced it feels even more ridiculous when you get crushed by it. With XCOM it wasn't greatly balanced but you got to dick on the enemy with it so you didn't mind as much. The current Xenonauts implementation has it less balanced and you don't even get to run around being a dick with it yourself. I think currently its really the only glaring problem with the game. Everything else is nicely balanced and great fun.
  8. Extending the range and ammo of the corsair worked very nicely, good decision guys.
  9. Disclaimer: All my comments are based on V22 Experimental 2 The thing is with the being shot scenario there are a huge number of actions you can take to avoid it happening or to mitigate the damage when it does happen. You can equip better armour to reduce the damage, more experienced soldiers have more health and a higher chance of getting of a reaction shot. By advancing very carefully and checking sight lines etc its pretty unlikely it will happen in the first place. In the current situation with psi attacks there is absolutely nothing the player can do about them. Positioning and careful movement does nothing, in fact youre incentivised to throw caution to the wind and advance as quickly as possible to kill the psi unit. There is no equipment choice you can make to sacrifice in order to protect against the attack type. Stats appear to make almost no difference (I didn't notice any discernible difference in frequency of successful psi attacks on my Commanders or the Sergeants in the same mission). There is absolutely nothing the player can do about psi capable enemies except sprint through the mission and hope to minimise damage. Compounding these problems many aspects of the psi powers still don't seem to work properly, mind control most certainly is not limited to 30 hexes or squad sight. On Battleship assault missions my men were being mind controlled one turn into the mission and miles from the ship and its Praetor commander. They were also being mind-controlled and berserkered when they hadn't even seen and enemy for five turns. The success rate for psi attacks is also extremely high, in the game I was playing one soldier went berserk or became mind controlled every 2-3 turns and would kill another soldier pretty much every time they did. Often they would kill one soldier and then another would reaction fire and kill them. Without saving before every turn and reloading the mission was effectively winnable. The current implementation of Psi Attacks makes them much like a finger of God. There is nothing you can do about it but pray that the Enemy Psi unit doesn't reach down from on high and squish one or two of your units whenever it deems fit. Which it will do, frequently Radically improving the effect of the bravery stat will help this situation, but its worth considering what making psi defence dependent on this will mean if you loose you elite troops. It should ideally be possible, but difficult to train up a new team. If rookies are completely defenceless to psi attacks in the late game then this will not be possible. Effectively linking psi power to range and implementing the squad sight limitation will also make a huge difference. Ideally you want your troops to only be dealing with mind control and berserk when they are entering the top floor of a UFO with a psi unit or the command room of a Alien base. Then the tendency to instantly lose men feels less like divine punishment and more like the consequence of facing an enemy elite.
  10. I completed the missions on V22 experimental 2. I think the overall set up of the mission in terms of balancing is great, I had maybe 2/3 turns leeway with the Reapers to get to the drop pods but I rushed pretty hard and lost people along the way as a result of the time pressure. The only areas possibly needing a little extra are the ante-room where its possible to shoot the heavy drone through the opened doorway and then the two ceasan guards don't pose much threat (maybe four instead of two?). And when you face the High Praetor, I just had my men line up and he was shredded the moment I opened the door. You could probably just add more enemies to make it a bit more challenging but one idea I had was filling the room with smoke and making him start incredibly powerful mind control attacks the moment you open the door. Then you would have to try and find it in the smoke whilst avoiding fire from your own men. However the mission is absolutely riddled with bugs. The Unique blast doors will show as closed and damaged when they've actually been destroyed. The plants will show as 100% blocking terrain but allow enemies to shoot through them. The plants can also survive a direct hit from a singularity bomb (may not be a bug but damn that's some tough shrubbery). If you try to load an earlier save in the mission whilst still in the mission it will show you a victory screen instead of loading. This is somewhat ironic as I didn't actually get a victory screen when I completed the mission, the game just CTD'd. Overall its a nice end to the game but needs some fine tuning
  11. The Singularity Cannon is appropriately powerful but the weight is a massive problem. Even carrying just the cannon alone its impossible for the soldier using it to function as much more than a stationary turret. Given the explosion radius is absolutely massive its necessary to carry a primary weapon with reduces the soldier to less than twenty tu. Whilst I understand the desire to make it a weapon with significant drawbacks I think the sheer scale of destruction gives it such a niche use that it really doesn't need anything further. There is one situation where its absolutely fantastic, on the final mission you can have one soldier open the door and then the guy with the launcher just clear out the whole corridor as he can shoot down it without needing to move.
  12. I agree, it makes perfect sense that they should do so and it helps that "AHHHH KILL IT WITH FIRE" (Heavy Weapons) reaction feel a bit more meaningful.
  13. +1 It says carbine so make it behave like one, or give us some kind of plasma shotgun instead but really i'd prefer a carbine that acts like a carbine.
  14. The medical bay has no where near enough beds.
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