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Orangehat44

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Posts posted by Orangehat44

  1. just saw first light scout... I dig the new interior props and art actual pilot command seat lookin thing is really cool game feels good so far but just in first mission still.

    Edit: I just finished the mission lol nice condensed debrief screen!

    But interestingly I engaged a landed ufo and after winning the mission the geoscape said UFO-2 (the one that was landed and I attacked and one) has escaped to space...

  2. Hello,

    I played the game with the latest update and sorry to express a critique. I have no idea who has increased the hit rate of the aliens, but either has not been well tested is a bug or just bad management.

    What I am describing now I have tested several times in order to exclude the argument of a random match.

    A Sebillian soldier has landed over a distance of 15-20 fields with a stray shot two deadly strike. Quite right he killed with A stray shot two units that were crouched behind a cover (the cover was in the firing line).

    A Sebillian shoots through two barracks and their window and kills a crouching soldiers.

    A Sebillian shoots again from a great distance through two fences one soldier dead

    I could go on like this, but that's enough well.

    If that is the hit rate of a Sebillian who is a bad shot, according to profile, I can only shake my head.

    I aborted the game. Sure you can successfully complete a mission. I have that, but in this way as you can not play tactically.

    Lucky shot there is always, that's fine, but that should be an exception, not the rule.

    To make a game hard is one thing, unplayable and unbalanced another.

    I like your game, but this is ridiculous.

    I do not want:

    a) to lose soldiers just because the game is poorly balanced

    b) Continually restore the Autosave Game. (which I have neither the time nor the inclination)

    That's right, the manual save does not work. I can save a game manually but not load the Savegame.

    Probably some smartass (player) will write and announce he would have the highest degree of difficulty never had problems. ^ ^

    But normal mortal players here have no joy.

    If all remains so I can not change it except to hope for a mod or me to look for another game. : p

    Im not gonna try to be a smart ass, but I wouldnt be so scathing especially since we are seeing regular balance updates. I do agree with your point on research flavor text not matching the feel of the alien in ground combat. I hope balancing can give the aliens more unique flavors. Right now I'm only concerned with the gun they got and use the same tactic in 99% situations. More flavor to the aliens to inspire different strategies depending on what alien type you face would be nice.

    But especially the sebillian is an immersion breaker when xenopidia says they have bad sight and favor close combat, and they out snipe your guys from long range.

  3. is there going to be more balance to interception.... still no reason to play the interception game as it does a better job than me most of the time also other immersion breaking things happen:

    - like if you send 2 foxtrots after one light scout you can auto resolve and both planes have 100% ammo after.

    - if you catch a ufo even with a few seconds of combat fuel left you can autoresolve... win and still make it back to base, where if you actually played out that fight in the interception game you would have to turn back right after the game starts before your even in range of the ufo or lose the plane.

    If anything you should have to prove to the game that you can beat that ufo with that matchup or better in the game before it lets you auto resolve. Maybe first time you intercept a ufo type you dont get the auto resolve button and have to fight it out... then any time u use that combination of planes or better on the same type you can auto resolve with 100% or something similar.

  4. Well the aliens do have squadsight like we do so just like if your one guy spots a alien everyone of your guys can shoot if they have a clear shot even if its outside their viewing range the aliens can do the same thing. And if its the alien types that have farther sight ranges then humans they could have your guys spotted by aliens that ur guys cant see, but obviously thats harder to prove out. But like ive said i've gotten thru december without noticing these outta nowhere shots.

    I've had other weird things like not a single terror attack ground combat. I've had air terror missions but no ground ones.

  5. How do you guys get around the killing shots out of the dark?

    Im up to end of december and have had very few insta kill shots outta nowhere. Im enjoying the game quite a bit. Think auto resolve for air combat is abit to op, as it can do waaaay better than I can so theres no reason not to use it other than i enjoy the interception game(i like how its kinda like steambirds, a fun mobile device game). We definatly need more balance and random bug quashes but ive had very little problems thru my campaign up till now on veteran... almost thought too easy at times once i had lasers and wolf armor on my a team but even before that it wasnt too much of a challenge to not loose more than 1-2 guys or less per mission even early on. Look forward to the reaction fire system we had demoed last patch/build somewhere but right now its been very playable and fun.

  6. LOS? I think it's the FOW distance that is the problem. Aliens seem to see further and can target soldiers without any comeback unless you close the distance to them. I really think any fire should reveal the firing units position and/or at least let your sniper have a much longer sight.

    I like that idea uncovering just the tile or tiles immediatly around a shooter if it shoots at your guys. It could be initiative based if you want a chance for your guys not to detect the shot. Could even ad a shot penalty to returning fire to make it more like a "soldier saw where the plasma came from and they suppressing fire in that direction".

    But I would first like to see if the shots coming from out of soldier LOS because the aliens can see farther (i thought we changed that range back to being the same as soldiers) so if they are shooting farther than they can see its alien squad sight, but we should decide if squad sight is okay since we xenauts can use squad sight. Again maybe squad sight shots for both sides could have an accuarcy penalty.

  7. Hey dont know if anyone saw this played most of my first mission before inventory crash to desktop but i was getting alot of camera lockups. wasd keys and mouse pan would stop working for a bit every turn it seemed. Couldnt find a pattern behind it and it would prob go for 5-10 seconds but only way to change view when it happens is selecting different troopers.

  8. Orangehat - I disagree about needing a PR guy.

    Mytheos - there's already been a 20 page thread discussing the Indestructible Interceptors. A lot of the forum regulars contributed there and there was a mixed reaction to the idea, some liked it and some did not. My reasoning is in there, and the fact I've already discussed it at length means I'm not really willing to do it again.

    It's probably worth reading that for full details, as I made the decision to implement the interceptor change after that thread and that's why I'm possibly being a bit over-sensitive about the complains in this thread (as they've already been debated to death).

    However, I'll give a quick summary here.

    The pros are:

    • Mistakes in the air combat are less likely to ruin your game than mistakes in the ground combat or strategic level of the game, fitting the two main parts of the original X-Com formula.

    • Aircraft can be "big ticket" items that are significantly more expensive and time consuming to build than weapons and armour (realistic), without also completely financially ruining the game if one is lost.

    • It's much easier to balance, and makes progression smoother and will let us produce a more tightly balanced and exciting Geoscape invasion.

    • If players lose aircraft due to an auto-resolve in a battle they think they should have won, it'll be hugely frustrating. It'll be very difficult to produce an auto-resolve system that can accurately account for all of the situations and also match player's expectations of the results of a combat. Therefore I only really think auto-resolve will work if we have invulnerable interceptors.

    The cons are:

    • It can be immersion breaking for some players (partially negated by referring to it as a "crash land", with the Xenonauts recovering the crashed chassis and fixing it up over a prolonged period).

    • Some people see it as dumbing down the game (partially negated by the fact that a significant "repair" time penalty for shot down interceptors means losing planes will still hurt).

    As I say, you can read the full thread for the earlier discussion but that's a summary. To be honest, I'm pretty sure there'd only be about 10% of the current fuss about the system had we referred to it as "Xenonauts recover crashed interceptors and repair them over a couple of weeks" rather than "invulnerable interceptors" but internally we've been referring to it as indestructible interceptors and that's what Aaron put in his patch notes.

    Wow Chris, what can I say.... you should have just fully ignored my comment if that's all you were going to address.... and again thats exactly why you need a pr guy. Time and time again you reply on these forums in the middle of a debate which you obviously are emotionally attached to and make a comment that is degrading to some or all of your community. And to simply blow off most of what I said is quite insulting to a customer I'll tell ya that.

    And for any Xcom fan to read your last 'pro' for this system about if a player looses a plane in an auto resolve they thought they should have won? TOO BAD thats the risk you play when you click that button. Ever played a total war game? you can auto resolve a battle where you out number 2-1 and loose... reload play it out with out auto resolve and have a crushing victory.

  9. I already said earlier on in the thread that this will be a moddable switch. Modding it will involve going into a text file and changing "true" to "false".

    In any case, I think we'll have to agree to disagree on this one. I can understand people's viewpoints on the matter and I have read and noted them, but I still don't agree with them. There's probably not much point me debating it further at this stage as it's unlikely to change my mind nor the minds of those who I'm debating it with, so I'll bow out again at this point.

    It's comments like these that make you really need a pr guy....

    You have basically just said your giving up on it so changing from "true to false" isnt the only needed mod if we still need to balance it after just turning it on. Also its alittle condescending to assume we all know how to mod your game. I'm a mechanical engineer, I can write code in matlab for work... that, using CAD, and playing games are my computer knowledge, and have 0 interest in digging thru the text files of your game.

    I agree with alot of what Mytheos has said. Why are we making huge fundemental changes when the last addition to air combat was giving the light scouts the ability to evade, and less missiles for foxtrots... hardly a balancing pass. Little has been done with balancing the economy... Nations all give the same funding....

    All these things contribute to why it feels so painful financially when you loose a plane... but none of these things are close to balanced yet. I don't recall any attempts at tweaking how much damage planes take or what downs them. Different difficulty levels could make planes much more resilient in easy/normal, but more fragile higher.

    Might want to change the wording on your game overview then.... http://www.xenonauts.com/air-combat/

    Really talks it up the complexity and challenge as a game feature...

  10. light scouts arnt a joke but there was a bug where one of my missle hardpoints showed up as a stretched gun imagage and didnt work in battle so only shot 1 missle each and had to finish with gun oddly enough first time i checked my hanagar the f17 had a sidewinder showing up in the cannon slot. I switched this to a cannon and then had this bug where i could only launch one missle per plane.

  11. It also adds the first pass at the revamped alien turn/hidden movement screen. This is very fresh code, so please report any bugs you see in the experimental builds bug thread.

    Followed by

    I should have said the alien turn/hidden movement changes are a work in progress, more work will be done to improve how the camera tracks movement during the alien turn.

    I think those should mean they are planning on iterating on it, just be patient.

  12. Sathra - I made that comment as an opinion for the devs, not cause it bothers me so much that I had to change it when i play it now.

    But thanks for the tip anyway

    It is a bug that it does not show what your able to see and I believe the devs mentioned that it was buggy and just put in as a very experimental feature with not everything ironed out. When its working correctly it should behave like the old hidden movement screen, popping up the box when things are happening in the enemy turn in fog of war, then turning off when aliens or civves move in your field of vision.

  13. But it is happening and it's p@ssing me off bigtime.

    One tiny hotfix and BLAM my so much enjoyed in game action is totally screwed over ..

    Gone are the moments of truth. (Did I or did I not send a trooper to his death by placing him where he stands etc.)

    My God I am so irritated as we speak.

    I have endured 3 missions now and I am fed up already.

    If this horror continues I will end my playing asap.:mad:

    Dude chill out this is an experimental build to try new stuff. They update it frequently with changes and fixes this build is to be a living growing thing. It is not a stable version as prefaced by the disclaimer to join it. Play the stable build for a stable build.

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