RawCode
Members-
Posts
159 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Everything posted by RawCode
-
V22 Experimental Build 1 Released!
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
i no longer see any reason for TU stat to exist at all due percent based cost on actions, just like all other stats. only armor and weapon actually matters, units are disposable. -
V20 Experimental Balance Patch 2 Available!
RawCode replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
less random involved - better overal gameplay. (too much randomness always evil) giving player ability to use brain and position units in proper order for definite reaction fire on incoming forces is very good plan. with this change we also need ability to throw grenades from corners, in other case opening UFO door always suicide (since alliens wait inside with full TU and higher reflex score. -
they just replaced forum.php, nothing severe, expect forum admin to rollback it soon.
-
V19 Stable Candidate 1 available!
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
build with expected CTDs on inventory and geos combat shoud not be called stable. -
V19 Experimental Build 7 available!
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
> Additionally all shotguns now fire multiple small "pellets" per shot, instead of the original single powerful shot soo much win~! -
V19 Experimental Build 6 hotfix 2
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
gone testing atlast -
V19 Experimental Build 6 hotfix 1
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
what with 3 unit aircombat CTDs (reported multiple times in proper branch), it's hard to play when you just can't attack some geos units due CTD penalty for it. -
V19 Experimental Build 6 available!
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
looks like game no longer alpha, very very good. -
V19 Experimental Build 5 available!
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
bullet "physics" plain magical, looks like bullets mindcontrolled... -
V19 Experimental Build 5 available!
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
caps based of starting stats will force player to pick\disband xenonauts in order to assemble again "generic" party with TU maxed and accuracy on reasonable level, only reasonable way to deal with situation is removal of all limits and geometrical growth rules: max stats growth 40-60 takes 5 missions (4 per mission) 60-70 takes 5 missions (2 per mission) 70-80 takes 10 (1 per mission) 90-100 takes 20 (0.5) 100-110 takes 40 (0.25) 110-120 takes 80 (0.125) 120-130 takes 160 (0.05125) There is will be no limit, but, due to extremely large amount of ground missions required to levelup, progression will halt in range of 100 or mabe 110 for most players. If grace of gods visits goldhawk and they will suddenly remove old system and will give XP for actually killing allien units and for just taking part in ground mission (based on xp earned by team), each player will have many midterm xenonauts or minmaxed team with few extremely powerfull units and meatshield. -
V19 Experimental Build 5 available!
RawCode replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
with new stat's gain system much more better to skip it completely and just give +1 to every stat per ground mission, this will eliminate grinding and allow to train rookies on easy GC with much more fun, get single commando and steamroll all alliens alone, rookes get levelup, player get lulz. -
Should Rotating Soldiers Be Free?
RawCode replied to Goroth Obarskyr's topic in Xenonauts General Discussion
nope, everything shoud cost AP (i dont know reason why AP called time units in xenonauts) -
v19.4 stunning granaades too weak
RawCode replied to theothersider's topic in Xenonauts General Discussion
dont forget amout EMP for adrons. -
v19.4 stunning granaades too weak
RawCode replied to theothersider's topic in Xenonauts General Discussion
multiple tiers of stun grenades will solve issue without overpowered early undepowered later. -
Blasted Hedgerows Are Still Impediments
RawCode replied to SandytheSlinger's topic in Xenonauts Bug Reports / Troubleshooting
also they turn into black holes. -
if you hire rookies you wont be able to give them top armor and top weapon without any training, this is very realistic, someone who never seen powered suits and laser rifles just can't use them effectively. soo when you hire rookies, you will give them outdated armor and outdated weapons, this will keep all items usefull at all times.
-
only viable method to balance weapons and armor and everything else is to actually limit carry capacity of xenonauts, at each stage, player shoud be forced to decide, top armor or top weapon or TU penalty. invented jackal - at current stage expected str of xenonauts is 50, armor cost shoud be atleast 35, soo armored xenonaut will be limited to shotgun or pistol. next armor - same situation, but expected str allow to carry outdated jackal with heavy t1 weapon or with normal t2 weapon or current tier armor with current tier shotgun or pistol. if implemented properly, each armor type will be viable and usable, and situation when everyone use only top armor or dont use armor at all will be eliminated.
-
last time i failed terror site, nuke killed over 12k civilians, it much more then 6 caesan can kill ever for few weeks... total casualties before this was under 500 for 2 mounth... this makes national goverment actual terrorists and mass killers. also i can't understand why xenonauts with global airspace permissions, weapon manufacture permissions, ability to draft military from any country, build military bases whatever they like cant control usage of nukes?
-
nuke at terror site is joke, why player can't decide do it, or not. in case of fail and nuke rejection, allien base can popup on location, it will be logical.
-
[19.4 - Ground Combat] - Slight Graphics Bug
RawCode replied to kabill's topic in Xenonauts Bug Reports / Troubleshooting
i also noticed this with red containers, looks extremely wierd.