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Iskandar

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  1. Nope. Alien weapons are designed to be used by, well, aliens. As such they are clumsy and unwieldy for humans to use. you can pick them up in battle and use them, but they have a negative aim penalty. You have to research and manurfacture the human variants.
  2. Don't know of this has been suggested, but when clicking on one of the alien icons it should not just center on the alien, but also bring up the weapon crosshairs. This way you don't have to play "hunt for the invisible alien" if your soldier spots an alien that is obstructed from your view, or in blackness.
  3. I second the need for a "I'm done with this soldier" button. And having an option to automatically end the turn when all soldiers are marked done would be nice. I wouldn't use it, personally, but some people would.
  4. Usually at an angle, I think, as I tend to approach UFOs from the left or right instead of straight on. As for targeting aliens, Im not sure. They tend to plaster themselves right up to the outer door, because they see me before I see them. I do Know shooting through the doors is hit and miss. Sometimes shots go through, sometimes not, and I havent nailed down the pattern yet. Explosive damage, however, always passes through. At a guess, I'm seeing and shooting through the corners, the doors didn't get properly "anchored" to the walls of the ship.
  5. The outer doors on Corvettes can both be seen through and shot through while closed.
  6. On a separate topic, could we buff shotguns, please? Right at the moment I'd put them somewhere between useless and bloody useless. You need to get way too close to an alien as it is, something that most of the time is not going to happen before either his buddies with longer range weapons kill the alien or the alien kills the shotgun toting soldier. I'm of the opinion that if you're going to take the risk of getting that close to an alien, and survive doing so, you should end up with one very dead alien, moreover than not. As it stands, a shotgun hit is roughly on par with a rifle hit, which feels really, really underwhelming.
  7. Medkits When healing a soldier, some indication of how much healing is required would be nice. More indications of how much TUs to do stuff, drop items, switch weapons, etc. A lot of that is covered, but not all.
  8. This is a step forward. Alien AI *mostly* works. That said, the suppression mechanic seems to have gone wonky. You manage to get a bullet, any bullet, anywhere near an alien and he is suppressed. Useful, but I can't imagine that is working as intended.
  9. Oh hey, I betcha I know what is going on here. Somewhere the aliens are checking to make sure they have enough TUs to reaction fire. I'm willing to bet someone screwed up a bit and instead of comparing current TUs versus TUs needed to reaction fire, they are instead SETTING current TUs to the TUs needed to reaction fire. Depending on what language the game is programmed in, this is both an easy bug to make, and a pain to track down. (IIRC, as it has been a while, in C/C++ is is the difference between x = y and x == y)
  10. Well, it is a mixed bag. The aliens are indeed more aggressive with their movement, and I've found them in buildings for the first time, but they seem to be capable of only taking reaction shots, so that is REALLY hampering both their movement and their threat level.
  11. Don't think so. In fact, I'm sure I did not. This was my second UFO crash, and there was several days between it and the first. I also know I checked the equip screen, as I assign classes by stats, so I check right after the ship gets back to base, plus I had to replace a casualty. Damn odd, as this is the second time I've seen this. Wait, I may have something. The first time I saw this, it was the rocket launchers, came through with 0 ammo. This time it was rifles, coming through with half ammo. Could that be it? Some bug halving a weapons ammo capacity? Half of 1 being rounded down?
  12. Reported his before, and here it is again, this time every last one of my rifles is starting with 10 ammo instead of 20. Note, only the rifles. My machine gun is fine, and so is my rocket launcher. Found at start of battle. I came directly from base to the battle, and I did visit the soldier screen in between last battle and this. This time I have a save: https://dl.dropboxusercontent.com/u/46780505/Autosave3.sav (side note, wth is up with the forum? I tried attaching the save, but the dang thing kept timing out.)
  13. Ok, Alien AI is better, but... They REALLY need to stop relying on reaction fire so much. Had and having several cases where an alien will run out in the middle of nowhere exposed to my entire team instead of ducking back into cover or shooting someone. That alien then dies without ever getting a shot off because he is a) wide open and b) none of my team has to move to shoot him. Case in point. All my soldiers grouped up to breach a UFO. First alien comes running out, and stops, exposed to 6 soldiers I know he can see, second alien comes running out, stops in almost the same place. Aliens really shouldn't save TU for a reaction shot unless they are a) in cover or b) cannot currently see any soldiers they can get a good shot at. Otherwise you get this, easy pickings without any kind of risk.
  14. Nice job on the AI update. For the first time, I had aliens hiding in buildings, looks good overall, too.
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