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Solver

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Posts posted by Solver

  1. Got my ass handed to me by a Sebillian squad defending a Landing Ship. As I was preparing to assault it, a Sebillian popped the door open on the alien turn and fired at me, allowing three more Sebs to take shots at my troops from behind cover inside the ship. Needless to say, that did not end well for me.

    Don't know how random that was, but if the door-opening was deliberate, then even more kudos to the resident AI Dutchman.

  2. The improvement isn't small at all. These are the average death rates for a 55HP soldier for the first two alien weapons with / without Jackal:

    Plasma Pistol: without = 42% death chance, with = 2% death chance

    Plasma Rifle: without = 79% death chance, with = 48% death chance

    Bear in mind dying by less HP also dramatically increases the chance of the soldier surviving the battle. Each extra HP above -20 gives the soldier a 2.5% higher survival chance.

    Given the relatively minor cost and research time, those are pretty good numbers.

    Okay, numbers wise, I agree this sounds good. Doesn't feel like it in-game so far but that's from only a few battles recently. I do like that it's had lower weight for the last few builds - it makes it reasonable to use Jackal for fresh or mediocre soldiers without killing them with weight.

    If it comes to a situation where Jackal and Wolf are both useful at the same time, I will really like it.

  3. Playing the first build a while - I still do not exactly understand what role Jackal armour is supposed to play, having acquired it. Wolf is now a bit weaker, which is perhaps warranted. It doesn't guarantee safety, but it sure makes your guys more likely to survive a direct hit. Jackal still seems like an insignificant increase in survivability. It's helpful vs. pistol-toting noncoms but they of course disappear before long.

  4. It's a matter of balancing, Chris. If you look at the Firaxis game, your ability to keep all nations on board was literally dependent on random luck (above Normal difficulty). Depending on which random panic levels the countries started at, in the first month, and depending on the generated missions, you could end up in a situation where losing a nation became unavoidable even if you did everything perfectly.

    Losing a nation in Xeno is too difficult as you basically have to ignore them for months. It should be easier to lose nations, especially failing terror missions should be a huge relations boon, but it should also be possible, if very difficult, to keep them all.

  5. Glad to see you agree that the air combat is too dominant. But I again have to insist that the core problem is that funding is tied to your air missions. That is what lets air combat dominate, and that way of course you only need ground troops for capturing tech, so it's enough to do 1-2 missions per UFO type. Just revert it already to relations mostly coming from ground sites.

    I don't like the idea of the "two strikes" system because you will lose some lands definitely. It should be hard, but not impossible, to maintain all funding. Instead, I think a much easier solution is to accelerate the rate of relations loss so you would actually lose nations through normal events.

    To make the game more possible to lose, tweak base defense missions! The code that selects the base to attack does not work. Aliens prioritize your main base so much that it's always your first base that gets attacked. Spread it out, so that it would be possible to take a serious hit by losing your 2nd or 3rd base!

    I really, really, really dislike the idea of auto-spawning terror sites and bases. To me, part of the original game's magic was that there weren't any of these things that just happened arbitrarily because the game had this arbitrary rule. Every UFO had a purpose and a mission, and successful alien missions would lead to appearance of bases, terror sites and nations quitting the X-Com project. Just make terror mission ships choose a city and beeline for it, like ships used to beeline for your base. That way, you may be able to protect cities very close to your bases (which makes sense), but most of the time you'd simply have to duke it out in the actual terror mission.

    The best proposal I have is, reintroduce alien infiltration UFO missions from the original, just tweak them slightly. For anyone who does not remember, an alien infiltration was a few scout UFOs flying over a country, and then, in a fairly short timeframe, the appearance of several medium and large UFOs. That led to the country being lost. Now, it needs a tweak so that it would be actually possible to stop - by shooting down all scouts, or by taking out a couple UFOs in the main infiltration wave. But this would make a great addition and balancing change to the whole relations system.

  6. Thoughts after two battles.

    Shields feel much better. You can rely on them in the front, and they are not too strong.

    Smoke is balanced. If there's time, I would like it to be reverted to a LOS blocker with alien AI handling it correctly. But if there is no time for that, the current solution works.

    The flashbang-into-UFO bug is still there, rendering bangs useless in these situations.

    Still not enough back-and-forth feeling to fights. I'd rather decrease alien health and human accuracy. If you're lucky enough to hire a soldier with accuracy in the high 60s, he doesn't even need any experience, hits anything right off the bat.

  7. The problem with Jackal is that it has the same weight as Wolf also. It would have a role if it was a lighter suit of armour that you can assign to soldiers not strong enough for Wolf. But they are equally heavy, and Wolf is so much better, and can be there for the first Corvettes.

    Air combat also does have problems as is very correctly noted. Foxtrots are good vs. heavier ships but useless vs. escorts, which means you need to take the escorts out first with something else. Fine so far, but then you notice that the Condor is multirole and the Foxtrot sucks vs. any lighter ship, and that the upgrades are not compelling enough. A Corsair is just a faster and tougher Condor, and even then you don't want to rely too much on the toughness because the repair times are long.

    Maybe the Foxtrot would be more fun if it had 2 torpedo-only and 2 missile-only slots? It would still be weak vs. small ships due to no gun or dodging ability, but it could still contribute with light missiles to fights vs. escorts.

  8. The problem with Jackal is that it has the same weight as Wolf also. It would have a role if it was a lighter suit of armour that you can assign to soldiers not strong enough for Wolf. But they are equally heavy, and Wolf is so much better, and can be there for the first Corvettes.

    Air combat also does have problems as is very correctly noted. Foxtrots are good vs. heavier ships but useless vs. escorts, which means you need to take the escorts out first with something else. Fine so far, but then you notice that the Condor is multirole and the Foxtrot sucks vs. any lighter ship, and that the upgrades are not compelling enough. A Corsair is just a faster and tougher Condor, and even then you don't want to rely too much on the toughness because the repair times are long.

    Maybe the Foxtrot would be more fun if it had 2 torpedo-only and 2 missile-only slots? It would still be weak vs. small ships due to no gun or dodging ability, but it could still contribute with light missiles to fights vs. escorts.

  9. На этом форуме нет даже возможности частично квотировать сообщения и отвечать на них.

    Это как? Как мое прошлое сообщение формата цитата-ответ-цитата-ответ? Может могу это починить.

    Я просто выдвигаю ряд предложений на основании просмотра мною переведенных файлов, так я не буду в числе тех, кто непосредственно через игру оценивает перевод. При этом меня внушает, что целиком ваш перевод продвинулся очень хорошим темпом.

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