Dranak
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Posts posted by Dranak
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Was the auto resolve formula itself changed, or just some of the craft/weapon values that plug into it?
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1 is yes, I've done it successfully in vanilla.
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I do a fair amount of commentary (or at least muttering to myself) but I'm not really a great player aside from air combat.
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Yeah, skipping to plasma is increasingly feeling like a bit of a gamble. I was feeling much better about it before the second terror mission, that extra couple hundred K I lost is really going to be a considerable speed bump in my goal to rush out plasmas with next month's funding.
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So how exactly do the loss mechanics work in vanilla? I know you can lose by losing too many funding regions, losing all your bases. How does the third one work? I know it's something about running at a deficit for too long but I don't really know any details about how that one works.
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I did go weapons first initially, but after I lost all them the idea was that I would finish making all new laser weapons just in time to unlock plasma and start all over where if I went for armor first that would last longer and I would be able to skip straight to plasma weapons. Basically I gambled a bit to try to squeeze out some economic efficiency. The biggest downside to that play is that sebs pretty much laugh in the face of a strategy that relies on suppression and chipping damage with their silly regen.
I was shooting at the reaper mostly because I didn't really have decent shots at the sebs, and I knew I could at least wear it down with chip damage. Honestly by that point I had pretty much conceded that I didn't really have enough damage output to reliably kill the sebs fast enough.
In the big picture, I can afford to replace inexperienced troops a lot more than I could afford to replace their gear.
Streaming tanks my performance. I can record and play fine, but adding the stream on top adds almost 50% to my alien turn times so I'm going to try doing an episode or two offline of just recording and uploading and seeing how that goes. I just bought a 3DS for myself so there's pretty much no chance of me getting a newer computer in the immediate future.
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Episode 11: Inching towards victory?
[video=youtube_share;lLipckAHAI4]
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So that conversation we just had about the practicality of aborting nocturnal terror missions?
[video=youtube_share;7LCKXVrAnJI]
Here we go again.
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I believe you only get loot from the ones you killed, but I'm not 100% on that.
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Chris has said it'll be a SciFi setting.
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I've been super busy IRL. I'm on trip out of town 2 of 3 for the two week span. I might be able to fit in a stream on Friday but it may well be Tuesday before I get in another session. Next week I should be back to normalish.
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I dislike the idea of a passive officer who mainly provides bonuses just by existing. They did something similar in the Long War mod for XCOM and it never really felt like the officer added much to my teams other than just some passive bonuses (that the game probably gets balanced around our having anyway).
I like the idea of officers being able to use minor actions to issue a command that provides a selected bonus for your troops. A system like that could add another tactical choice, and make officers important and actively used. Higher ranking officers could get access to either more options or slightly more powerful versions of these commands.
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Leaders can appear on Cruisers and above.
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My endgame setup is something like 2 snipers, 1 rocket, 3 shotguns, and MGs for everyone else. Predator armor on the gunners, sentinel for everyone else. I also avoid cesean missions to not have to deal with psionics which is IMO far more dangerous than anything the other two races has.
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I should have instantly aborted that mission when I saw it was night. That was the practical move, but it would also be less entertaining to watch.
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Goldhawk's next big game has been confirmed as very much not Xenonauts (but still TBS). I think Chris has said in the past he would rather do a total remake based on the Xenonauts concept with the lessons learned from making it than a sequel, but that's still a long way from that comment to any possible future plans.
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A big part of why XCOM is such an overwatch fest IMO is the spawn system. The ideal play is generally to eliminate one pod at a time, and to control your pod triggering as much as possible. Those both require moving slowly and minimizing aggressive maneuvering.
If like the idea of not using TUs if it helps speed up the game a bit. As much as I like Xenonauts it normally takes me about an hour per mission which really makes it hard to really progress in the game. It'll be interesting to see how this develops as you iterate on it.
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Episode 9: 10 Privates walk into a Landing Ship...
[video=youtube_share;R1_zMYcIAzw]
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I can't recall the devs ever mentioning a RNG component to reaction fire.
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Episode 8: Night time terror mission.
[video=youtube_share;FU1V8FmHDlE]
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I'll add you into the next round of recruits.
Next episode is up. Time for training on a Scout mission.
[video=youtube_share;TqTxcA-_Pfs]
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AI is pretty stupid, that means that your aicraft shot it's payload but then kept going into the target's range instead of turning around. That's why learning how to manual resolve is so important.
The autoresolve does not attempt to simulate combat, it is just a numerical comparison of relative strength. The game simply adds the Autoresove Strength values for weapons/aircraft on each side, randomly modifies both by +/- 10% and compares them. The side with the lower value is destroyed, and the side that won takes damage relative to the margin of victory. If one side barely beats the other, it's possible for both to be destroyed.
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Awesome, looking forward to more.
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This was discussed during the beta as a possibility, but most players were against the idea of random events happening that weren't consistent with the rest of the game's mechanics. I think there was a mod that rebalanced UFOs to make it far harder to stop terror/base assaults somewhere by having them spawned by Destroyers (and unsused UFO type that has AC assets still in game).
Credibility with Ranks
in Xenonauts General Discussion
Posted
Gaining rank uses the same mechanics as gaining stats. Your guys actually get promoted when they gain X number of stat points, where X is a different value for each given rank.