

silencer
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Everything posted by silencer
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Well the intro could be played outside the game, but I will not be pushing it. OG had intro in separate exe
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Ground Combat Balance - V22 Experimental 3
silencer replied to Chris's topic in Xenonauts General Discussion
Remove or reduce the suppression strength of friendly fire. For exmaple I have a soldier standing 3 tiles away from alien and 2 other soldiers burst or sniper fire said alien - there is high possibility that that soldier will get suppressed. I guess that when it is friendly fire the suppression shots shouldn't have 100% effect. -
This game also begs for some intro. Unless Chris is waiting with it till the day 0.
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I always loved them - and I want others to love them by lowering the TU% to maybe 70% ?
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V22 Experimental Build 3 Released!
silencer replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
You might be right (7 UFOs downed all Caesans) - also I might be dreaming too, but on Veteran and Insane I had like only 3 enemies in all scouts / light scouts when previously I had on veteran 4-5 ? For LS it was 1 roaming, 3 camping and for Scout it was mostly 2 roaming - 3 camping. There are at least no Medikit CTDs. -
I and someone else reported that they ghost through solid walls and can get stuck on the object that is behind it, allowing player to shoot the alien and the alien can't do anything. I think I've posted it here - but strangely this one gets database error. http://www.goldhawkinteractive.com/forums/showthread.php/9591-v22b2-Few-map-issues
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v22b2 Psi attacks broken
silencer replied to silencer's topic in Xenonauts Bug Reports / Troubleshooting
No. On 99.99% occasion I can't see through UFOs. There was this one occasion but it was only ground floor. And it would even be sillier if the alien on the upper floor could see my soldier 50 blocks away AND inside a building. -
V22 Experimental Build 3 Released!
silencer replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Seems legit. -
V22 Experimental Build 3 Released!
silencer replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
1. I'm pretty sure it was different in v22b2 as I've noticed there that some portions of Alaska couldn't be done in daylight. But I've might be seeing stuff. 2. No problem - just asking. Edit: No I'm not seeing stuff v22b2 v22b3 The curve is different. -
V22 Experimental Build 3 Released!
silencer replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
In Ground Combat - now the Flashbang is set as default if you have all 3 types - previously was Frag. Change intentional ? -
V22 Experimental Build 3 Released!
silencer replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Is it me or the day/night shades had been changed - also I think just by looking that some portions of Greenland and Alaska always will be in day ? -
V22 Experimental Build 2 Released!
silencer replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Build v22b3 is out so let's see what is fixed there. -
In OG, berserking units shot randomly (or didn't fire at all) either at aliens or you're own soldiers. Currently what I saw in v22b2 Berserk wasn't LOS only so it still can be double edged sword for aliens if it TRULY was LOS only.
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V22 Experimental Build 3 Released!
silencer replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Well back to the drawing board. -
I think you should replay EU/TFTD - though you could send 14 soldiers in skyranger a sectoid terror mission could get you killed in few turns. The MC was out of control - you could get 3-5 soldiers MC'ed / Paniced / Berserk in one turn - then they could just kill another 3-5 other soldiers. I believe that every EU player was mortified of sectoid terror mission on January. Or a surprise base defense in January
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Right now Xenonanuts suffer the same "no fun" psi mechanics as other games like X-COM, UFO:AM and even UFO:ET - but the last one had some devices but still you had to train you're soldiers in bravery a lot, while in Xenonanuts only medals increase bravery but not so much. Only X-COM:Apocalypse had some decency that all PSI attacks were LOS and in TB mode if you used all TU's MC'ed soldier was not a problem. Actually I think that MC'ed soldier should get 50% of their max TU's.
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[e22.2 - GC] The notorious Medikit CTD
silencer replied to Caaygun's topic in Xenonauts Bug Reports / Troubleshooting
There is also one strange scenario. 1. First move weapon to free slot in backpack 2. Move medikit to hand 3. Close and open inventory. 4. Try to move medikit back to backpack - you shouldn't be able to. "Beep" sound should play 5. Put the medikit on the ground, take weapon to hand. 6. Close inventory - CTD -
v22b2 Psi attacks broken
silencer replied to silencer's topic in Xenonauts Bug Reports / Troubleshooting
Next time if I will be fighting Caesan landship I will try to record those shenanigans -
v22b2 Psi attacks broken
silencer replied to silencer's topic in Xenonauts Bug Reports / Troubleshooting
No. After I've cleared the place near the UFO there were only aliens in UFO but my soldiers who were near Charlie where Berserking. -
Standing on tile with fire doesn't hurt you. Example - throw a grenade under the feet of a soldier - If resulting blast creates fire the soldier standing still will not get damaged. Tested only with Wolf armour.
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[V22E2] GC Popping drone with a laser CTD
silencer replied to Hairyscreech's topic in Xenonauts Bug Reports / Troubleshooting
Better provide a save, because I was popping drone with lazors and not a single CTD. -
v22b2 Psi attacks broken
silencer replied to silencer's topic in Xenonauts Bug Reports / Troubleshooting
After few more mission with Casean psi units here is the real list of problems Berserk is not LOS-only. Berserk is when I want you to berserk I order you to berserk. It even surpasses Squad Sight. Let me elaborate: 1. Alien spots my team, fine. Soldier X gets attacked and gets unnerved (or something like that), soldier Y berserks - yes other soldier than the one being attacked goes berserk. Also there are "Soldier X goes Berserk" attacks on squad sight. 2. My turn I clear all aliens from the vicinity so neither I or aliens should see me. End turn - Soldier X gets PSI attacked - as if aliens still can see me until my next turn but wait. 3. Imagine you're attacking lanndingship - you're on the upper deck and waiting to breach the final room. You move soldiers reload and suddenly the passive aliens PSI attack you - how? 4. Still in landship - berserking soldiers have tendency to shoot the command room floor. 5. If you're soldier berserk and kills any alien - CTD 6. Soldiers with Heavy Weapons (MG) after getting berserk doesn't shoot - can't say if it is the same for Rocket Launcher. All my soldiers that went under berserk had 100% Morale (99/99+) and their bravery which can only be increased by medals were something like 60-65. 7. Haven't seen any Fear, Paralysis, MC attacks at all, only either Berserk or unnerved which leads to Berserk of some random soldier -
1. During attack on Caesan Landingship there is a psion who harrases my team without even LOS or squad sight. 2. When soldier becomes attacked there is a message - Soldier X is unnerwed or something like that, but Soldier Y berserks even having morale at 100% be it 64/64 or 99/99+ I don't believe it should work that way - and sometime the Soldier X message is for a soldier that is not in a squad.
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v22b2 Few map issues
silencer replied to silencer's topic in Xenonauts Bug Reports / Troubleshooting
Update on number 4. Happens when you load a save if you're soldiers are inside UFO.