

silencer
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Posts posted by silencer
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Like I said, I only have save file when this bug occured and loading this save fixes the issue, so it's probably not of any use.
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Yes, the wording inclines death, so either it's misleading or a bug
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Yes, I'm playing on Commander difficulty.
Unfortunately I do not have a save file.
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I've noticed that you lose armor despite soldier surviving the killing blow. I had exactly 11 armor (11 soldiers + mars) for my Dragonfly. On a mission I've lost MARS and a soldier who was ressurected. Upon equiping new squad, I was 2 armor down. 1 because I couldn't replace MARS so I've used a soldier and the other looks like the armor from last mission was gone. Sending 12 soldiers with given circumstances I should be short 1 armor not 2.
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For me if the Colossus to be usable it needs:
1. AP reduction in using LMG.
2. Accuracy boost using LMG. Even with 100 STR, 100 ACC, the LMG is still meh when it comes to it's role. Since you have a specialized heavy weapons platform, heavy weapons should gain a boost.
3. Use HEAVY.
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Yes. It always marked the spot as a waypoint.
1. Click on Dragonfly
2. Change destination
3. Click the UFO
4. Dragonfly reaches the destination, popup says Dragonfly has reached the target, what to do?
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So I've detected with Dragonfly scanner a landed UFO. After the UFO vanished from radar, and redetcting it, the altitude was set to UNKNOWN. Therefore the UFO was not targetable by the Dragonfly, but I could shot it down with Interceptors. The UFO was standing still on the map. Save attached.
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Can we add safety distance for the HEVY?
1. It feels wierd that you can literally shoot your foot with this (the bomb goes 1 tile and explodes)
2. Every high explosive weapon in real life have safety measures. Like I think 40mm grenades need to travel some distance before they get armed.
3. Not to mention how can you shoot your foot with a arc weapon?
4. Low cover should not reduce acc / block of arc weapon.
It was said once, and I think we need to repeat this stuff
How about some safety spot? How is this legal, when your 3 "resucees" are surrounded on map generation? Might as well spawn all the enemies inside the Dropship. Give them a bunker were they are hunkered but not in immediate threat of being overrun.
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Using indirect weapons such as H.E.V.Y - attack Psyon, but miss, yet still gib him. The leftovers from Psyon still mesmerize. I guess it's just a missing check whether the Psyon is alive.
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I like the armor boost of the patch, though I still think that The Colossus should have some additional bonus to LMG handling. Even with soldier 100 Acc the chance to hit is below average and the suppression kind of works and don't. Maybe a small boost to ACC or Lower TUs needed to take a shot. Or replace the 3x shot with 10x shot and the 10x shot with better aim 10x.
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At the beginnig you only fight standard enemies. When you autopsy/interrogate them, you know only the base level of stats. Once tougher versions appear, you are in the blind. Suggestion to have interrogation reveal all the variants of the enemy. The only problem would be Androns, but that can be solved with secondary autopsy.
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Or they could release a map editor, so you could do your magic
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If it is mantid, they have like 270 cone of vision. Otherwise screenshot (or video) or it didn't happen like you said.
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And yet you propose paranormal. Might as well give a engineering project, that will improve new recruits.
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On 6/27/2024 at 7:24 AM, Skitso said:
First terror mission is a huge difficulty spike. (maybe intentional?)
Nah it's not, however when Harvesters come into play, I think someone overdid the numbers:
That is terror mission. (and Chris - you died on that mission)
We need way better protection against the plasma/fusion guns. A soldier in colossus armor can get 2 shotted, a soldier in Guardian will be one shotted, meanwhile the Elite Androns can take 4-5 shots to the face. It just feels as armor values should be doubled. Might as well make everyone a shield wth spare rifle in the backpack. Then surival chance will improve because shield can survive 2-3 shots.
The grenade launcher should get upgrade that will increase it's range and maybe lower the TU cost for Aimed shot or buff the accuracy of the snap shot
Colossus armor should also gain suppression immunity and possibly bonus ACC for those machinguns otherwise I'm not sure they are worth using, considering they can't even use the autoheal module.
Cyberdrone should not have free AP to turn during players turns. Player then can cheese it to always show it's backside.
Servitors should also use APs to auto heal aliens or disable auto heal durring player turn. It doesn't make sense for FREE action during turn based game.
On 6/27/2024 at 9:26 AM, gG-Unknown said:I like soldiers are dying a lot. That gives proper desperate feeling of whole fight. The problem is, difference between veteran and new_hired soldier is too much. Which means, people rather save scum than experience loss. Here is a better system : when trained soldier die, then a new soldier on recruit screen is added, the newly added soldier has half experience of dead veteran. Therfore, later in game player can see quite capable recruits, which means a snowball effect of dead veteran therfore low performance recruit in next mission therfore more dead bodyes is lowered.
Or just increase survival chance for the veterans. Despite having 35% for the med bay, in my last mission 5 men casaulty none were resuced, which make me scream - broken. In fact in my entire v4.9+ campaign none of my dead soldiers were reanimated, and I've lost currently something between 10-15.
Maybe add 5% bonus per 10HP to survival chance? Or just like in XCOM higher ranked soldiers have better chance at being downed, or just give some kind of module for the tactical belt that improves survival rate. To balnce it out, don't make it available in unlimited quantities.
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So I played the new Harvester UFO. I like the scale of it. Wish other UFOs increased in scale.
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On 6/26/2024 at 6:06 PM, Chris said:
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Fixes & Changes:
- Removed the "Heavy Fighter" UFO, and replaced it with the Interceptor (which it was intended to be an alternate variant of).
- Increased the Hardness on the Colossus from 15 to 20.
- Fixed Sentinel module having 270-degree vision instead of 180-degree vision, and the tooltip description incorrectly saying it had 360-degree vision.
- Fixed various "screen" walls inside UFOs incorrectly being crushable by vehicles.
- Added updated translations for Simplified and Traditional Chinese.
Where is the Sentinel module? I've got everything before this version and never got sentinel module. Is it from Servitor bot, that I never encountered, but now in the Harvester UFO? Campaign started on v4.9
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UFO Harvester:
Not sure what it refers too as the game did not crash. This appeard only for a fraction of a second.
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Hmm I still could get this to happen. I guess the fix isn't backwards compatible ?
v4.27 - Shield rendered despite being destroyed
in Xenonauts-2 Bug Reports
Posted
Shield lost on reaction fire after throwing grenade. Attaching save file just in case. Steps I did in this turn. Soldiers inside UFO, 1 throw to stun 3 wraiths on upper floor including the one farthest. Then the one with the shield threw a fusion a grenade at the closest 3. The non supressed wraith reaction fired, destroying the shield, but the shield is still rendered. Reloading any save post this removes the shield.
auto_groundcombat_turn_9_start-923.json