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silencer

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Posts posted by silencer

  1. 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.

    image.thumb.png.d5222770dce461083c0977285d584203.png

    auto_groundcombat_turn_9_start-923.json

  2. 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.

  3. 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

     

    image.thumb.png.9cdcdaede84158da7692fe06a147ee0a.png

    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.

  4. 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)

    image.thumb.png.72f365d56a2d2c1e086764502ec53f9d.png

    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.

    • Like 1
  5. 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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