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silencer

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Everything posted by silencer

  1. Doesn't it happen with most laser weapons that miss? I have a lot of hickups when firing laser shotgun and sometimes with ballistic rifles. All instances of game going into hickup mode is because of miss and spam of Null Reference exceptions in dev console.
  2. How do you even make money other than monthly finances?
  3. Then you have Androns who say: I'll make my own doors.
  4. Battle Drone description is the same as for Andron.
  5. I run out of aliens too shot and out of space to explore: They are probably hiding behind this imaginary door. This teleporter also seems broken (SW corner): Also pink: Devs can you sort of make me win this battle? Save attached user_s10-10.7z
  6. Thanks for reply Chris. I gave it a try with 16.2 and got much farther. Didn't do night missions right now, but have few more tips. 1. Movement tooltip should tell me how many TUs I will use, not how many I will have. I don't want to calculate if I will have enough TUs to move after I shoot. 2. I sort of think that Shields should not have HP, they should have some sort of mechanism that after each shot it has a % chance of not blocking a shot (providing the shot penetrates the shield). This should only to apply to kinetic type of weapons. Plasma on the other hand should destroy it or make soldier just drop it because it's to hot to hold and possible have increased damage to the % chance of not blocking. Example each kinetic shot increase the chance of not blocking by 1% however if the shot is not blocked the chance does not increase. Plasma might increase this by maybe by 10% (material dependent). 3. Shields and MARS should be crit resistant. Shield is just shaped piece of alloy - you can't shoot it harder, there are no structural weaknesses, there are no squishy organs. The first kinetic weapons I saw do something like up to 100 damage? (80HP shield) + 10 damage after combat armor. That's rather high where normally I see damage to shield in range of 20-30 HP. 4. Smoke grenades should not damage, it works like an explosive but don't smoke grenades not explode except release smoke at very high pressure? 5. Suppressed units during player turn should not be able to make reaction shots. Doesn't suppression works that way, that you are sort of limited to shoot back? 6. There needs to be redone troop assignment and dropship deployment - there are way too many clicks that need to be done. Specialy now with the stress mechanics, you will be swapping soldiers like every 2 missions. Also soldiers assigned role in barracks do not equip the class loadout.
  7. Hello. I wanted also to provide feedback so instead of creating new thread I'll just leave my opinion here. Same deal v16.1 experimental branch. Super TL;DR: Bad, but here is hope. The long version: Last time I've played X2 was I believe 2019 with v4 as last update. I checked occasionally later builds but just one mission and I was done. Now I've played entire January - yes still not much but got my opinion on current state of the game and it's first impression. When the Demo and early Beta versions came out I was playing on i7-4770k 16GB Ram and GTX 1080. Now I'm playing on 3900X 32GB Ram and still GTX 1080 (waiting 4th month for 3080). Maybe my memory isn't right, but back in 2019 I was very impressed by game performance, I was even positively surprised that I had reliable framerate on 4K resolution. Now the game stutters like crazy in 4K, less so in 1440 and there are plenty of instances of stutter in 1080. This is quite visible in geoscape when using the fastest time progression. What happened? It takes almost a minute to load combat mission and return to geoscape (SSD). My first ground combat was at night, and it was attrocious. The soldiers are blind as bat and reveal only 2 squares - really? Is this now a flare chucking marathon now? Although strangely those without combat armor could see farther. Additionally stange that they could see aliens in the black void but couldn't attack them because what's in the void it's untouchable. I can't even know where I'm throwing flares. This is currently a major stepdown from X1. Below images (on the left I assume it's the correct night visibility, on the right wat?) In the below example I literrally had to be standing 2 tiles away from the enemy in order to spot him Back then in 2019 I believe that battlefield was not carbon copy from X1. UFOs I believe was another approach of the modular UFOs project from X1 that was tested (I believe it was called like this), now we have reverted to the original design of the UFOs which raises a question for me: will we be able to breach the UFOs from other sides then the main entrance doors? I think I liked the newer versions of the UFOs which resembled old X-COM UFOs design. The combat still has the same repeated flaws of X1. The combat shield gets destroyed after 1 hit. Why this 50kg piece of metal is less durable than farmers wooden fence that can sustain several high caliber fire and grenades explosion? Below we have alien hiding behind a fence that is just one big hole. Why it provides any cover at all. Why is half cover protecting something that is miles away from it? The soldier would really have to aim at the fence in order to hit it. Throwing grenades: Why does cover block a throw? Throwing should have not be treated in the same way as shooting. Corner shooting: here for some reason it works Here it doesn't, but I could fire from a window: MARS unit - I think you took way to literally X-COMs tanks - because it's piece of expensive junk. No aim, no survivability. What is the point of building expensive weapons platform that can just die? Take example from XCOMs SHIVs - they could take punishment. That was one burst from enemy I assume LMG and the AI is just sniper with this thing. What is the point of something super expensive that you have to be so cautious with it, that you would better not send it. Smoke vs visibility vs aim. So my soldier sees enemy unit but for some strange reason he refuses to shoot him, because he can't see the enemy? So right now I find the current build not enjoyable - the stuttering, the night vision (i assume it's a bug), some game mechanics. I'm still in hope that it will get better.
  8. So after playing beta 1 and beta 2, I noticed a huge change in Air Combat. It's very different from X1 and sort of looks basic. Some people who I share my playhtroughs with also commented on this - some more openly that well it's just bad. Is there any information about future plans for AIr Combat? Will we get something similar to X1 or just accept this version, or maybe there is something else hidden behind the idea? I think that X1 air combat was one of the best implementation of air combat in X-COM type games. The original was: Get Avalanche and you can down anything except Battleship - get plasma you win all the time. UFO series - pure RNG determined by tech and UFO you fought. Even with best tech battleships could take several attemps. UFO Extraterrestials - sort of good way XCOM - again RNG.
  9. Happens to me too. Started game, first mission raid. Won, crash. New game, raid, won, no crash, then on successful UFO mission, crash.
  10. You can install MSI Afterburner and enable it's overlay. It displays how much each core is used. If the game uses your cores to the max and gpu is lightly used then it's mostly CPU bottleneck
  11. Hey. I just to want to add in. i7-4770K + 1080 ASUS Strix + 16GB RAM = 25-50 FPS. I do really hope that you will make it stable 60+ FPS.
  12. Maybe we will see this before Xenonauts 2 hits the shelves?
  13. Destroyed 2 generators, killed the commander but the door is shut tight. Something is wrong here: [ATTACH]5716[/ATTACH] Mods required: FitH, Lore+ Edit: It seems like damaging the last door with even 1 shot just makes them unopenable - brilliant. s6.sav s6.sav
  14. Another sort of related thing is the base backgrounds. If you research Fusion Warheads the backgrounds are changed to T4, but when you research after that Base Upgrade it goes back to T3
  15. Thanks for explanation will try to search more examples.
  16. Why not buff the Charlie yourself ? I think it can be modable?
  17. Something similar like I've reported here? http://www.goldhawkinteractive.com/forums/showthread.php/12239-0-30HF-Alien-Fortress-CTD
  18. Load this save, and tell me why the soldier in this picture can't fire rocket at this alien. The range where 0% is quite big. When fired the rocket just flies up the map. [ATTACH]5711[/ATTACH] Mods required: Lore+ and FitH test.sav test.sav
  19. Ehh, the Battleship that has teleporters in front the entrance has bugged roof. Can see through and aliens can fire through it. Also the teleproters tile are covered as dust tiles. Looks wierd.
  20. Ok. This situation. Flying in Sentinel Armour. Being higher should give me + to sight depending on how up the unit is right? Then why the alien that is only visible fired at me as soon as I've spotted him? How he saw me further than he should? Please explain to me, maybe I don't understand some mechanics. [ATTACH]5703[/ATTACH] s6.sav s6.sav
  21. It's all to allow the pathmaker to guide you through, though maybe going down through roof might be FiTH, but on the other hand Battleship doesn't have destroy-able roof. Let me show examples of how to navigate through objects.
  22. Please close this thread. There is already this option, though it would be better if it would be more "visible" in the bug report thread.
  23. I begin to wonder if Sentinel/Buzzard armours are bugged when it comes to descending into solid objects. At one instance I could land inside hedge, on second instance I could drop down through Battleship top or enter through solid walls. Wonder can someone confirm this using plain vanilla and not using this mod.
  24. I was hoping of a more generic X-COM screams Also there was this tiny little hope for a Wilhelm Scream
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