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Aufklarer

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Everything posted by Aufklarer

  1. Would it be possible to add a column (area outlined in red) which stated the Role that the soldier is currently fulfilling, eg rifleman, medic etc. Currently I have to open each soldiers inventory/equip screen to see this information. It would be easier to manage who is assigned to each dropship from this screen without having to look at each soldier manually. Also please could you (it maybe something your already working on) change the role symbols currently CRASHX are pretty basic and also limited. I would prefer to see the role symbols a similar design to the ones at the top of the base page that depict the various departments (eg the tank for vehicles, plane for aircraft). Something like a crosshair for snipers, cross for medic, rifle for rifleman etc. Something else I noticed also, very minor but you may want to consider it is the abbreviations for the ranks used by the xenonauts. Major is abbreviated to Maj not Mjr as it currently is and Captain is Capt not Cpt. At least that's how we do it in the british army. With regards to Colonel and Commander its Col and Comd usually.
  2. When I open the GCsubmap editor and click load submap, whichever file I choose to open I get a crash to desktop on GCsubmap editor. Slightly frustrating to say the least.
  3. I would definitely be interested in making some maps, I'm glad there is already a system in place. I have alot of time on my hands right now in Afghanistan so i'll give it a go and see how it works out.
  4. What is the provision for increasing the amount of maps in the final version?, if the decision is to remain that there will be no random map generator will you be allowing the community to create maps? I think it would be a decent idea to allow the community to create maps that are then submitted to the development team for approval, they can then be added into the final game. This would alleviate work load from the development team whilst allowing a 'buy in' to the community and allow them to feel that they have contributed to what I feel at least, is the most true to x-com remake to date. If this has already been discussed prior to now then forgive me.
  5. im def in online mode as it validates the code fine
  6. I have intup the code XenoExperiment into the properties/beta tab on steam but it dont allow me even when it validates the code to drop down and select the allow beta option. any ideas?
  7. In the 1980's dog's were not in common use in the forces apart from camp security, today they are mostly used for search (explosives and drugs) and rarely if ever used to detain in an offensive role. I for one wouldn't like to see them implemented, but if they were, then they should not be controllable and be fired at a target from the handler like a lazer guided land shark. As in reality once a dog is released it persues its target until the end result, dead dog or embedded teeth.
  8. Im in afghanistan, and dont have access to any other versions untill i get home
  9. In the Xenopedia it states that the CH-48 'retains the capacity to carry up to 10 xenonaut soldier or vehicle equivilent' I am only able to load 8 xenonauts, also on the CH-48 aircraft equipment (aircraft modification interface) with 8 xenonauts loaded It still shows 10 empty slots is this intended as it seems there is still plenty of room in there. Would it be possible to add the current load/maximum load into the aircraft stats on the left hand side?
  10. All of this while your gun group is suppressing with overwhelming firepower I hope!
  11. I can confirm that I have the same issue as the OP. Only during ground combat, when the last alien is killed the game freezes. I have full use of the mouse movement however i am not able to interact with the UI at all, and all keyboard commands are unresponsive. It has happened every combat so far in my playthrough and my current workaround is to save game before the final alien is killed and then reload game followed by reload save. When the final alien is then killed game continues as intended no problems. V18 STABLE I have used no grenades or rockets in the most recent battle No fire or smoke on the map I would submit a save but it wouldn't fail on you as loading a save currently is the fix.
  12. You would be surprised, we carry the GPMG on our own and unless its set up in the sustained fire role (tripod and spare barrels) there is never a second man. Also its meant to be good otherwise we wouldnt take it along after all it weighs a ton on its own and thats without the belts! Typicaly the scaling is one per section. The LMG (we use minimi) if thats what it is meant to portray is used in a similar manner to how I discussed in the original posts and therefore I would still like to see in essence a machine gun being used as a machine gun in game.
  13. It is certainly as it stands, a much better system than the original game whereby you were either hit or not hit regardless of cover.
  14. Agreed when Line of sight is made then game on, but if I lie down behind a wall you can't aim for my head. You can guess at where I am roughly but not for sure. When a target is behind cover, lets say a rock that obscures his waist down we aim for the visible center of mass. There is no visible center of mass for a target when hidden so the only option would be to shoot the wall in the hope of suppression and penetration of the cover to wound your intended target, which of course you approximate to be where your aiming. I am trying to differentiate between taking cover but remaining exposed (in a fire position) and down right hiding out of sight.
  15. With regards to the cover point, I'm more pointing towards the fact you should be able to forsake your current turn in order to take cover and hide, there are times when it is more beneficial to not expose yourself to fire. Hiding behind a rock or wall this is entirely possible, while doing this though your not going to be able to effectively observe the enemy and the protection afforded would remain the same although the enemy should not be able to directly target you if hidden. AoE weapons such as grenades are invaluable in that situation. If you like you could almost imagine it like voluntary suppression in effect. With regards to the replies on the machine gun issue, while trying to keep it simple I would propose that it is entirely possible to fire 2x 5 round bursts within the time it takes one of my soldiers to run 10-12 grid squares on the map. While I understand the game has its limitations with regard to balance I feel almost cheated when my xenonaut fires a burst with the meaty sound effects and then that's the end of the turn for him. The weapon portrayed at least in the illustration in game seems to be very similar to a GPMG (general purpose machine gun) and as stated by some is a support weapon. It should not be fired from the hip or standing in my opinion. It fires 7.62mm (As do most other similar varients such as the M60 or MG3) so it does and should not compete with the rifle which fires 5.56mm standard nato. The penetration and damaging effects on both cover and people is vastly greater than a rifle round. Without trying to sound like an ass the 5.56mm round was designed to wound not kill, that may sound strange but the idea behind it was to wound one man and take another 2 off the battlefield to care for him thus denying the enemy 3 soldiers rather than 1. Potentially consider adding increased suppression, reduced accuracy all round, a single burst costs 50% TU's thereby allowing a stationary gunner to fire 2 bursts or a choice between a quick fire and move or all out movement? Obviously I dont want to see it overpowered just make it feel like a machine gun. The machine gun should be used what its designed for, suppression to win the fire fight and allow freedom of movement for the rest of your squad. Currently even if I use it as it is designed in real life it feels to me like an overpowered rifle. Its a weapon of fear for sure, I found that out when I was on the receiving end of a PKM in a Taliban ambush in afghanistan I agree with all points said about grenades, I just don't like having to stand in a doorway to throw a grenade into the room, makes flash bangs seem pointless to me at least. The throwing arc thing is a little annoying right now but i'm sure it will improve. Regards to the developers for staying tru to the original x-com i played as a young man and still do to this day
  16. Some things I would really like to see implemented: Posting grenades through doorways/windows - As a soldier myself I wouldn't stand in the doorway and expose myself to whoever might be inside while attempting to grenade a room. We stand to the side out of the line of fire and roll a grenade in. Also the amount of time units in game it take to prime and throw a grenade is unrealistic. At least add the option to prime a grenade on game turns prior to actually throwing it. There should be no time delay on detonation like in original x-com though as a grenade fuse cant be adjusted. Machine Gun - The amount of rounds fired from a machine gun is fairly low in respect to the time units the xenonaut has. A machine gun is a suppresion weapon and very formidable once set up in a decent firing position. I would like to see at least 2 bursts being able to be fired per turn but at a much reduced accuracy. Also 99% of the time the weapon would be fired from the prone position, to hit anything from standing or kneeling would be a miracle or extreme luck. Unless it is mounted on a tripod in the sustained fire role. Cover - once next to cover xenonauts should be able to hide from fire, currently you can still be shot at even if in real life you could choose not to expose yourself .
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