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Puciek

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Posts posted by Puciek

  1. 3 hours ago, Ninothree said:

    Would a mac pistol make more sense than a SMG? I'm not a gun person but from the other games I play, mac pistols are also one handed (in as much as any pistol is one handed).

    Do you mean mac-10? It's still pretty long, and that is the major issue with holstering and drawing, as a pistol you can firmly affix to your body (on a belt, thigh etc) which means that draw/holster is easy as the holster itself is firmly fixed. While stuff like Ingram held on shoulder rigs, which are not stiff or rigid which means that both draw and holstering usually takes more time (and more space, important if you are drawing secondary while also retaining primary). That and it also dangles by your side, not very comfortable idea.

  2. Maybe a parallel to how secondaries are used IRL will help.

    Why most people opt for a pistol, and a compact/light one with semi-auto only is the small added weight and speed of draw. As you will use your primary almost all of the time, the switch for secondary happens majorly for one of two reasons:

    1. Primary weapon malfunction

    2. Entering a tight location where primary is too unwieldy to use (using an assault rifle in tight corridors is cumbersome to say the least)

    If you are in a firefight with your primary and you run out of ammo, you are generally better of leaning back behind cover and reloading it rather than switching to an inferior weapon.

     

    So with that in mind, I can see a few ways how to make both SMGs and Pistols viable sidearms:

    1. Make weight matter a lot more. Soldiers are extremely careful about their loadout, shaving anything they can to make it lighter (100g here and there very quickly adds up), and if you do not you will very quickly tire and not only your movement will suffer but also accuracy. I like the idea of SMG sidearm, something good for positions like sniper who has time to take careful shot, but for sure not an LMG operator or frontliner who is already running a very heavy load. M60 alone weights 9-10kg alone (depending on variant), then you will want some sort of optic on it (lets call it 200-300g) and multiple belts which can easily go into few KG each. Having to also carry an smg with you would be borderline torture.

    2. Make draw time a thing. Proficient shooter can let go of primary (if using a sling), draw and fire accurate shot in just above 1 second with a compact pistol. SMG would take substantially longer, likely in few seconds range, but then once drawn you can lay automated fire at the enemy.


    This is kinda also what makes SMG's niche as primary weapons - they are a lot lighter and more compact than assault rifles, making them perfect choice for fighting in tighter areas. Maybe this could be represented by having weapons modify look-ap-cost and cone of vision? Having working ARMOR/AP also would go along way, as most SMGs use low-penetrating calibers, which in turn are also a lot lighter (can be as big of a difference as 40% of weight per mag).

     

  3. So I couldn't help myself and gave xenonauts 2 a swing at fullscreen to see how it will handle ultrawide. You can see the results in the album right here: https://imgur.com/a/sKSW1v5 (i think I got all the available screens) but the text tl;dr version:

    1. Tac screen seems to work perfectly on ultrawide = awesome.

    2. Air combat also seems to work well, though suffers from the black bar on sides.

    3. Geoscape, it screens, main menu, loading screen all suffer from sidebar issues where the picture starts to loop on the extra space in a pretty odd way (best visible on the main menu: https://i.imgur.com/F3tDJNk.jpg and archives: https://i.imgur.com/G3K9REa.png).

    But overall it works well, those issues are minor and most importantly the tac screen works flawlessly so... hip hip hooray!

  4. I'm in Bristol, so PM me an address and it will be with you in few weeks (or later if you want to delay it due to space issue). And being able to tick that "native ultrawide" automatically gives you nice exposure in ultrawide community  - a growing market who like to support developers ;).

    • Like 1
  5. Lack of character and unbalanced (highly exploitable/cheesable) air combat and big bonuses for metagaming were my biggest gripes with the first instalment. So let me elaborate on those points.

     

     

    Lack of character. Games need a theme that is not only there but is constantly showing it's head in a way that is engaging and reinforces immersion within the game. That is how I would separate simulators from games. Xenoanauts lacked in that department, as it's storytelling was comparable to that from TFTD and tools progressed a lot since. To give few examples, I will bring up X-COM(s) from Firaxis, who did great on that front. They did so through stuff like cut-scenes for research that immersed you into the lab and shown that muton bashing on the glass wall of the lab. Or those theatrical zoom-ins when some shots and actions are taken on the grid, adding a dramatic touch to the rather tactical action. Similarly, the rich environments in X-COM 2 with ok animation when stuff explodes and is destroyed. And of course character customisation and generation, even with just random squads, you eventually start to recognise the faces and clothes, get attached to your troops.

    All this stuff, when done right and in correct amount (lord prevail from having action-cam on every shot) make you feel like part of the game, rather than moving anonymous units across the map. Another great example of that is Disgaea, which took a very bland, story-wise, concept of on-grid tactical turn based game and slapped insane amount of humour, graphic, and, well, character into it, making it very attractive to people who would usually do not play the genre.

     

    Air combat. Oh my, I so loved the concept when I've started out, and so hated it as progressed through the game. You very quickly figure out the best meta approach to it, and how to later cheat the auto-resolve system, how to set up your ships to win with it a fight you couldn't physically win otherwise - not enough damage even if you empty everything right on target to take it down for example. And you wind up setting up your fighters to win via auto resolve, rather than having to repeat the same tactic over and over again (there were only that many combos of alien ships). This really must be rethought to either not be repetitive, or for auto resolve to be a more realistic representation of combat sim.

     

    Metagaming. This touches partially on Air combat, where it was most visible, but in the same fashion you could've gamed around on the ground encounters. Avoiding fights at nights was the most famous example I think, where with no penalty you could almost always time missions to not fight in the evening, as there was no reason to do it besides being a masochist. That is getting addressed in X2 which is great, as any resolution will be better than the old system.

     

  6. One bug I've also noticed, which is kinda "obvious" but rarely happens.

    I had a chinook almost reaching the alien base, and at the same time my foxtrots intercepted an UFO. As result i first got the interception dialog, where i've chosen to engage, and before I got the tactical map for air combat, i got a query to assault the alien base, where i also pressed to start the mission. As a result the game crashed.

  7. I did check my steam cache before posting so that is not it.

    I did check on that saving/loading and indeed that is a cause. My reproduction steps (from fresh install and fresh game):

    1. Start a game

    2. Shoot down UFO

    3. Send chinoor to the ufo

    4. Save the game before it reaches the target

    Mission loads fine

    5. Load the game at the point where chonok was in flight

    6. When mission starts loading, game will crash.

  8. During my first mission, at night, i had my soldiers stand in front of ufo in 2 row formation, 2 guys with ballistic shields in front and 2 with rifles behind. While prepping i dropped one c4 charge on the ground. After opening the door, i threw in a flashbang with one of the guys with ballistic shield which bounced from ufo frame and landed into my team. I think "oh, that's not biggie", but just second after there is a big explosion and half of my entry team is dead.

    It doesn't seem like it should happen as flashangs do not provide ignitions spark nor temperature or pressure, at least not in the amount that would cause further explosions. Especially in case of something as stable as C4 (which can be just lit on fire and used as fuel safely).

    Attaching screenshot of the aftermath and a savefile (btw why we can't just add attachments here anymore? It's such a darn pain to find some reasonable hosting for those).

    Screen: http://cloud-2.steampowered.com/ugc/885253280848540128/6232FD620BC8B06E208DF38D29163B1553D60E08/

    Save: http://sdrv.ms/1b7eVdV

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