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quiescat

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Posts posted by quiescat

  1. its 10% per square of smoke the shot has to pass so 1 square is useless, but 7 or 8 makes you nearly untouchable for single shots; grenades can still ruin your day. highest accuracy andron is 65 modified by the weapon being used, you likely either did not have much smoke in the way or just got unlucky. minimum accuracy for shots to be taken at is like 35; if it had been any lower he would have moved, so i think chances are you just did not get much smoke or it took a battle rifle aimed shot and you had no natural cover.( all wild speculation but no, its not that random.

  2. I know I shouldn't hijack this thread but I have to ask, why? On easy, and I'm a total noob to Xcom or any game like it (Im terrible at most RTS games) but I find the Psi effects to be a great challenge that make me change my plans I made when I first started the mission.

    I'm just saying, Psi, B.S. Sebellians throwing tons of grenades... It makes the game fun.

    in that regard i would have to ask how far have you gotten. see the aliens can do a TON of things that i don't mind one bit, grenades, one shot kill reapers who can run around at lighting speed, sebs who regen like crazy so if you dont hit them hard your going to end up dragging out a fight you cant win, androns who in the early stages are almost immune to shotguns(my favorite weapon) oh and the tag along buddys who start takeing sniper pot shots from half way across the map and instan gib a guy in full health and armor with a lucky crit, all that does not bug me one iota but my 80 bravery shot gun wielding commander loses his mind to an alien literately on the first turn of an alian base then processes to turn and blows my predator armor wearing machine gunner away all because xenonauts have guns that are better suited to kill one another then aliens added to the fact out side of luck the "armor" that i have vs Psi attacks is next to impossible to level and even if it is really high at best your looking at a 20 maybe 30% reduction vs attacks that can effectively 1 shot troopers with no line of sight, which all translates to me as pointless so i tweaked my settings so at max bravery most psi attacks are only going to work about 15-20% which makes for acceptable risk as long as i put in the work to have my bravery leveled( which i am also looking into tweaking just not sure i can change much out side of being able to gain more then one point at a time)

  3. so, as a guy who LOVES shotguns. i will go ahead and warn you that about the time androns show up you will need to mix your tactics up a bit. this is because they have armor it takes about 3 shotgun shots to guarantee a kill; assuming laser which is about what you will have when they show, combined with the flying sniper buddy who reaction fire pretty much all the time, your shotgun running will get you shot in the face so much from reaction fire alone.

    as to the merits of rifles which suck massively in my opinion once you have troopers who built up accuracy stats in the 80s or so you start to be able to burst fire from further away and remain effective while you may still be on the receiving end of reaction fire it will be far less effective then if you had been standing point blank range

    thought i must admit i think sniper rifles are by far the most hurt but the nature of single shot damage in this game, the armor penetration it has is effectively useless for doing any thing but killing your own troopers during mind control

  4. for what ever its worth once you do a alien base if you recover the prop needed for base research it upgrades your labs and workshops which cuts the production times about in half. so the mag weapons that would take you 40 or so days gets cut back to 20(with 30 engineers)

  5. so for what ever its worth, i got one by just shooting down every thing that caused events ( ufo spotted you may want to ignore) so if they blow up a plane, oil rig or any nonsense out side of landing i shoot them out of the sky, small side note if a ufo does land send a jet to do a fly over as radar coverage alone wont spot a base instantly but a plane will. you may run the risk of a base attack getting threw this way if you let one wonder around your bases.

  6. For example: i had soldier critically wounded (7/60 HP). Then he was incapacitaed when walked in stun gas cloud. If i heal him to 30 HP - could it prevent this?

    take this with a slight grain of salt as i hardly have perfect memory, but basically yes if the unit it question had more health it would have less of a chance to get stunned. all damage goes threw a 50% to 150% dice roll, so say stun gas does 100 damage( to make the math lazy for me ) there is a chance it can do as little as 50 or as much as 150 stun damage, which can further be reduced by your armor rating( in the case of stun gas it self chemical armor ) so if the guy had been in predator armor he would have an even higher chance to not be stunned.

    all of the above applies to aliens as well, so the more health an alien has the harder to stun, in the case of stun gas units like the Harridan and "leader types" have rather high chemical armor if i remember right so stun gas it self is a pretty poor choice by that point.

    health and stun health should be the same for all units until you start shooting them, then as there health lowers so does the amount of stun they can soak which does regenerate the exact number i do no know sorry its still caped at what their max health is, i would hazard a guess its probability a % similar to how Sebillian regenerate as apposed to a fixed number. but a unit who has taken a large amounts of stun damage one turn will retain at least some of it for the next turn but very small amounts are pointless. chances are your not going to intend to stun an alien over 2 turns regardless but your stun damage not wasted assumeing your putting equal effort in stunning a target that you would in killing it. a small side note its been awhile since i have tested this but if you stun an alien then shoot it reducing its health wont also do stun damage, but the other way around of shooting it a little then using stun damage will reduce the amount of stun damage needed to KO the alien.a special case on alien stunning if you stun a reaper zombie it will go down and stay "stunned" if its the last alien on the map or you kill last said alien shortly after. if you leave the stunned zombie for too long however the baby reaper will still be born as normal and in a un-stunned state to bite you in the @#$ quite literally

    just for clarification on my part, when you say stun grenades do you mean the pink ones that pop up the pink smoke, or the green ones that just go bang. or the even later ones that are kinda black and whitish. as each grenade has some stun effect to it, in the case of flash bangs (green) it would take an absurd amount of them to stun even a non-combatant alien but it can be done. the gas grenade and by proxy the stun gas rocket( pink ), have a fairly small amount of front loaded stun effect but then larger amount of gas based stun from the smoke it leaves, in that case the smoke it self does not in stack much if at all, it just stays longer the more you drop. where as the electro shock(black/white) is all front loaded but a comparably small radius.

    as depending on which your speaking of the answer to some of your questions changes slightly but i think i have given a fair over view if your still unsure about something ask i will try to clarify

  7. i dont know if you want to bring the real world into it, my personal example would be Chucky (Child's Play) scared the living hell out of me as a child( 10 or so ). i had nightmares and all that jazz. today i could marathon pretty much any scary movie made, i bet pretty good money i find most of them funny or sad, yet despite my yearly Halloween horror night movie marathon

    3314g.JPG

    to this day creeps me out despite no traumatizing moments for me with a harmless cute doll yet chuckys just funny now

    yet trying to rebuild the real world limits it self when you account for trying to make effectively a DnD system

    with the way bravery gains work as i understand it, you would have to rework at lot of things to gain skill every time a solider "passed a check" because effectively they do so every turn, at the start if the moral is above a level they are immune to the non-psionic moral effects IE dropping their gun and running away, which can happen by losing a lot of friendly's or even simple weapons fire. if they break down because of that they still gain bravery.

    more on point with the Hallucinate vs berserk think if i am not mistaken berserk is just something that you soldiers can do if there moral gets to low, where as hallucinate is a pisonic that makes them shoot at stuff but if there out of turn units not much happens, where as mind control it self lets the aliens use your guy on there turn with full turn units ( if some one better informed would like to correct me feel free )

    3314g.JPG

    3314g.JPG.0d1248514c529815420f64e4b8cbf3

  8. not sure about airstrikes, but salvage values are saved in the props as i understand it. if airstrikes are not a pretty easily modifiable location i would be shocked.

    as to grind factor it self, frankly i don't know why you play the game. don't get me wrong here i understand not wanting to do an entire wave but in general wounded soldiers and drop ship speed prevent me from "everything". i do find it useful however to have more then one squad, right now i am playing 3 main bases effectively( haven't gotten squad 3 up just yet) and i take about 2-4 missions per wave, however to keep up with production, i am cheating my way past air combat to keep it pretty much on par with the original games air combat

  9. I had the same Idea, but was hoping someone will do it and post the results. /falls back asleep

    i was in fact hoping some one had already tested, anyways setting it 100 gives both your starting squad and all your recruits a total lack of y chromosome with no ill effects best i can tell, so one would hope that setting it to 0 would have effectively equal results.

  10. Rockets are very handy for blowing away cover to expose aliens to kill.

    Never had trouble hitting things, but I always use one of my best guys with high strength and accuracy.

    They are also good for shooting gas deep into a corvette prior to assault.

    Rifles are also helpful, as they can do a aimed and normal shot in same round, or burst fire at extremely close range, although I usually switch to shotguns for point blank range.

    I've never really used damage grenades, or C4 much. In theory C4 could clear cover like a rocket, but at a much shorter range, and usually I want to keep the range as long as possible.

    Shields also play a large role in most battles, I usually have 2 in an 8 man squad and use them to scout and draw fire.

    For the actual ship breach they are effective as well, they open door toss flash bang (absorbing fire from those who are not suppressed) then after everyone fires at the aliens they close door again.. rinse, repeat, reward.

    the rocket launcher bit was more of a joke then any thing its the reload times that makes it ineffective for me personally make that one guys role, and while i dont know about the early game C4 as i dont run across any real need to wipe cover early game. the upgraded version last time i used it melts cover at a fair range if you can judge to outer edge of the blast zone instead of hitting the target square on, at significantly less inventory space or time units as a secondary function within my assault role

    the shield issues for me stems from once upon a time it was 80% block chance( no clue what stats are now) which led to silly instances in the early game, where my other wise shielded character would pop his head out from behind his shield at the most inopportune time and get his face melted off, this change happened around around the time smoke stop being a full line of sight blocker, and went to being a hit chance reduction; in tandem with the reflex modifier making shotguns not under powered suicide sticks,so added all together you get me running around like a mad man popping out of smoke to shotgun blast aliens in the face for 20TU instead of the rifles 40TU all that effort dealing with the rifle which can be effective if played like Muhammad Ali or if your extra sneaky and get the chance to unload a burst round to the face its just way to much work for this caveman to set up( meaning me), so i either pray and spray with the machine gun, which at 10 round bursts its more like point and giggle, or go shot gun ninja where smoke covers long ranges and corner baiting gets aliens shot in the face for being noisy ( you have to be back 1 square or they can do that corner shot deal and you likely wont get your reaction shot and dont forget to travel in pairs.

    for breaching that varies as i have not had a lot of time with the game post full release yet they changed some lay outs on me i have noticed but largely its drop smoke on top of the aliens and walk to point blank range coming from either a side or behind and unload,

    i try not to use doors and in fact prefer blowing them up with machine gun fire, while my shot guns sit 3 tiles or so away ready to breach. if my guys get shot at its either really far off sniper fire i did not spot in time or a misjudged shotgun face stabbing( its really a melee weapon shh don't tell any one ) the flash bang are for the ones i have to run up to face to face, the sniper rile only really sits around till i get into laser tech or electro grenades to deal with androns effectively.

    ( small disclaimer yes i know shots have changed to a % system and are not in fact using the 20 or 40 respectively use them because its close enough for my post and i just dont know the real number nor a reliable wiki to bother looking them up right this moment)

  11. all my starters carry both shotguns and snipers, minus the 2 machine guns who carry a pistol if they have the spare weight after the main gun and 2 back up clips. that setup is largely going to last until wolf armor( skip jackal ),also included are smoke,flash,med kit(s) and spare ammo as weight allows.

    i never use rifles ,damage grenades, rocket launchers, or shields they just don't seem remotely reliable or all that effective

    open question how do you not pull your own teeth out weight for a rocket launcher to get into effective firing position safely shoot a target and reload then catch up to the rest of the team who are back at base catching up on the latest america's funniest home videos segment on how my rocket guy cant hit the broad side of a barn much less kill a anemic albino in a red onesie

  12. not sure how relevant or helpful this will be, but once upon a time there was a civilian bug, back build 19 or something a while ago at any rate,that would lock up the game, the work around fix at the time was to just go threw your map pool and revert all the local forces and the civilians from the 2-5 range and drop them down to 0 across the board, its tedious, but some note pad ctrl-F function makes it pretty easy, this had for me at least the added bonus of speeding up the hidden movement times by a fair bit as your effectively cutting every where form 4-10 AI units out of the calculations, for me personally locals don't add any game play element worth their load time even if it is fairly minor.

    numberOfCivilians="0" numberOfFriendlyAI="0" is what you would be looking for,

    some map times are not worth the effort say all the small ones or any of the arctic ones as they don't have many civilians anyways but a few of the industrial or farm maps you might notice it more, not saying this will make or break it for you by any means just a thought

    massive disclaimer back up your files before you change any thing and continue at your own risk

  13. A quick question if anyone has actually read this wall of text: Will the aliens construct bases in countries that have abandoned the council? They don't hesitate to produce terror sites in such countries at least, which got me thinking, seeing as a base in the Americas is my only shot at performing such a mission it seems (apart from willingly letting UFOs fly uncontested through my Radar range).

    i may be mistaken but depending on your version of the game bases should auto reveal after i want to say it was a week( it was in the patch notes ) so if one is there it should pop up after a while. i think however terror missions target off of a city where as base building hits the landscape so i might account for the fact that its friendly or not , however most of the time when i lose a country it has a base in it as well, so with any luck someone else knows for sure.

  14. I don't know... I'm not sure the Firaxis XCom had many maps *after* the expansion either.

    (I love the game to bits, but I couldn't help feeling cheated about the 'new' maps in the expansion, since several of them were in fact old maps that had some small adjustments and the spawn-point changed. Felt a little disingenuous, especially as they *removed some of the original maps as well*).

    the expansion only bumped up the total number of maps from abysmal to meh "70 unique missions" was a box blerb if i remember right, which includes all the council and story missions, over all really guts any thing like map diversity in my mind, added to the fact that aliens are just kinda spawned around you instead of "truly on the map" makes for a less then interesting map dynamic, for me at least, then again i played firaxis xcom a lot like i play Pokemon the random skills/meld magic options added a lot for me RNGing for the perfect team fun

  15. the Firaxis game had a few places where line of sight and cover acted funky for me, namely the big landing ships with that central hall way, but that is neither here nor there, a straight up comparison of the cover systems would be about like trying to compare Aztec pyramid building to Chinese lettering( pre standardization ). over all they each have there issues that wont ruin the rest of the experience on there own and if you can pick up the other pretty easy this one should not take much longer for you to get your sea legs with

    a sticking point for you is how little the sprites in game do change, while you wont be in the same old blue suit your soldiers will look pretty much identical to each other, other then there personal photo,the upgrades them self are big changes however. firaxis had the added ability to do some minor tweaks and recoloring which was hardly a game changer, but i did enjoy it to help ID my soldiers in battle, of which you will have far more then 6

    the lack of map variety is MASSIVELY over blown, even more so if your coming from the firaxis game, which had a abysmal number of maps until the expansion. the maps are however less hold you by the hand with giant neon signs telling you where aliens going to pop up and more just a map that has aliens on it playing by the same rules you are, this can lead to some maps not appearing to be the magical snow flake that people want when the aliens don't do what you think they should. combine that with community map packs and you will be drowning in maps, assuming your not the guy who shot down his nine thousandth light scout and is going to complain that he saw this map already PS RNG some times sucks and you roll the same map again, all hail the dice.

    now for some small points that might be worth a note, in Firaxis xcom you played super troopers with magic abilitys and deformed claws instead of hands so they where required to only use one type of weapon, this leads to a "role" acting a lot more like a cookie cutter instead of a real choice system, in xenonaunts all roles are the same human with "stuff" for quickly changing equipment , all that freedom is also an open door to bring a lot of stuff that sucks if you use it wrong, but this also leads to your end game not really being massively departed from your beginning, getting shot in the face still kills people, dont get me wrong you get new toys and better troops its just nothing on the level of arc-angle Dtap snipers killing the entire map from 12 screens away, if that is where a lot of the fun for you is at; xenonaunts might not be for you, but if tactics and not stats are what you think win a fight then this might be the game for you

  16. So how do these new values sound?

    Orders of Gallantry, Merit, Terra: +3, +5, and +7 Accuracy respectively.

    Citation for Valor, Courage, Bravery: +3 Bravery each.

    Crimson Heart: +5 HP

    Survival Medal: +5 HP and +5 Bravery

    Military Cross: +5 Accuracy and +5 Reflexes

    Crux Solaris: +5 Reflexes and +3 Bravery

    Savior Medal: +5 Bravery

    Service Medal, Long Service Medal, and Distinguished Service Medal: +3, +5, and +7 Bravery respectively.

    TOTALS IF SOLDIER HAS EVERY MEDAL (highly unlikely):

    +15 Accuracy

    +10 HP

    +10 Reflexes

    +40 Bravery

    I don't see any stat other then bravery as much of reward; at least not a reward i don't get else where; personally i would much rather stick bravery as its still the stat that is hard to acquire,but that is all predicated on bravery being the late game Defense vs psychic attacks combined with the fact that getting all, or even some of the metals generally equates to doing lots of missions which already reward me with all the other stats.

    Maybe my bias on this comes from the fact that i largely view the medal system as a way to level bravery and have no issues with the gain rates on other stats as of right now; so on some level to me this just seems like a buff to stats that don't need the help, oh well my two cents take it for what you will.

  17. http://www.filedropper.com/manufactures

    Quick and rough edit of the manufacturing times.

    All infantry weapons are 50% faster to build, aircraft and ground vehicles are 25% faster to build, vehicle weapons take the same amount of time as their infantry equivalent.

    If anyone wants to give that a try and let us know how it feels compared to the current set up then feel free.

    Just download the file and put it in the xenonauts/assets folder.

    As usual back up your old manufactures.xml file so you can easily undo the changes later.

    wanted to post and let you know the xml you got there makes a crash on launch for me, ( i am on experimental, steam, vista * if any of that remotely matters ) its the only thing i changed and once i reverted to my back up it works fine.

  18. I'd actually be in favor of instituting a minimum build time

    maybe minimum is not quite the right word in my mind; i would however like to know if there is some ideal build time for most objects, by that i mean what Chris & Co would call the benchmark to build an item, so is 15 engineers per item the standard or is 30?, is multiple projects meant to be rewarded with less diminishing returns, or is that nuance not intended to do any thing other then put a choke point on manufacturing.

    I can not float the extra funds to have more then one project going at a time, and when i try to i run the risk of them sucking up money before either are done and halting both projects, so i tend to just toss as many engineers as i feel i can afford into 1 project at a time; this seems like the only worth wile option at the moment, because your diminishing returns per are not big enough to warrant more then one project; at the same time your gains from spreading your self out yield almost no benefit, which to me seems a bit of a shame given the diversity of choices that effectively end up less choice and just prioritized lists, or skipped all together.

    if any one knows would it be possible to have projects front load the deduction of funds so any time a project that gets started i would not have to worry about any other projects effecting the funding of others, but still leave me the ability to halt a project and takeaway its unused funds to keep the ability to resume later, so in essence give each project its own bank account; sounds too complex so might be a wasted thought.

  19. so i have done some messing around with unlimited money( well like 90 trillion) anyways, with that set up 1 full lab does not "feel" under powered this is on normal where as even with 2 full workshops the idea of keeping up with the things i need to build feels daunting; with me only pumping out exact load outs and i even skip jackal and buzzard, if something like the foxtrot gets a longer build time i would be very worried for my ability to even get aircraft in the air in time to fight the good fight without severe relations damage.

    I would not mind the idea of reducing the build times of personal equipment base on difficulty, because i truly think the bottle neck will still be money other wise you can just build more workshops and reduce your build times that way

    I would like to take a moment to point out skipping both the corsair and jackal armor seem to be very common choices people make, i don't want to call that a confirmation of any thing because its not; however it may be a symptom that workshops are a little strained.

    * ! am assuming all changes people are thinking of are in the order of 10 or more man hours per item instead of something unnoticeable like 1-2

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