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Tobbzn

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Posts posted by Tobbzn

  1. No protection is 100%. The main benefit of the shield is that you can have cover anywhere, and it further improves current cover.

    As for firepower, in the late game you can easily have backup weapons and enough TU to switch. In fact I find it to be the safest way to move snipers. Early game stick alien plasma pistols on your shieldbearers. The penalty is odd and your accuracy is actually better than with ballistic pistol. Your firepower will be the highest in your squad.

  2. Go to your Xenonauts folder and open aircrafts.xml and aircraftweapons.xml.

    Notably, you should get to know the autoresolve functionality so you know which fights to autoresolve and which to engage manually. This is especially true because turrets don't contribute to the autoresolve strength, so you'll want to autoresolve different fights depending on your turrets.

    Quick overview:

    Autoresolve strength = hp + missile damage potential for all ships other than the Light Scout (600), Fighter (350) and Xenonaut Troop Transports. I think this means a weaponless Marauder (1000 hp) will actually be able to defeat stuff in autoresolve, but there may be a manual check in the code to prevent such an event. At any rate I repeat; Turrets do not contribute to autoresolve, so if you have autocannons and anything short of Fusion Torps, it may very well be preferable to autoresolve against a Battleship.

    Sidewinders start at 100 damage and increase by 50% every tier. Torpedoes deal twice that. Autoresolve strength is = to that damage value. Most alien-carrying ships increase by approximately 400hp per ship type. Exceptions are the light scouts with 300 and the battleships/carriers with 2500/3000.

    Ship hp

    F17-Foxtrot-Corsair-Marauder-Fury

    200-150-600-1000-1000

    Fighter-Heavyfighter-Interceptor

    100-250-500

    Bomber-Strikecruiser

    600-1500.

    LightScout-Scout-Corvette-Landingship-Cruiser-Carrier-Battleship

    300-800-1200-1600-2000-2500-3000

  3. If there's anything like an attribute boost just for going out after dark, I'd expect boosts for troopers who walk around with their eyes closed for a while,or the Xenonaut Strategic Nocturnal Defence Simulator as I'm calling it.

    Ah, thank you. You've given me an opportunity to exercise my favorite argumentation technique; reductio ad absurdum. You see, by the same coin

    TUs could be trained in the Xenonaut Strategic bipedal propulsion training programme. Thirty seconds of mandatory jogging every day and even a rookie ranks up. Strength training could be included in this by doing it while wearing armor.

    Accuracy and Reflex could be trained in the Light Drone combat simulator, which would take the form of a skeet-shooting range.

    I don't think a bravery medal necessarily is what's necessary, but maybe a medal that increases nighttime sight range by 1 to reflect getting used to spotting alien silhouettes in the dark.

  4. It really sort of turns me off

    Sounds serious, mate.

    I used to agree with the OP; the black seas of the old geoscape gave a much lonelier feeling. I got used to the new one after a while, but would still be nice to have it as an option.

    I don't think it's worth investing modding time or dev time on it until the full geoscape overhaul is done, which is hopefully in v20.

  5. To be fair, they specifically tease in their interviews with the fact that they haven't told us everything yet. They might well change some geoscape mechanics at some point.

    Example source: http://www.escapistmagazine.com/articles/view/editorials/interviews/10537-XCOM-Enemy-Within-Standalone-Expansion-Changes-and-Additions.2

    "Gupta promises there will be more information leaked in the coming months."

  6. I actually enjoy night missions for a number of reasons!

    1. They set the mood well with the fog of war. During daytime missions, aliens still get to shoot you from outside your vision range, but it seems fake because walking one or two steps closer suddenly lets you see them. It's also more exciting, of course, since you have no idea what to expect when you're crossing a road, and requiring exploration to find out who shot that plasma shot from the dark adds another layer of intensity to the "find-alien-shoot-alien" gameplay.

    2. Aliens may still have better night vision than you, but at least it's shorter than their normal range, so you're not getting your assault guys suppressed from five rounds worth of TUs away. This means you can actually get close to and kill an alien in a sensible amount of time from the point where it first fires at you.

    3. I'm a big fan of the shieldbearer & sniper combo, and the fact that I can throw flares (at reduced TU cost since my shieldbearers just pocket their pistols) and "call in" thunder from my snipers is awesome.

    4. Since aliens generally don't engage from the extreme ranges they do during daytime, once you DO have sight on an enemy, it's more likely to be in rifle/shotgun range, so it reduces your reliance on snipers.

    The only issue my soldiers raise is something they call a 'Reaper'. Ah, yes, ‘Reapers’. The terrifying race of aliens allegedly waiting just outside their sight range. Xenonaut Command has dismissed this claim.

  7. Like with the facilities in the base building tetris game, I'd really want inventory items to be rotatable, so that a character can have both a shield and a rifle in their bag as easily as they can have two shields or two rifles. Having a system where you can have a one-handed item in your hand that you cannot put in your bag by replacing it with a two-handed one becomes annoying as it means you have to leave open bag space that you would otherwise use if you want your shieldbearers to carry other weapons. This further reduces the weight a shieldbearer may carry, thus reducing the ability to train strength, especially late-game. The problem is particularly noticeable now that shields are only 3kg.

    Furthermore, I suggest the size and shape of the actual inventory (as opposed to the space used by the items) to be defined in config files for mod developers to use. This might be there already, but I haunted through the config files and couldn't find it.

  8. Balance issue: I can dual wield shields, stick another two shields in my backpack in case the first two break, and fill the rest of my slots with grenades. On a starting soldier.

    At this point it seems like the only reason to not have every soldier carry a shield & pistol would be to free up bag space for stuff that is heavy enough to actually train strength, or if one wants to carry two "big" weapons at once.

    Suggestion: 10 kg.

    Balance issue: I still run out of research topics at least once using just 15 scientists at the start. Once the research drought ends, I go up to 30 scientists, but mid-game tech such as wolf and shrike still take long enough to research that one can research the late-game replacements by the time production is finished.

    Suggestion: Have a few medium UFOs show up earlier, or give landing ship data cores from base defence/terror missions.

  9. It makes sense for light UFOs, I'm concerned about how this will scale to the larger ones. If I make more money donating battleships and carriers than by doing them, would it not be less risky to never do a crash site ever again once you've got the available pickups?

    You'd end up in the position where you're donating all the difficult (yet fun) large sites but taking all the small sites because the skill-up system encourages short missions.

    I would suggest only light sites being donatable, medium sites being as they are now, and large sites having a penalty if you leave them alone. Furthermore, I suggest making later skills take longer to rank up, so you're not guaranteed a skill-up in everything after every light scout you do.

    How about doing a crash site (and getting a ship data core) slightly advances your current research, but have it on diminishing returns for each ship class?

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