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legit1337

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Everything posted by legit1337

  1. My opinions on these: Player Options Decreased 1. Probably the simplest to implement and best imo. The door can then be manipulated again once on the next turn. 2. This should be implemented as well. 3. Not viable imo... why would opening a door take many TUs? Squaddie running from aliens? Have to get around a corner before their turn? Lolnope, suddenly door! It also makes one man of your breaching team useless as he gets relegated to "door opener" duties. 4. How would this be implemented? Is it only for the soldier that opened the door? If so it doesn't fix the exploit of "squaddie leeroy opens the door, entire squad unloads weapons into room, squaddie leeroy shuts the door again preventing enemy return fire." Opponent options increase 1. Not viable. AI would have to be rewritten significantly, and it would just feel cheap anyway. I can see lots of complaints about this. It would force players to use the exploit to keep up with the aliens. Remember we are trying to fix it, not encourage its use. 2. A possible solution, but would make breaching for the point man almost a guaranteed suicide mission unless he had a combat shield or something. "Squaddie leeroy opens door, squaddie leeroy gets sprayed by 15 full auto plasma shots instantly with no time to react." Now imagine that every time you open a door... 3. Would make sense, if the human soldiers tried the door-closing exploit in real life, most likely the aliens would just unload on the door until it was molten slag. Not sure how hard this will be to implement because it might take significant changes to the AI. 4. A possible solution, but would make aliens almost intractable from a room without using flashbangs/grenades, and would make taking a room "intact" unreasonably expensive. Ran out of grenades/flashbangs earlier? Too bad! You now have to throw bodies into the room until you exhaust the TUs of the corner camping aliens just so you can get a man inside to turn 90 degrees and finish one off. 5. Not viable. Would make standard "breaching" techniques suicidal. The result? The player moves his gunline back futher, limiting his field of fire into the room but changing practically nothing about the door exploiting situation. 6. Not viable. Tactically speaking this is a terrible idea. When protecting a choke point (door) from superior forces, the last thing you want to do is limit your field of view/fire and allow the enemy to close with you.
  2. Maybe... But how is "lol aliens can't return fire at me because I just close the door in their faces at the end of every turn" any better? It's an exploit that needs to be fixed imo. I discovered and use it in my game, and I'm not even a min/max powergamer that looks for that kind of thing. It makes breaching UFOs practically zero risk. What we need is a solution that makes breaching a risk like it should be, without making it a death sentence.
  3. Thank you for the reply Aaron This would make opening a UFO door an insta-death for any xenonaut in visual range not armed with a combat shield/advanced armor/insane luck. (Like it was in the OG) Your thoughts? Also, any plans to fix the grenade issues?
  4. Hey guys, I've been a fan of the X-Com games since my childhood and still play them to this day. I bought xenonauts recently because it seemed close to finished and wanted to participate in the beta testing to give my two cents on the balancing aspect of the game. I am currently playing v19 stable, I haven't gotten too far yet (1 month) but I've noticed some issues right away. My biggest gripe so far is with accuracy (especially burst fire mode) but it seems the new experimental version made some changes in that regard, so I won't comment further until I playtest the changes. Another issue I have is with the uselessness of grenades, on two levels: You can't throw them far at all. IRL the purpose of a grenade is to smoke out enemies dug into cover, they either have to move out of it and risk getting shot at, or they stay and get dead/wounded in the explosion. But I can't even seem to throw the grenade from one piece of cover to another, even when they are right next to each other. Grenades should be short ranged weapons but come on... in the current version you literally have to be right on top of the alien to use it. They also hardly do any damage at all. I've had a caesean non-com survive three point blank grenade explosions in a row (hard difficulty). I realize that grenades only take up one inventory space, don't weigh much, and for balancing purposes must be made to have some sort of downside. But in their current state they are crap, and I've stopped taking them on missions. Do you have any current plans to improve them? Perhaps increasing the TU cost to something like 75% of base TU to compensate? EDIT: Also for the door closing exploit (guilty as charged for using it). I think the solution of only being able to open/close a door once per turn is an elegant and realistic solution. From a realism perspective the outer airlock door of a space ship shouldn't open instantly (because it needs to be sealed completely airtight), by the time it opens, and then shuts again both sides should have time to shoot at each other. For manual doors it is simply an issue of not being able to shut them fast enough to avoid enemy return fire. Another possibility would be to make it so that opening/closing a door provokes reaction shots, which would be realistic, but would make door breaching almost suicidal for the poor point-man. (Although it would give combat shields a needed niche.)
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