Lidhuin
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Once more into the Shields!
Lidhuin replied to Lidhuin's topic in Xenonauts Bug Reports / Troubleshooting
Maybe the two are related? I'm talking about 99% chance of frontal shots (e.g. standing at a light scout entrance facing the aliens). -
Hey, After a brief pause, I started playing Xenonauts again. I was very much involved in the past in trying to break shields to make sure they got nerfed (because 3x shields per soldier was OP yo!), but I've noticed something in one of the updates in between then and now. If a shot goes through my full-health shield, there's a pretty good chance it will deal full damage to the soldier behind it. Not always, but sometimes (and yes, it is hitting the shield, and yes, the shield is Not reducing the damage... unless early game aliens can suddenly deal 160+ damage in one shot. Last I checked, about a 100 was the usual amount). So, what's the deal with that? Also: More noclip shots ftw. Shots seem to ignore barriers that are transparent. Sometimes.
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Since suppression causes panic, could it be trained by having all the soldiers stand with shields (and nothing else) and getting shot around by a machine gunner? Little risk of death, high chance of panic. I can confirm that this works, albeit its time consuming. To reduce the risk of soldier death, put 6 soldiers behind a wall, preferably with shields, and have them drop their weapons. Then, fire an LMG at the wall or at the ground in front of the wall. If the soldiers are positioned correctly, they should all be suppressed. Eventually, they will begin panicking. Have your soldiers panic at least once, and their bravery will increase. Do not do this until you can confirm that the aliens are all in the UFO, as a surprise alien happening upon a training exercise is almost certain death for a xenonaut or two. (Since I generally don't use reaction fire, reflexes is not that important to me).
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So, the borg?
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Thanks, I'll give that a shot. I'm not too familiar with the debugger, but if I find some odd examples, I'll make some saves and pass them on to someone who is. I do have one more question. Do the non-combatants (caesans, sebillians) have any resist value? i.e. if I am playing on veteran, do I need to account for resist shots not showing up if I am shooting at unarmoured targets?
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See: Eddie Izzard's Transvestite Brigade,
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Which definitely explained instances against androns, but non-combatant sebillians (is there even such a thing? They're all bred for battle!) still frequently seem to go through instances of many shots that miss from the same target. It happens often enough that something seems off. And each time I've had it happen, it's fairly consistent: If my guy misses his first shot, he will very rarely, if ever, hit his subsequent shots (assuming 95% accuracy). I suppose I haven't tried it out with MGs (which have a delicious 10 shots) and if it is an angle issue, then it should always miss from the same position and angle. So I'm going to try to have two guys with pistols and one with an MG get close to an alien. If both guys with pistols miss all their 95% shots from the same position and angle, I'm going to see if my MG guy misses all his shots from the same position and angle. (This is turning out to be mildly impossible. To get the situation set up is hard enough, but to keep my men alive to test it out is slightly harder still).
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This seems related to the issue that sometimes at certain angles, every shot seems to be miss. As far as I know, it's been very difficult to find out why, but as an example, I've had soldiers fire 8 shots at 95% accuracy and miss every single one, then re-positioned a third soldier who promptly hit. It happens more often than you'd expect streaks of 5% misses.
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Shields and their effect on combat
Lidhuin replied to Lidhuin's topic in Xenonauts General Discussion
Still means less shots, which is the current issue: With two shield guys that can take up to 6 bursts of fire before being at any risk, you can have six other guys shooting off 12-18 reasonably accurate shots. If you have to drop the shield and switch to your weapon, it becomes 6-12 reasonably accurate shots. It also means that you cannot switch shields mid-combat, which is another current serious issue. Xenonauts should be dying every mission unless you're extremely lucky. This just isn't the case, as you can easily keep it down to a death every tenth mission. Heck, when I assaulted a base with a ton of shields, I still didn't suffer any casualties despite being up against Androns, with only 8 guys and no improved armour. Personally, I think shields should be flat-out removed. They were never designed to stop bullets, anymore than a helmet is. -
Shields and their effect on combat
Lidhuin replied to Lidhuin's topic in Xenonauts General Discussion
Currently, one of the issues is that shield mules can have their weapons ready to shoot. At least this way, you'd be limited how many effective shots you can get off. Or you'd force people to go back to the dropship to get additional shields. No more instant shields mid-combat. No more fire support if shields are going to be available within a few steps. -
Ground Combat Balance - V21 Stable Candidate
Lidhuin replied to Chris's topic in Xenonauts General Discussion
You go face aliens and tell me if you can still throw straight Still, I would say it's entirely possible to drop a grenade every once in a while. And I'm okay with that.