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Mooton

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Everything posted by Mooton

  1. 9 in a medium scout, still only a third as cramped as a skyranger. 13 in a large scout, even more room. 18 in an Abductor, which is like the same space as a large scout except with two floors. 21 in the three floored harvester. 23 in the Terror ships making them about as cramped as a large scout. 28 in the huge battleships. 21 in supply ship leaves quite a bit of space. All in all the most cramped ships in the original are the skyranger, lightning, and avenger. So if the lack of space was immersion breaking your immersion would've been broken every single time you went into the battlescape.
  2. Actually all carried items would survive anything and everything done to the unit with them. Now, when the unit was unconscious or dead and all the equipment was on the ground, a single explosion (no matter the damage) would destroy everything including the unit's body (dead or alive).
  3. As far as I'm aware the low fuel warning is at 0%. You then have a certain negative you can get down to. If you fail to exit the battle before the negative is reached then it runs out of fuel and crashes. If you opt not to leave immediately then no matter what you do it crashes. But yeah, it technically only warns you at 0% regardless of whether you can make it out in time or not.
  4. Well technically speaking flashbangs can cause serious damage, it's just extremely unlikely. There's even at least one incident of a flashbang killing someone.
  5. Back in X-Com I picked my rookies by firing accuracy and reactions, but also keeping in some of the rejects to fill out the skyranger. Many times I had some of the worst rejects become some of my most reliable soldiers. In Xenonauts there is absolutely no room for rejects, everyone has to start with 58+ TU. I only go down to 57 if I've had a really bad month.
  6. This happened in 20.8 hotfixes as well. You can use the rest of the buttons if you get into the base screen by clicking on a base, but then everything messes up again when you go back to Geoscape.
  7. A failed terror site gives me an extra 40k casualties in wherever it was. Big number in early months when total casualties is around 3000-4000 a month. Not in mid 1980 when I gain funding with 100k casualties in the month.
  8. If you disable automatic updates, when launching the game it says there's an update and asks if you would like to download it. Now, you can hit "Download," but quite easily noticeable is the other button that says "Launch Game."
  9. After a few months I see casualties in the tens of thousands in regions I am succesfully protecting!
  10. Well the sebillians should be smarter and are able to crouch and use cover while androns are supposed to be fearless and ignore cover. If they get that working with androns making the sebillians tougher than androns would either end up with virtually unkillable sebillians or androns that are far too weak to ever be a threat.
  11. I think it's funny that it's a stable candidate since of what I've seen they didn't fix any of the major bugs of 20.8, which alone would make it not worthy of being a stable release.
  12. Personally I believe Androns should be tougher than Sebillians in both health and armor. However sebilians should have enough health that you can let them regenerate and if they do they become much more durable than androns. That's what I get out of the alien analyses.
  13. I think the waves are interesting and change the pace in a mostly good way. I however wouldn't mind a couple UFOs in between waves so that there's actually something to do. When you realize how the wave system works you go from wave to wave with nothing inbetween and that removes the pacing.
  14. I think the plasma cannon should keep its current deadliness per shot. The rocket launcher should as well, though the rockets could be toned down because honestly you can kill anything with the starter rocket which is silly and pretty much defeats any gains from upgrading them.
  15. Aliens should be capable of using the same door play strategy the player does. Aliens should also occasionally check outside the UFO if a few quiet turns go by to catch a player setting up. As it is you have infinity turns to set up the mad door play strat and there's no consequence to it making it a forced choice.
  16. The aliens have been shooting at my guys on their turn, however they often choose to save their only shot for reaction after being suppressed.
  17. I've looked at the health stats and figured it had something to do with resistance values. This seemed true when officers would take 0 damage from the first one or two ballistic shots directed at them 100% of the time when non-combatants never seemed to have that. I haven't explicitly tested it, but it definitely seemed that way to me. The laser-plasma thing was similar. Going from laser rifles doing 30-55 damage to plasma rifles doing 65-105 damage it seemed like a huge damage jump. I still have some laser rifles in my squad and the damage variances still seem about the same assuming the laser equipped soldiers ever hit (Combining their low max TU with dread means they pretty much never even have an opportunity!) I wasn't sure how the numbers worked between the different armor, but I can tell you that in the last 10 ground combat missions I've been on my soldiers in wolf armor have not taken anywhere between 0 and 100 damage from an alien weapon other than the heavy plasma (my shields seem to be vulnerable to being plasma castered in the back!). I'm fairly certain a plasma rifle can't hit for 100 on wolf armor before the wolf's resistance is almost totally destroyed. The heavy plasma has managed to hurt my wolf armored guys on first shot. From point blank. Which wraiths love to do. They've yet to die from a single heavy plasma shot after switching to wolf armor though. I do appreciate hearing the damage range for weapons is 50-150. That is definitely the first thing I would've changed in the original X-Com if I could.
  18. Explosives destroy all the money you get. I find it much more worth it to abuse the AI being too scared of doors. Except androns in small bases rushing the starting door. That's a little scary, but they never have the TU to do anything after they rush it.
  19. Grabbing the gun from the ground shows a 1/1 ammo counter. I didn't know we were supposed to follow seperate rules from the aliens! The Plasma cannon is too powerful for the rate at which it can be used. I'd rather see it changed to have limited ammo than make it not the same kind of threat the blaster launcher was in X-Com. I hope you also consider adding some open doorways in alien base maps. Well this was primarily something targeted at the ground combat. I don't think anything done to the ground combat will really solve the current issue with air superiority. I just think that it's ridiculous how the damage/health/defense scales up. Someone in wolf armor dies in one hit from a battle rifle every time but is completely immune to a plasma rifle and heavy plasma for a few shots? The same problem occurs with aliens. Upgrading from a laser rifle to a plasma rifle is the difference between killing an andron guard in 10 and 3 hits. I'd assume it's even more for high ranked sebillians, but honestly when reapers became common I just started aborting every sebillian mission. My problem with reapers is also tied to this damage rampup, I don't think I addressed that. I have nothing wrong with reapers except the fact that it takes so many shots to kill them that you'll never get them with reaction fire. Which ends up being really bad because you can never advance because you will never have enough TU. Combine that with a Praetor and the chance of me willing to do a battle with reapers is absolutely nonexistant. But like I said, less of a problem with reapers and more of a problem with the rest of the things making reapers too high a risk to ever be worth the reward.
  20. Also happened with hotfix 1, not sure if related to continuing pre hotfix game or if it simply starts in later months. Starting mid january every UFO wave has a good chance to freeze game indefinitely when spawning. https://www.dropbox.com/s/4kcmw1rq7jd1p7r/2013-12-19_07.45.19.sav Save shortly before next UFO wave. If UFO wave spawns fine, reload save. Quick workaround to this problem is simply to keep loading until it does work, so it can work fine, just usually won't.
  21. To me, X-Com was much more than the battlescape. Xenonauts is the only game like X-Com that I think is good because it's about much more than the battlescape. The air superiority needs some tuning. Air combat is good, but the need to have 15 interception craft across 3 bases minimum is silly. Xenonauts geoscape will be better than X-Com geoscape when this huge focus on air superiority gets fixed. The battlescape I believe needs a lot more looking at, but I think the geoscape is almost perfect.
  22. I like the current amount of accuracy, I think there's a better solution than nerfing it a bit more. Increase the maximum of every shot that can be made to 95%. Since the accuracy multiplier is lower on crouching and behind cover enemies you'd find that you need more accuracy to get the same chances. Of course you might want to lower alien accuracy values a little bit so they don't just have 95% against crouching behind cover xenonauts from the start of the game. As it is their accuracy is already high enough that non-combatants should be getting 95% shots on snap and auto fires on people standing in the open.
  23. A soldier with jackal armor, a shield, and a little luck can survive a direct hit from a plasma cannon. A soldier in wolf armor and full health assault shield will survive the plasma cannon shot every time as long as it hits the shield. Moot point though, since he'll just get shot twice because the aliens don't have to reload it.
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