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Ashery

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  1. Good to hear. Curious as to what the actual issue was, though.
  2. Initially posted this in the release thread, but I figured I post it here as well. From the other post: B Ash Crashingmap.sav B Ash Crashingmap.sav
  3. Looks like I've got my first encounter with a consistently crashing bit of ground combat. All you'll need to do is load the game and end the turn. It's crashed at this exact point three times now and there have been two other crashes from the initial autosave. Edit: And while I'm at it, a rather nasty visual bug on a terror mission. Apparently there are train cars present but not displayed. You can just make out the connection between two undisplayed cars. B Ash Crashingmap.sav B Ash Crashingmap.sav
  4. The new targeting mechanics seem to still be fairly buggy. I've had multiple instances where several high chance shots end up hitting cover despite no block chance displaying. And when I say "high chance shots," it's happened with several consecutive 95% shots. Also, enemies still occasionally move on top of cover and leave me with 0% chance to hit. I heard it mentioned somewhere recently, so but I'm not quite sure if it was others mentioning the problem, you guys thinking you fixed it, or what.
  5. Also, air combat autoresolve seems to have, at least in some situations, swung a bit too far in favor of the alien ships. I've had Foxtrot squadrons take significant damage (Down to 10-30% hp, which means being grounded for a couple days) when dealing with non-dodging UFOs that they can take down in a single torpedo volley (One Fox vs a Scout and two vs a Corvette). The fights are quick and easy so it's not a huge issue, but I figured I'd bring it to your attention in case it hasn't already been mentioned.
  6. Odd little funding bug. New game, usual Crete starting base, and I got absolutely terrible RNG rolls as, up until Sept 22, the only UFOs I even had a chance of downing were two fighters. Needless to say, I was sitting at a rather nice -215k for the month up until this point: Notice the +84k North America funding despite it being impossible for me to reach that area. The events pictured seem to be increasing funding rather than decreasing it. Prior to this series of events, North America had been in the low negatives.
  7. That's a really, really shitty opinion to have, and for a wide range of reasons. One of the primary reasons being what Max_Caine wrote: It's an experimental build. The whole point of releasing experimental builds is to both push some of the bug hunting onto a voluntary subset of their player base and to test on a wider range of systems than the devs have available internally. If you want a more stable version, play the V21 stable release. As others have also said, it's way too late to suggest major gameplay changes. Constantly tweaking fundamental mechanics is what a good number of people refer to as "Development hell" and it's pretty much a death sentence for smaller indie devs. Re:Bugs mentioned earlier: The crouching bug's already been addressed, but I'll throw in more confirmation that the "grenade" bug is still present, and it's present when any weapon is fired at the terrain outside a UFO. Stated in another way, I'll see the fire cursor only when I target a Xenonaut, an alien, or the ground inside a UFO. This happens with grenades, rockets, and rifles.
  8. Serves me right for moving my Colonel HW guy up a couple tiles to avoid stacking three soldiers in a line (Watching a long hall in a large base assault with two snipers and the HW; alien grenade spam has already taken two soldiers due to mistakes on my part), but this is now the second time my sniper has brained a soldier of mine due to friendly fire on a reaction shot. The first was pretty much a rookie, but this time it was my second longest serving soldier...second behind the very sniper that killed'em. It'd probably be easier to implement the threshold instead of redoing the whole cover system so that a unit standing two tiles back from a crouching unit doesn't have the maximum chance of hitting the crouching soldier. Doesn't even have to be a soldier; all cover has this element. The damn sniper has 101 accuracy, too. First time I've rage quit the game.
  9. Ditto. Now my time's getting sunk into battleships and large bases; overbuilt Corsairs and so have limited Alenium for Marauders and such. Bit surprised at how few aliens are outside battleships, though. The base mission was really enjoyable despite its length. Only issue was the usual passive nature of the troops in the command room; made for easy capture of the white dude. Enemies largely stayed near the room they spawned in, though, so being flanked wasn't really a concern (I remember spamming proximity nades in the original to cover my flank, or at least warn me when I'm being flanked).
  10. Looks like Ol' Stinky was having a similar issue and someone advised him to turn off stat tracking, which I'll try out on my next session.
  11. In some ways, the game's less restrictive in base placement than the original: UFOs shot down over water still influence nation funding. So, while you'll lose out on the one time income from the airstrike or alien tech, shooting a Scout down over water could easily be a 50k/month funding swing (Preventing a couple events over water (20k) and the Scout itself (30k)). Not quite sure what to say re: the rest of your complaints...Yea, your initial play will almost always include one or two hangers, but I fail to see what's wrong with that. In almost every game, a predetermined set of opening moves will eventually be found to be the most effective opening strategy. As it stands, there are probably two viable opening strategies: Immediate construction of a second base with two hangers and a radar array or research and hanger expansion of your main base with a focus on keeping upkeep low enough so that you'd be able to build two bases after the next month's bit of funding comes in. The balance issue that needs to be addressed is the ease in which fail cascades can start on the geoscape level. A single bad wave can swing funding down a massive amount, enough such that my monthly income can no longer meet my maintenance costs. And without that monthly income, I can't afford to expand my force, despite that being the one thing that'd keep me afloat. Changing the balance such that ground combat has enough influence on nation rating such that you'd be able to hold on in situations where you lose air superiority is what I'd consider the core geoscape balance issue. UFOs landing more frequently, and landing for longer periods would go a long way towards that goal. As far as pacing goes, perhaps that could be tied to difficulty level? Easy being heavily scaled to the player's level, normal being less so, and veteran and up being as they are now. It goes against what I consider to be the spirit of XCom, but I can at least understand how/why people find the lack of it frustrating.
  12. I had the same feeling around the beginning of January when the game transitioned from me being able to handle nearly every UFO that showed up on radar to barely being able to scratch the surface. However, as I'm now in mid-February, the feeling has long since passed despite still using the same tech (First time playing this far; didn't know what to research). Sure, I still've got a 0% chance to down an unescorted battleship, but there's no longer any sort of dread or urgency felt re:the need/inability to take them down. About the only thing I currently worry about on the geoscape is making sure I down UFOs that I can kill over North America as they're down to 80k funding while Central America is capped at 500k and always seems to be the place I score kills. Hell, I was feeling more overwhelmed in the first couple months when you don't have the cash for expansion and have to eat repeated funding hits to nations outside your initial base than I do now in February. Ground combat also seems a lot less emotional. Probably due to the combination of poor AI function inside UFOs and the fact that these massive UFOs only carry twice the number of aliens that a Scout does. The recent terror mission being the one exception, but that was in large part due to the small map given to me for a mission with ~24 hostiles. At deployment, I think I had line of sight on four or five of'em without moving a single tile. Also, am I the only one with obscenely long unload times? I've got no issues with the loading time, but finishing a terror mission generally leaves me waiting 5-10 minutes to unload the map, and that's not an exaggeration. If my old computer was functioning, I'd just browse these forums during the downtime, but it's not, and there are only so many dishes that need to be cleaned, heh.
  13. Alternatively, instead of that gamey approach, you could feed the player the takeoff timer via the alien communication building (Forget what it's called as I just got access to it). That building's not accessible early on, though, and that's when this issue's greatest... Making them stay grounded if en route also eliminates the chance of your transport being downed. I'd argue for increasing the Chinook's speed and just making landing sites last longer.
  14. Throw in a couple experienced snipers and riflemen that never scout unexplored terrain and there's virtually no risk of losing them while they provide the firepower to completely steamroll the handful of aliens in a small ufo. You might lose a low ranking shield user, but until overdamage goes back in, that's pretty much a non-issue. On top of the small monetary benefit, your highly experienced core gains even more experience.
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