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Burzmali

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Everything posted by Burzmali

  1. That said, are the devs working on tightening up the animations for multi-story shots? They tend to just kind of fly around at odd angles and then "pop" someone falls over.
  2. Too bad they didn't go with the Jagged Alliance system (shooting is percentage, but aim is fixed). I always thought that made the most sense, no one can make their gun fire faster, but skilled users will make better aimed shots.
  3. I suppose it's better than having them exercise by teabagging the seb they just killed.
  4. Going to the transfer page sells items you were considering selling, without warning and without updating the transfer screen. Process to reproduce: Build 2 bases In base 1, build 4 suits of jackal armor On the stores screen for base 1, select jackal armor (should show 4 available) and mark 1 unit for sale. Without selling, click the transfer button. The transfer window will appear with 4 units of jackal armor available in base 1. Mark 1 unit of jackal armor for transfer Click the transfer button Both the sale of one unit and transfer of one unit will happen.
  5. My standard technique for breaching UFOs is to have a pair of shield troopers open the door and lob grenades in an effort to suppress the enemies inside and to draw fire and soak up a few shots in the face. That said, in my current run I am currently running 2 shield troops lost to reaction fire and 2 troops standing behind the shield troops lost to reaction fire at a shield troop. This include one lost 3 2 of 3 shots whiffing the shield trooper standing in front of him. I would recommend (if it is possible at this stage) that shield troops have a higher block % than other troops, hopefully like 75% instead of 45%, even if it means they die a bit more frequently, as I've always interpreted they job assignment as "get shot in the face so others don't have to".
  6. Hey, I'd just be happy if the devs implemented the chunky salsa effect.
  7. Grenades also cost advancement points, I believe. Using them too much will stunt your troop's development.
  8. Any chance we could get a partial refund when cancelling workshop projects? I lost a bunch of alloys and alenium to a mistake where I started building the wrong type of plane for around 15 minutes.
  9. Basically, from where I am currently standing, it is the one "issue" most likely to tank review scores. Once you get familiar with it, you can work around it, but for a reviewer dropping only 3-4 hours on the title, this is going to heavily color their opinion.
  10. Conceptually, I like PersistentLOS, but it might be improved if targets you looked at and turned away from were marked with a "hostile" or "friendly" place holder.
  11. Fundamentally, the problem seems that (if I observing the functionality correctly) the game breaks each square into 9 sub-squares for the purposes of determining lines-of-sight and then ignores the aim penalty due to the first three (but not the chance to hit a non-crouched teammate, it seems). The "solution" is to allow an object to have all sub-squares set separately, so that rounded corners could have the 3 or 6 sub-squares on the outer corner marked as 0% cover with the balance at 100%. Though I assume it is too late in the development process to implement such a fix. In a pinch, the devs might be able to adjust it so that aiming attempts to path from the center of your square to each of the 9 sub-squares on the target's square and create some kind of average.
  12. Umm, Xenonauts stores more that one autosave, at least last I checked, and it still isn't in "release ready" state yet. I played on Ironman without issue until I accidentally started a non-ironman game and realized that all the slowdowns I had been experiencing were due to the constant autosaving
  13. And after the nth time my Condor and Foxtrot blend failed an intercept, this is more than enough for me. It's kind of like saying the only difference between a .22 rimfire and a 5.56x45 round is the length.
  14. It'd be ideal if after your first encounter with a mind-controlling enemy, you were presented with a research opportunity for "Counter-psionics" which resulted in short range weapons that broke any mind control on a hit, but resulted in suppression with a side order of stun damage.
  15. For the C4, you can always just drop it and run. The usage is just for throwing. That does brings up a pet peeve of mine, if you target a door with C4, it doesn't show the explosive radius any more; same goes for targeting a door with a missile or pulse laser.
  16. Then again, as it stands, I know the map layout and probable UFO location the moment my first trooper steps a foot on the dropship's exit ramp, so I don't know if would help much.
  17. Might be better to set as a weapon property if possible, even if all weapons are set to off in vanilla. Reaction firing with a modded stun weapon would be useful.
  18. I'll agree that in V22.3 I did have many Harridan charge my troops instead of play the role of sniper and support.
  19. True, but the planes that shot it down marked its location and even in the late 70s a sizable portion of the planet was mapped down to a scale usable for tactical operations. For example, terror missions, couldn't someone grab a street map before hustling everyone onto the dropship?
  20. If I could spare the workshop time, I would in a heartbeat. Corsairs can reliably gun down 2 heavy fighters and still keep up with Foxtrots. That's far better than Condors.
  21. That's why maybe just something like 6-4-3 or something. 6 present 4 launch-capable 3 ready
  22. I figured 1 and 2 would be easier for fine adjust and 3 and 4 being nice-to-haves. Tactical combat is the meat and potatoes of a game like this and I'm worrying more about air combat than tactical combat, even on veteran ironman.
  23. I don't have any problem with failing at air combat, I just think that air combat shouldn't be the axle the game turns on, that should be ground combat. On veteran, iron-man mode even, I've never felt too threatened by ground combat. But every time I fly two foxtrots and a condor against two fighters and a corvette, I know that unless the enemy ships break up in my favor, I am likely to lose a plane, and if I lose a foxtrot, I won't be knocking down much for a while, which means less missions, less cash, and slower upgrading which is the vicious circle of failure. To stave it off, I must focus on aircraft tech and devote my workshops to building planes. For an X-com like, this focus on air combat seems unbalanced.
  24. I've experienced this problem on Terror missions as well on Linux, so I doubt WEP is to blame While not a guarantee, I tend to notice that this bug tends to only trigger when aliens or troops die on their own turn (or at least when one of my troops blows himself up). It might not be the only source, but it kinda feels like the game is trying to hand control to an entity that is dead and null pointering itself into a CTD.
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