UmberSkies
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Umber Skies Male Scout Class Pistol in hand, grenades on belt (frags and smokes) Sniper in backpack C4 ( because EXPLOSIONS) As soon as it is researched, jumping/flying armour is prefered ;D
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V22 Experimental 9 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I thought that the one-shotting was happening a lot before, but this is kind of silly now. Coupled with corners only sometimes providing protection and the increased number of aliens in maps, soldiers die at an alarming rate in the mid game. -
[v22.8] GC - Line of Fire Issues
UmberSkies replied to kabill's topic in Xenonauts Bug Reports / Troubleshooting
I'm afraid that this makes no sense. Both soldier are behind identical cover if you look at the situation from a top down view, and thus should be protected by their cover. The only reason it looks like one is more exposed is because of the angle of the camera in the game. Currently the line of fire system is making the game not fun in the slightest, due to the computer knowing exactly what spot will give them a shot, while we have to guess, wasting TUs in an attempt to find a shot due to the unintuitive LOF system. In a game like this, the LOF system has to be the most clear and easy to understand thing in the game, that way the player knows when he will be safe, and when he wont. Currently, using cover is hit and miss at best, and I still find myself having to move out from cover to shoot, despite playing for a great deal and being active on the forums. I can only imagine the frustration a new player with no understanding of the mechanics would feel when even the beta bug testers cant figure it out. -
Stretch Goals from Kickstarter possible as DLC?
UmberSkies replied to PegasusOrgans's topic in Xenonauts General Discussion
Oh to be able to use psionics... -
V22 Experimental 8 Hotfix Released! [REVERTED]
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Do you have a picture of the angles? Some angles intentionally allow one being to shoot while the other cant shoot back, it represents someone leaning around a corner. AKA if either you or an alien are on a corner, you can shoot past it but others cant shoot back. -
V22 Experimental 8 Hotfix Released! [REVERTED]
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Can confirm that shot down airliners are too strongly penalized, just lost $400,000~ of funding in the first month =( I only had two UFOs in the whole month in my radar range. Edit: Also, have you seen the post in the bug forums about not being able to switch turrets on vehicles Chris? Its a bit of a pain no being able to chose which turret we want to use. -
V22 Experimental 8 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I agree with this. The old funding screen was much nicer and fit the game much better than the current one. Any chance of getting that changed back? -
Interface improvment suggestions.
UmberSkies replied to radek's topic in Xenonauts General Discussion
Chiming in, it definitely is a hassle. I always assign my soldiers in one go since that is the only way to currently make sure of which soldier will be assigned which number key (Shield on 1, Assault on 2, Rifle on 3 etc...). So it would be awesome if 2) could be changed back to the old way. Speaking about interface improvements though, it would be nice to have a way to assign soldiers to a certain number key without having to remove them all from the drop ship and reassign them in order every time a soldier dies or I want to train a rookie. Also, if the unit equip screen could display their order in their assigned numerical order instead of all jumbled up that would be great too. -
I have to agree. Of the many invisible walls (looking at you Chinook ) the ones surrounding some of the UFOs are the worst, especially the light scout . The issue is made even worse on one of the farm maps that the LS can spawn on where the fron of the UFO is right up against a hedge, leaving you with only one tile to walk through. Too many good men have died there because you cant retreat from that spot.
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V22 Experimental 8 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
You are a bit behind times mate. If you read the past updates you will see that it is intentional, as Chris himself says. Further, beserk is gone, replaced by Hallucinate. Edit: Whoops, didnt check the last page to see if someone had responded already... my bad =p -
V22 Experimental 8 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I could be mistaken, but it seems that when you go to the over view of your base, the facility that is automatically selected is the radar, rather than the hanger as it used to be. -
V22 Experimental 8 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
That isnt a bug, that is intentional. Psionics have an area of effect. The closer you are, the more likely you are to be affected. -
V22 Experimental 7 Hotfix 2 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Aaaaand nerd boner -
[V22.7EHF Ground Combat] Invisible walls
UmberSkies replied to UmberSkies's topic in Xenonauts Bug Reports / Troubleshooting
No problem, anything to help -
V22 Experimental 7 Hotfix 2 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I have to agree, the aliens seem to be hitting far more of my men behind cover than feels reasonable. Combined with the increased alien spawns early on, I'm losing a lot more people than before. The worst part of it is, I have a 0% chance shot on them, while they have a 50< chance on me around a corner. I feel like in a situation like this: 88888888l A 88888888l 88888888l 88888888l 88888888l --------- 8888888X (Ignore the 8's, I couldnt get the 'walls' and the xenonaut to stay without them =p) Where X is a xenonaut and A is an alien, the xenonaut should have a far better chance to hit. All he has to do is lean slightly around the corner to shoot at the alien, while most of his body is hidden from the aliens view. Instead, the xenonaut has a 0% chance to hit because the line of fire doesnt allow for a lean, while the alien had a 76% chance shot because the line of fire just barely touches the xenonauts toe =/ -
V22 Experimental 7 Hotfix 2 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
If I remember correctly Chris doesnt want it to be LOS based, and it is not currently. It uses a range instead. Any unit withing range can be attacked. Units outside the operational range of the psi attack get a defensive bonus against psi attacks. -
V22 Experimental 7 Hotfix 2 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
It seems that enemies are back to their teleporting shenanigans again. I made a post in the bug forums about it occurring with drones, but it seems that it is happening with others as well. I have had drones, sebillians, and androns teleport on me. Havent seen it occur with Caesans yet, but I haven't faced any. -
I had soldiers on both sides of a door. A drone moved into my FOV on one side and moved to the door, then disappeared. It did not open the door, or move through it, it just disappeared at the door. Turning my soldiers revealed that it had teleported behind one of my men. Currently attempting to reproduce and get a save.
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V22 Experimental 7 Hotfix 2 Released!
UmberSkies replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Same here, downloaded before I even knew there was an update