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odizzido

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Everything posted by odizzido

  1. I think having multiple raids is an interesting idea....but yeah we will see how it actually works out. I think it's great that you guys are adding things in to try and play with. I've probably said it before but I think now is the exact time to try things, actually play with them to see how they work, and then change/tweek/add/remove whatever to get things working well mechanically/fun wise.
  2. Craig Allan cannot use his rifle I think it's actually pretty simple. If you switch weapons your guns break. Let me know if you would like any other files/info. output.log_1.8766494ff2d032158a132e7264d94b62 user_cant_shoot-3.json
  3. Aww, made it to turn two of my first ground mission before encountering a bug where my soldier can't shoot despite being full TUs.....reloading the game to see if it's stuck like that...
  4. I am going to download this version and try it out. I think disassembling UFO parts sounds like a pretty good idea. If it takes long enough people may skip tactical missions when they have enough parts to work on. I know I probably would, but I am going to find out. Thanks for the update
  5. Here is the problem with simply bumping the LMG to 12 shots per turn(probably)...it becomes the weapon of choice and I make a new thread with the title "struggling to find a use for the rifle, sniper rifle, and shotgun" I would suggest having a setup time, but that goes against what chris seems to want to encourage(charge in quickly). You could always have two modes for it, firing like you do now, plus the option to spend a turn setting it up for a boost to accuracy and reaction shot time. I think having the LMG be worse than a rifle when using it like a rifle sounds fine, but then setting up and having it be better than a rifle for a time commitment is also good. If you could have a single person get set up in a good spot and be able to effectively cover a location while the rest of your team clears another area without having to worry about being attacked from behind that could be useful. And unique. and make sense.
  6. I am not sure. I might use it then, but I would have to try it and see. It kinda wouldn't make sense though because they fire the same rounds but the rifle gets off more of them than the LMG which means the regular rifle should actually suppress better. I am not sure there is a problem to solve though because some people really like the LMG.
  7. Cool, thanks for the update I don't need you guys to rush. Whenever it's ready is good for me.
  8. LMGs often share the same cartridge as standard rifles. Not always, but often. The DPS issue is why I don't use them though. Standard rifles can do more damage when covering a position and shotguns do more damage when getting in close. There are a couple advantages I can potentially see with LMGs one being that they can do the highest close range damage PER ACTION....meaning aliens can't survive the first action and then use a reaction shot as easily as they could with other weapons. The second is that if you move and shoot you can get five shots off with an LMG compared to only three with a rifle. These don't seem to be enough for me to actually use them though, but that might be just my play style.
  9. That's good to hear Alienkiller. Having it not worth it to do every mission will reduce the grind. I haven't really tried out the new balance pass for stress and soldier cost as I've been waiting for 17.2 to hit before poking at it again to see how it feels to me but what you described sounds good.
  10. I think when the mission expires it is automatically airstriked?
  11. Yes like FraXcom(I like that term, whoever said it on the forum) where it's all shine but it doesn't have much to it and is a regression in many ways with a few huge problems. Massive problems that completely ruin the game for me....
  12. Yup. Every time I've played X2 I press i and nothing happens. I am surprised that you think the LMG is too good. It actually fires fewer shots per turn than the standard rifle a lot of the time while also being less flexible. What do you like about it? I swear I am missing something because I determined that the LMG was garbage and stopped using them.
  13. That's too bad. Maybe they will open up the graphics to good modding and some talented people will take on the project to have higher resolution and more realistic graphics. It would be quite an undertaking to redo everything in such detail though.
  14. The antfarms make less sense too. Digging and building underground is expensive and time consuming compared to just building outwards on the ground. It actually ends up being exactly the same, base management wise, so all it really has are negatives I feel. As to shooting, as long as I don't have instances where bullets are hitting objects that really are far away and never should have been hit, X2 will be a huge improvement over X1. One of the biggest problems I had with X1 was that bullet collision detection was just not right. You would also have instances were you couldn't shoot aliens from a certain tile but they could freely shoot you. I imagine it's part of the same problem. So far, I haven't seen it in X2 which is really good.
  15. It's not going to change this far in. I am perfectly happy with how it looks myself, but I would be happy with more realistic ones too. I don't think it matters much either way to me.
  16. Yeah I find the shooting system to be a little disappointing. It's a 3D engine so I guess I thought that bullets would simply trace a line between the alien and the gun instead of using essentially the system in X1 which was always a little funky. Hopefully at least some of the strangeness will be fixed.
  17. Somewhat on topic here, you should also be able to press i to open then inventory, I feel. At least that's what I have done by default.
  18. I wish I had more to add to this, but I feel I need to actually play the game to get any ideas. I did want to say that having alien autopsy/interrogation reduce stress in ground missions seems like a nice idea. Even if all you do is put us at a disadvantage by adding a + modifier to stress generated until you finish the research I would like it. It gives a good practical reason to do that research and depending on the situation you might even prioritise it which would be cool. I like having to consider options when playing.
  19. One potential solution would be to simply have each scientist work at the average rate. I don't know the numbers, but let's say you have two regular labs each working at a speed of 1 for a total of 2, but then you get one of the upgraded labs with a 50% reduction it would be an average speed of (1+0.5)/2 for a total speed of 0.75 for each scientist. It would be a little dumbed down but it would make it, I assume, much easier to implement. Of course this would depend on capacity. If the labs each hold 10 scientists and you have 15 total then it would fill the advanced lab first for 10*0.5 and the remaining five in the regular lab for 5*1 and then averaged out (((10*0.5)+(5*1))/15) = 67% research time. But now thinking about it that would cause the situation where if someone sees 5 days on a project they've assigned 10 people to and then sees that number go up when they start a new project......that's a problem. hmm, I don't have any good ideas right now, but I will post what I just wrote incase someone else can come up with a solution based on what I wrote.
  20. It's too bad the new x-com games are too.....simplified?....for me. The presentation is quite good but it's all shine with no substance for me.
  21. oh okay. I just saw the 30 tile range on the knife and assumed. Unless we can throw them? I've never tried using them.
  22. hmm...that laser rifle....only being able to get off one aimed shot and one normal shot will hurt effective DPS a fair bit. I could see two hits with the ballistic rifle being better than one hit and one miss with the laser one...but I haven't tried it and I don't know how everything will interact(armour, damage type difference, actual HP of targets, etc) An example of what I mean is that if you need only one hit with the laser rifle to kill an alien but two with the ballistic rifle then that's great....but if you need two hits with both then the laser rifle is worse. I haven't played enough to have that information though.
  23. I think it's actually so that people don't feel the need to grind every mission and not to punish because they like punishing. I would and do feel the need to grind missions if it is the most beneficial. If the right balance is found I could potentially not feel the need to grind and enjoy the game more. I hope that with enough playing around a good balance can be found. One thing to keep in mind, bayonet12, is that a simple mod could remove stress from the game. This may be a good option for you. Depending on how things go I may or may not use it as well eventually. If it turns out I want to remove stress from the game I will post the mod for you.
  24. One thing that would be good is if descriptions actually pulled information from the config files like this... Accelerated rifle does the shooty things but better. Makes the things more dead more fast. Damage: accelerated.rifle.damage Range: accelerated.rifle.rage That way I am not always questioning whether the info is correct or not and it removes the chance that you forget to update the string when you changed the stats on the weapon. For a number of games I find I am actually using the game's config files to see the stats instead of the in-game info because the in-game info is just wrong. I don't know how the game is set up but hopefully what I wrote is understandable.
  25. There were only 55 reapers there. That's not that many is it? (this is sarcasm)
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