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tanelorn

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  1. Really wonderful mod, but the first enemy type, the bloated humans (like the reaper zombies, but they don't develop into reapers), are WAY too many hit points and FAR too fast! Plus they resist pistol and shotgun hits. It's incredible what it takes to kill them. It's simply terrible game balance with these guys. They are the most plentiful, absorb enormous amounts of damage, and run like the wind. I want to know where their speed and health is defined so I can edit it. If I change their stats, everything else is excellent.
  2. Well, pulling the pin does not start the timer. As this game takes place in the '70's , we're talking normal grenades. Then there's the cook-off method which is damn dangerous and probably more than the devs want to handle. There's always the x-com digital primer for more advanced grenades. I'm simply talking about the 2 step process of throwing a grenade, without using a cook-off method. Something to allow your low TU troops to still throw a grenade by priming it one turn, throwing it another. There are other advantages too, such as having is primed and ready, then throw it later quickly as opportunity allows.
  3. 1. I can't find a "center on soldier" button. Typically this is done by clicking on the portrait. Desperately needed when your elevation is different from your soldier. Why is a big chunk of the interaction bar not interactive? (talking about the portrait). 2. Could really use a "done moving" button combined with a "still open for action" cycle button. X-com 1, 2, and 3 had this. It makes a HUGE difference when giving everyone orders to flag soldiers as finished and cycle only through unfinished troops. 3. Need some help finding dropped equipment when your troop has panicked, fled, and you need to make them go back and grab their weapon. Sometimes they drop it behind a structure and you'll never find it because there's no map. Please list your own!
  4. Actually, yes. More than a few. What relevance does that have?
  5. In this game, burst fire is given a low accuracy and high time cost. In reality, burst works like this (and I know because I'm prior service): 1. Flip to burst 2. Aim (this is where the time comes in, do you aim carefully or snap shot) 3. Pull trigger. 3 rounds leave your rifle: DAT! DAT! DAT! Round 1 goes exactly where you were aiming. Rounds 2 and 3 veer off some (depending on how you hold and control the rifle) The change I recommend: 1. set the weapon on single fire or burst separately. This is present in the game but not treated as a setting and generally ignored. 2. All 3 aim timings are available, in both single shot and burst. It's the time you take to aim, not the time it takes to fire the burst that matters. 3. The first shot is at the accuracy of your chosen aim method. The second and third are at reduced accuracy. There. Proper burst fire.
  6. I can't tell you how many times I've wanted to throw a grenade but can't because a suppression or some other thing has reduced my TUs, and the grenade action assumes every step of throwing a grenade and costs lots of TUs. In X-com, priming was a separate action to throwing and it allowed you to perform a low TU throw when ready. This is the way to go!
  7. I am just adding my support for a better LOS system. Enemies are getting cover benefits in ridiculous situations because the LOS is not linear in 3D but rather just drawn a line that is bound to each major elevation plane.
  8. I am in the fairly early game and am on my first terror mission. I have quite a few troops with 70 morale. Once a single bullet flies my way, it's morale broken, panicking and fleeing. Nobody is hurt. Their morale actually is full when you look at it. And there they go, panicking and fleeing, half of my team. I tell myself, this must be a bug. My troops won't break down and run in a corner like scared schoolgirls with just a mild firefight. So... is this a feature or a bug??
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