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blackwolf

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Posts posted by blackwolf

  1. hi max,outstanding work as always, and nice illustration, it totally looks like finish tropps in the winter war,real fit the era :)!.

    Btw i had to ask this..i noticed that in all your text you spell "soliders" instead of SOLDIERS, and im curious about this, is some kind of error or there is some kind of rule for that (sorry english is not my first language so im not sure if is correct to use it xD), is nothing killing but im just curious about it :).

  2. I for one have given up on trying talk about GC balance , its clear me and Drages see balance very differently and we enjoy different types of gameplay in xenonauts and it is his mod after all so there is no point in me trying to push my point of view unto him , i will change the gc to better suit my taste

    We did end our last discussion on a sour note and i didn't mean any disrespect i'm just very opinionated and sometimes i get carried away when i feel like someone doesn't understand what i mean ( your responses made me feel like i was being misunderstood), if i offended you i apologise

    I will however throw some ideas

    number of aliens on crash sites - except small scouts ( no clown cars pls) i feel like you could put more aliens unto ships , not sure how the game handles large amounts of aliens but it would be preaty cool to have less powerfull aliens but more , the idea would be to have cannon fodder aliens combined with some strong ones, and having them stay closer together

    Its kind of a shame that terror missions are so rare , would be nice if like half of the missions were terror and half were crash sites/landings

    Regarding the aircombat i feel like the condor stays relevent for to much of the game mostly because of the dodging mechanic that the other aircrafts seam to be missing, maybe i missed it but is there like a upgraded version of the condor ?

    About first two points, kabill is working to make a different system to add crews FORCE independent for the UFO itself. Right now with the actual(vainilla) system, if you encounter a caesab CRUISER , you'll face all classes above warriors(purples one), so if you want to catch up a big ufo you NEED advanced weapon techies.

    What kabill is trying to do is ADD alien crew force independant of the ufo itselfs..that mean, is possible to face an EARLY LANDING SHIP full of guards/soldiers , because aliens are sending bigger scouting forces,this means fights aggaints a big number of aliens with low tech.

    Dragues already show his interest on this project aside the fact that kabill is planning to add a BIG more number of terror misions and base defence (so he is basically planning to remake entirely how the invacion pace and ticker works and i personlly falled in love with this idea :D). So this is just question of time until kabill finish it and then dragues add it to Xdivision(and when i say QUESTION OF TIME this could take between few weeks and EVEN MONTHS xD, so we have to be patient and wait).

  3. finished the download...YOU MY FRIEND ARE A GODDANM ARTIST!, they look gorgeous :D!, i specially love that subtle differentiation between humans and aliens tecnology by the Xdivision and the Alien bullseye patch, it remembered to Terror from the Deep(its my favorite of all Xcom for a couple of reasons :'D).

    You..i like you..thanks for all the amazing work.

    on a side note i notice your plans for new vehicles, its cool to see you got permision for julian, and if you let my drop my 2 cents, i remembered that tiger tank(the green one right?) feeled like a thouguer cousin of the hunter,a bit heavier but still more faster than a scimitar(i never "liked" that name by the way, i always thinkd that something like PALADIN would fit it role better xD)so according to what you posted (regarding movement and armor, weapons fits perfect)

    hunter>light armor+A lot TUs

    scimitar>medium armor +medium TU's

    Tiger>Heavy armor+low TU's

    i think the last two would feel better with their treats interchanged to:

    Tiger>medium armor medium tu(this is a earth techie tank with a little mixture of allien tecnology but he is more like a hunter 1.5)

    scimitar>HEAVY armor +low tus (he is a full flagged alien alloy tanks so even if the alloys are ligther than titanium, it make sense that all the tank is a behemoth with a giant turtle shield expected to survive heavy beats right?)

    i say this specially because the hover tank is not the "OVER TOP JACK OF ALL TRADES TANK", so the scimitar should be heavier and bulkier as a trade for their lack of movility and MOSTLY flexibility the hover tank grants.

    also you said you want ideas for more versions of them, well you could use a plain simple approach of a "heavy" and "ligther" version of them,

    scimitar >

    1)paladin:EVEN HEAVIER AND TOUGHER TANK wich is obtained after you investigate big ufo plating(imagine a battleship plating in a 3x3 box of badasness >:D).

    2)cindarella (patent pending).: a lighter version of the tank for more flexibility(maybe fewer armor but more TU's?)

    and for the hyperion

    1)archangel : the same stuff, heavy version..more plating, fewer tus.

    2)krakken: something to add to the mixture, the same stats as a normal hyperion but with special weapons only for them?

    And if you want to add more "branching" into the formula then make every version have different possible weapons, like making a heavy version of some cannons for the heavy versions because only then can be cappable to support that heavy weapons? (imagine the same concept with PREDATOR ARMORS..but with vehicles).

    Something like a BIG BIG railgun for the paladin, that is not possible to equip neither hyperions or the lighter scimitar variants?.

    Well i guess this all for now...sorry for the walltext X_X.

  4. i like this idea, but im a bit confussed about two things:

    -does this mean you'll be capable of make multiple ammo types for gc weapons like tugsten core for heavier punch or unicorn farts for more speed and that kind of variable effects right?

    -also if this is possible how you will use this in a mission, because..i mean imagine you are using standard rifle ammunition but then you found a sebilian who have a major weakness for broccoli, so i want to change to my brocoli amunution. Do you have to spend the current cartridge of whatever kind of ammo you have and then reload the new one? , or you can just "load" (dragging and droping in the weapon) the new cartridge directly(as vainilla) but losing your older ammo inside?.

    because IIRC you arent capable of UNLOAD your current weapon right?

    (rifle shoot twice, you cant unload that cartridge with 18 bullets into your inventory..or im wrong >_<?)

  5. also another thing i forgot to say, every time, i see how aliens sit on the main door in the ufo, open the door, speend ALL THEIR TUS moving back and foward aside the door(in a loop straigth) without steping out of the ufo, so a easy exploit is just put your soldiers out of the UFO and wait until alien turn so they open and run inside the alley and all your troops can safely reaction fire them to death.

    Im not against them staying inside the ufo, but only if atleast they open the door and then shoot my troops instead of speding their time running without sense, it feels like shooting fish inside a barrell :S.

  6. yeah i forgot to say about snipers..i love them! they really feel you know, like SNIPERS, one shoot one kill from a very long distance :D!

    and yeah aircombat is a tricky one, because i tried some mods sooooometime ago(in 1.04 era IIRC), flying circus was one of them, and even if the aircombat become more challenging i find them a bit tedious because i have to pause every three seconds to micromanage the dogfigth, so instead of a thrill challenging air combat minigame, it feels more like starfox for nintendo 64, i only need a silly rabbit repeating DO A BARREL ROLL over and over again XDDD.

    There is a really thin line between challenging and arcade/tedious aircombat >_<.

    Btw sorry for getting back on it, when you say about shotguns paralysis effect, i guess this was a feature with advanced shotguns because with basic shotgun, i sprayed six buckshoots in pointblack aggainst one single xeno-drone and he moved swiftly and killed a guy before being putted down by a reaction fire from a rifleman.

  7. hi dragues i want to give you a better analysis phase by phase while i was playing, im currently reached corvettes-landing ships, so i have to finish this "phase" in order to give you a better opinion, by now the early-early game feels good.

    The weapons stats feel right, you feel kind of underpowered(you are figthing aliens..what do you expect?) but still you can kill them, the only thing i dont like about this is that again, the rifle is the only weapon worthing to equip and you can safely ignore the rest. while the damage of the shotgun its okay it have a REALLY small range, i now shotguns are intended to be used in close range to get max output damage, but they have very low range so i have to wait until they approach to five or six tiles until i can shoot, the same happens with the pistol..aside the fact it have a really low damage it got a low range so it feels fustrating when you have an enemy in clear vision field but you cant shoot them because your weapon only reach the half of the distance :c, i have the same problems with basic grenades (they are literally useless :S) because they got that 1 CROSS TILE range that is not enough to destroy terrain, or to be used like "normal", i mean if you cant hit a alien directly then fetch a ´nade close and wait until splash damage scratch them a bit, but with that range is nearly impossible to do this, the rythm phase and the dificult of early game feel FLAWLESS so i really doesnt have nothing to bother about it.

    The alien stats,numbers per mission, ai,and all those aspects feels just RIGHT, im really enjoying the game.

    SO the TLDR version: weapons stats are okay,so i was questioning..after the damage nerf, it was necessary the range nerf too?.

    increasing range of shotgun,pistol and grenades should be ok, if not you are risking to repeat the 0.97 situation when rifles where the only weapons that worth.

    I dont think i need to say about air combat because you have stated you want to change it for the 0.99+ versions and i already told you a few tweaks that should help AND also because you have a lot of good ideas waiting to be implemented.

    the later weapons feel more "usefull" but i will wrote you later about it...i would like to show you screenshots with my explanation but my dropbox became stupid, and started to take pics of my desktop instead :T. the next time i'll give you a better analysis with images so you can understand better my thoughs :).

  8. mmm well if you say like that, i guess you are referring to:

    predator=marine

    colossus=firebat/marauder

    just a heavier variant of the soldier armor right?, well as i said if that is the case, i dont think is clearly necessary to add another armor to fulfill the role that predators are doing instead (i said this for the EFFORT=REWARD work this need to do), for more variaty there is the RIPPER version of the armor(at this point i guess repaint is better than making a new armor for the same purporse), i would rather preffer the colossus as a walker-vehicle kind of thing..but of course we are talking about an uniexistant aarmor that maybe could ever see the daylight..in any case this is a interesting idea, but its a shame that it cant go over that :c....for now at least >_<.

  9. Honestly, my idea for the "niche role" was less the Predator armor, and more something akin to Starcraft's powered armor. . So where the Predator is more "mobile heavy weapons platform that should still be in cover", the Colossus is more "COME AT ME BRO!!! COME ON!!! SHOOT ME!!! IGNORE THE GUY ABOUT TO SHOOT YOU IN THE BACK OF THE HEAD!" or *Aliens hear knock on door, Caesan goes to investigate, gets grabbed through door. Aliens open fire on the door, rest of Xenonaut squad blows holes in the rest of the ship to surround the aliens while the Colossi distract the aliens.* I guess what I'm trying to say, is that you have a bit of a tank with this armor when your real tank is other wise occupied (or destroyed). Think of what I'm envisioning as something along the lines of a XDivsion equivalent of the MECs from Enemy Within (and yes, I loved EU/EW and frankly, I wouldn't have gotten into X-COM/XCOM style games without them).

    YUP!, but i think you want a walker powered armor(something like a goliath or even a mighty thor *-*!), but that would be a better idea for a vehicle, nor a personal armor, and at this point i have to say that i love the idea of a big badass walking robot with chainguns in every finger being manly as fuck...the problem is that making new vehicles is pretty hard with the game egine, specially because a walker robot unit should suit better a 2x2 or 2x1 configuration instead of the standar 3x3 square (that sadly looks to be heavy hardcoded :c), its sad because the DEVS have this idea when they were making the game and even get so far as making sprites for them and then scraped the idea, you can see little "easter eggs" of this, for example in the nanotech version of the workshops, there is a bipedal orange robot using to lift heavy stuff or something...again..IDK if this is possible , its a really good idea, but a shame , we have to wait and see if XCE can code some non 3x3 vehicles..then this idea will be close to success....for now, as a said, its a guilty dream :T.

  10. hi squadie, this idea have been popped out before, but the idea was scrapped because it was really difficult to animate and make it work, and specially because the same "NICHE ROLE" was fullfieled by the predator suit :), specially that "heavy weapons only" characterist.

    About the melee weapons, it sounds great, it was asked before to XCE but i dont know what happened to this, i wonder if kabill could be capable of doing something about this :0.

  11. I will look for the regeneration. It can be op at some situations. You all are right.

    .

    HEY compadre, some stupid idea i got...why not make this an sebilian only characterist...so drones xenomorphs doesnt have this(all quadrupedal one)....but..

    make the warriors(those standing in two legs) have this characteristic too because....THE ALIENS ARE USING SEBILIANS TO MAKE XENOMORPHS TOO!.

    IIRC the xenos take the better traits of their host and applied it when they mature out of their body, this could be a good PLOTWIST you know, the aliens are so sick that they are using their own troops for those bizarre experimentations, the basic ones would not have regeneration because they are human based xenomorphs. Instead the warriors are thouguer,taller and musculars than human versions (dont know if you like this idea)...so with this you'll have a better BIOLOGICAL dinferetation between both broods of the same species..IMHO i think basic xenos doesnt need the regeneration, but more advanced versions should have it

    Sorry for the ramdon idea..Think about it xD.

    edit: on other things...i think basic weapons have a good damage balance, but still i feel they lack range..so mostly of the combats are really close, and most of the kills i have were soldiers moving CLOSER to enemies in order to be cappable of shooting, and grenades should have at least 2 tiles explosion so they make a less "precise" explosion site, because i can safely use them with really low fear of friendly fire.

    (i "find" an exploit that is using a shielded soldier to bait up any xeno, move him close and wait until xeno try to strike him,them pop in all the nades i can and then move the shield guy only 1 tile in diagonal or in any direction and then POOF, goodbye warrior/praetorian xeno with this tactic. human grenades are really safe to use with minimal chance of friendly fire :c).

    AND on a side note, the air combat is "balanced", but still boring (remember what i told you via skype?, it still appearing :S)...i know you have a lot of decisions and work to do, but hope you take this in consideration, thanks for the hard work pal...wishing you the best :D!.

  12. To be honest,

    if you can limit the bleeding it wont be any problem. I mean 5 damage per turn up to 50 damage..

    Yes exatcly, i was thinking in something like this so there, i was afraid that if the bleeding damage was too high, then it could allow some silly exploits like shooting then twice and then running away , waiting and skiping some turns in order to safely kill tougher aliens (this happened a lot in OPENXCOM).

  13. You mean throwing range or radius about grenades?

    Ow.. i thought the robotic drones regenerate.. ofcourse aliens will regenerate.. so after aliens next movie officially on the way and the story will be after the 2. alien movie (Aliens) with an horror action type like the 1. and 2. ... they will regenerate more :)

    the explosion range :). Well i though he was referring to xenomorphs drones..thats why i reafirmed the idea.

  14. about the bleeding in aliens, IIRC this was discussed previosly in other threads, the problem was that would unbalance the GC because aliens doesnt have how to heal themselves appart for sebilians. So this should need some kind of balance stuff or something i guess.

    Aside that a bunch of nice ideas are boiling here, im wishing to see the results :D!.

  15. dragues really small niptick, you added the new armour sprites(basic, buzzard,etc) but you forgot to put the new sprites images from the xenopedia entries :).

    Edit: i think i confussed all the stuff to let it more clear, sprites for soldiers are okay..the sprites in the xenopedia entries use the vainilla ones, i got a copy of the previous version so i had them as intended. I Can send you a copy of this if you want :P.

  16. about the non combatant grenade changing color thingy...this is a bug in the game, it appears that goldenhawk never intended that NC would be able to throw nades, if you search in your main folder:

    assets>units>alien>caesan>noncombatant>none:

    then you'll notice there are the grenades sprite animation,but used a guard(blue) sprite instead, i guess this is because as i said it wasnt intended that NC could throw but added it anyway so the game would not CTD if for some reason(this mod for example) made then do it...so if you want to keep then popping 'nades with their proper red shit color..then it should fixed in THAT folder....

    On a side note do you think this should be reported in the bug thread???

  17. i remember trying to found out who this features work, because with this,you will tecnically end with the "tooltips missing" issue, because at least player would have an actual data sheet for stats that "automatically" refresh itself no matter the tweaks you make in the weapons.

    Sadly after days searching in every xml and lua file...i never found or understand how the system actually works..it was mind blowing

  18. rhinos are those with orange stripes right?, because those lirel bastards got a lot of tus and beat the crap out of some guys i missplaced xD.

    Yeah i readed about that earlier, that's why earlier version of bull with very low damage were harmless.

    Its shame because just imagine a xeno or reaper kind of ZERG RUSH tactic would be something really cool and scaring at the same time :)....but as you said the IA egine make you scratch your head because you dont really know how it will act next :T.

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