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Chthon

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Everything posted by Chthon

  1. In real militaries, every soldier carries a battlefield bandage and compress in their tactical vest capable of stopping bleeding from a typical gunshot wound or grenade. Only a medic carries a full medkit. This game does not model 2 things: Medkits have supplies that can run out, and they can be limited in what they can heal. Instead they are abstracted. As such, I'm not advocating to making 2 different kinds of medkits like in real life, nor making them run out of supplies like they did in many XCOM games. The way it is now feels fine. If you want to spend weight on a medkit you can, or you can bring an extra grenade on a soldier. It's your choice.
  2. I'll agree with this, especially since we can't even batch sell for a single price anymore. What's the point in not selling everything when we get it? What's the point in wasting our storage space? It feels like alien loot is more of a gotcha than a reward at this point.
  3. Toxiguns weren't even top tier. They started low tier, as they had 3 tiers of ammo. You could research them and the first tier of ammo by the early game, but they weren't very effective against the larger types of enemies until you brought a few of the mid tier enemies down and researched the mid tier ammo. The top tier ammo required you to research nearly every single enemy type in the game including a capture mission for them, which is something you could get locked out of. This made it an op weapon that required you to go out of your way to earn.
  4. As title suggest, if you click the medkit and hover over an injured tank, it says you can heal the tank. If you actually try it won't let you though. The tank shows red health signifying that there are field repairs that could be done, but there is no field repair kit available currently. First, the medkit shouldn't show you that you can heal the tanks, especially since they do not let you do so. Second, if there is not supposed to be a field repair kit for tanks, then tanks should not get red health like soldiers do when they get injured. If they are going to get a field repair kit, then it should be implemented eventually before the game is complete.
  5. If it's a bug that you can assign soldiers that are below 50% health, then it's pretty reproducible in my games. I took it to be working as intended it was so common.
  6. Units that are severely wounded are deselected from the dropship automatically, but nothing stops you from sending them on a mission anyways in an emergency. It's just not recommended. This doesn't sound like a bug, but working as intended. Maybe I'm misunderstanding what you are suggesting should happen here.
  7. A better solution for these weapons than refusing to fire on those modes when you are not out of ammo, but don't have the required amount of ammo is to fire what ammo you have and that's it. That's how the real weapon would operate, and few soldiers would be able to count their bullets effectively. This would go for the ballistic rifle as well with it's burst mode.
  8. The riot shield has a pool of 80 hp itself. It isn't just armor. The lizardman's attack ignored the riot shield from the front. You are missing the point. Soldier --- Shield wall --- Lizardman There is no way the Lizardman should be able to hit the soldier without even damaging the shield first. Enemy projectiles work the same way. From the front they deal damage to the 80 hp of the shield before they start to damage the soldier.
  9. The shield still had full hp and was on the ground when the soldier died.
  10. I had a lizardman (can't remember the name) attack in melee one of my shield soldiers with a full hp riot shield from the front. I fully expected the riot shield to take the blow as not only is that shield huge, bulky, prevents the soldier from going around many objects, and nothing in the lizardman's bio suggests that his melee attack ignores shields. Instead he just attacked my hp directly as if he was attacking from behind. Considering common usage of riot shields in the US, I can honestly say that this is not how they would work, unless the alien had some mechanic that explained it in it's bio. I just don't see it happening. I think this is a bug as a result.
  11. I had a lizardman, can't remember their names, get shot by my people, and run inside a UFO. At the end of the following turn I couldn't see inside the UFO and shouldn't have been able to know where he was, but instead I saw the healing effect pointing out exactly his position. Honestly, there really isn't more to say. Particle effects from things like this shouldn't be visible in the fog of war.
  12. That's exactly it. We have maps. We have pilots who have witnessed the crash event. There is going to be evidence in the air still in the form of smoke and debris. Even if they don't know precisely where the ship is, they will have an idea of where it should be that is far smaller than "a few miles radius." The ship will be smoking, it will have left a trail of debris to follow. it doesn't crash straight down unless it fell straight down into the Earth. And as I said, they had unmanned drones to search back then as well, so having some photography of the sight is not unheard of.
  13. Yes, and any competent commander would make sure to get these details before sending living souls out to fight an unknown combatant. Just because you don't see it happen, doesn't mean it doesn't happen behind the scenes. Just like your engineers go out and buy what they need from the local markets to construct what they build. You don't have to make the purchase orders. They do that themselves without your input.
  14. So, you admit that the dropship itself might get an aerial view of the terrain, but that they might not be able to communicate that to the soldiers? Now I have a problem with that train of thought. Well, that and the fact that a dropship itself being used for reconnaissance. They have fast flying aircraft with cameras for that, and these will send imagery back to command before the mission generally. This is standard military S.O.P. since WWI. Believe it or not, they had unmanned drones back then for this. https://en.wikipedia.org/wiki/History_of_unmanned_aerial_vehicles
  15. You seem to be missing the point that the Xenonaut team already have enough intelligence from SOMEWHERE to know how to narrow down the crash site of the UFO to a few hundred meter area, or you'd be doing a huge area sweep, and that'd make very boring gameplay. Even a military wouldn't be doing that, flying reconnaissance aircraft over is standard protocol before a mission like this. Just because you don't see it as a player doesn't mean it isn't happening.
  16. A few hundred meters is not a few miles radius. It's not even one quarter mile. Also as I said and you promptly ignored, even period planes had cameras recording flyovers, which would be able to show what the area looked like where the UFO landed before it was shot down.
  17. I'm suggesting that when you shot the UFO down, you had jets in the area to witness it. Those jets are likely equipped with cameras, so taking a picture of the area is a simple task. Matching that picture up to a map of the area though on short notice though is not so simple without help. To top it off with, as the drop ship is going to fly in and have an idea of what is going on there as well. As far as "a few miles radius" if you think the maps are a few miles wide, you have a problem with your perceptions there. At most they are a few hundred meters on each side.
  18. If you've read what I suggested, I never suggested placing the UFO's location on the maps, in fact I suggested possibly having false intel and only a general idea of where it might have gone down. In some cases it could have crashed through an already existent building that is what is shown instead, or it might have crashed into untouched wilderness which is shown instead. However, Chris has stated that there are technical limitations at this time that block this. As such I don't know why you are dead set against this because we wouldn't know where the UFO was exactly. That was never a part of this, as intel was something that was to be gathered by host nations or the Xenonauts through other means and would affect the map.
  19. Kiev was based on the Russian forced transliteration of the capital name, despite the capital being named after the country's founder Kyi. Kyiv is the Ukrainian spelling of the name, and thus is the correct way to spell it. I would also support the request. Russia does not dictate how another country spells it's own city/capitol name, and neither does the US. It's not based on language. If we share a similar alphabet, then we should spell it correctly out of respect.
  20. Soldier armor is generally not thick enough to stop shrapnel, nor is it a complete covering, otherwise it would prevent motion and encumbers the soldier. Instead it covers key areas like vital organs from the front and back, head from above and the sides, the neck with softer armor, and that's about it. Sci fi armor from this game might go a little further, but still, a soldier needs to be able to move. A full suit of armor prevents movement and violates this principle of modern warfare unless the armor can move for the soldier. There are still plenty of places that shrapnel can strike a soldier to incapacitate them. One example is the femoral artery in the legs, or anywhere in the legs. Striking the legs can cripple a soldier, and a blow to the femoral artery can require a tourniquet which fully incapacitates a soldier until they are medevacked and undergo surgery to repair the artery. Striking the arms can also reduce their capacity as well, as they tend to be less protected. The sides also tend to have less armor since the arms tend to fall to the sides, and soldiers tend to face threats anyways placing their front or helmet forward. As you can see, shrapnel from AP grenades is very effective against personnel, even ones in more advanced armor, as they still need to be able to fight in said armor. Unless this game wants to go the route of the soldiers get power armor, then shrapnel will continue being effective. Edit: Oh, and that's not even accounting for the requirement for overheating and cooling of the soldier. Yes, this is something that the military cares about, as heat injuries taking out a soldier is something they try to minimize as well. A soldier who has a full body covering with no surface area for sweat cannot regulate their own heat very well in hotter climates.
  21. Come to think of it, I don't think I was trained to fire the M249 in a kneeling position at all, let alone a standing position unless it was mounted. I was trained to either fire it prone, or with it mounted and me in a seated or standing position. Of course if it's mounted, it could not be moved freely. I'm not sure where Chris is coming from with it being used to clear buildings as that is not a common use for a squad automatic weapon. Edit: Upon searching, I've seen images of rail mountings for a forward hand mount, but at a 17 pound weight for the weapon unloaded, compared to the M4 which is 7.267 pounds loaded with sling, it is not very reasonable to expect someone to hold it unsupported in a standing position. Every picture using the forward grip show them in a supported position, e.g. in a trench, or fox hole, not in a building. Add to the fact that it's length is 30.75 - 36.25 in. with a collapsing stock, something that was not available when the weapon was first created, or 40.75 in. otherwise, and an M4 is 29.75 inches, it is also more unwieldly in a tight space. I still remain skeptical that it was ever used to clear buildings, but rather used to lay supporting fire for squads.
  22. Not sure how much crouching would assist with pistol, though having a supported position, i.e. cover and standing still, available would assist with aiming. That being said, it would be nice if having cover did add some level of accuracy bonus for having a supported position as well. Being able to brace/rest the weapon on another object while aiming assists a lot when aiming. This is coming from someone who was in the military. In general you don't get as much benefit from it outside of a prone position, but you can still benefit in other firing positions. The main drawback is that it takes time to find the support, so maybe you wouldn't get it the turn you move into cover.
  23. It was TorNis. It happened on his Sunday stream. I'll have to go pull up the VoD to get a clip of it happening when I have time. You have me second guessing my memory now.
  24. Is it possible that repeated smoke grenades followed by an AP grenade could cause that kind of damage? Alienium grenades do have a different apearance.
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