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Found 7 results

  1. Aduction tube interaction is for free. It should cost 4 TU same as door opening, In fact it opens. Click on Abduction tube from distance it does nothing. (well, it beeps ) Interaction (open) is allowed only from zero distance range. Ok, here comes QoL : - when I click on a tube for first time, plan route of my soldier to the tube. - when I click on a tube for second time, send the soldier on the pre-planed route - when I click on a tube for third time, open the tube Lazy AF
  2. Latest melee combat changes are good. Usage of reflection difference between attacker-defender creates interesting opportunities. 1. Omitting accuracy stat (to hit) creates new opportunity for a "brawler class" 2. Clumsy opponents are easier to hit (capture). Which highlights differences among opponents. Some are better shot by stun gun, some are better to beat. Very nice. Ideas to consider for further improve melee : a) melee attack on wounded (non-robotic) character get bonus to hit, up to a point when melee attack on almost_dead_opponent reach 100% chance to hit. This rule would create a "Finish him moments", when attacking by knife (TU cheap attack) is most efficient way to end almost_dead_opponent. If you can add an fancy animation for those finishing moves, it would rise up the action power meter to the hot level. Result is : backup melee weapon is far more attractive and combat is bloody visceral. b) melee while kneeling gets penalty to hit AND defence. At the moment, kneeling is mandatory for any combat scenario, this new rule brings a bit of thinking. Kneel makes you a smaller target in shoot-out but in personal interaction, it is a submissive position. So in melee it is disadvantage. Melee attacker while kneeling gets 20% lower chance to hit. Attack on a character who is kneeling gets 20% bonus to hit. Introduce melee critical hit (chance 1 to 10) which makes 1 bleeding damage AND push target into kneel status. (even if target has zero TU to consume for kneel, he will kneel for free anyway). Push opponent into kneel in melee creates advantage for further attacks. Result is: kneeling in melee is disadvantage on top, critical melee hit can send opponent into this position. Some special alien could do critical hit always. c) Strength in melee should give a flat small bonus to dmg. ei. even electric baton would get a bonus from strength. Something like one bonus dmg point per 10 points of strength which is over 50. ei. at strength of 100 i will get 5 bonus dmg points. The bonus dmg is physical dmg type. ei. hit a robot by electric baton makes two dmg type effects. One electric, second physical bonus dmg. Result is : Brawler class need reflexes to hit and Strength to make more dmg. Very ClassicRPG system.
  3. Lower diffilculties shotgun feedback look like this: 34 23 MISS! Higher difficulty removes the red hp counts so it looks like this : MISS! Two shots which hit, has no feeddbaack. It means, only negative feedback is passed to player >> the miss word. That is not pretty nor creates positive feeling. I believe that game should give player the positive information. In some form. Like this : Hit Hit Miss! As you can see, player gets nice positive feedback he made two hits. Information value is the same as in current system, but two red words Hit! are the positive feedback. On top, when player shoot a Machine-gun batch to the flock of opponents, the red word Hit above various opponents gives a clue who is hit, or not. Which is not available in the current system. Omiting possive feedback game loosing motivation for player and feel confusing. Satisfaction moment is missing ! On top of this, I would recommend to ad Holywood type of Hit (it is just a scratch) Graze. Graze is hit for (0 to 3hp) then it start nicely communicate with player when armour comes into the game. Look at this feedback of machine-gun long batch. Miss! Graze Miss! Graze Graze Miss! Miss! Miss! Hit Hit The player clearly see that 3 first hits made some scratches, probably bounce of armour, then last two bullets actually made some damage. Which is very good for emphasise powerfull enemies. In current system it might look like player shoot but nothing happens, no feedback, player is lost. My advice is, add possitive feedback of Hit and Grace to improve general motivation of the player. All this by three colored words. :-]
  4. Footsteps on snow should disappear based on turns time flow. e.i. Footsteps lasts for 3 rounds, where each round are less and less visible. So player could guess how much time (turns ) left since their were made. Current status is, footsteps decals disappear based on real time counter. time dilatation is wrong. It is unfortunate design. Let me track my opponents by footsteps in snow !
  5. When all soldiers use same armour then it is a bit bleak and boring to see. On top it is confusing to determine who is who. Recently I watched some vids from actual war, and get idea - lets use coloured tapes on fixed places to differentiate soldiers. Lets say, one tape around helmet, and two tapes on each biceps. In the screen Base-armoury player can set a colour for each load-out. 2 Colours can be set separately for helmet and the arms. e.i. I can have a "Assault" load-out who use green tapes. then "Assault+" with medpack who has greeen tapees on arms but red tape on helmet. Color selection uses familiar dialog tool like this : Here are examples of tapes usage : ( photos are used for illustration only, I dont know which side they belong, or I am not involved in any propaganda) https://cdn.punchng.com/wp-content/uploads/2022/02/27193050/rsz_1img_20220227_182428.jpg https://www.aljazeera.com/wp-content/uploads/2023/03/AP23086795783477-e1680208730850.jpg?resize=770%2C513&quality=80 https://www.aljazeera.com/wp-content/uploads/2022/09/000_32JU8ZG.jpg?resize=770%2C513&quality=80 I believe that coloured tapes on armour are engine-doable and would be nice QoL for all players.
  6. I was a huge fan of Xenonauts 1 and saw it as a shining light after having wasted countless hours trying in vain to love the terrible excuse for a game the new XCOM was. My only comment would be to remove the "Hidden Movement" feature and maybe add a little more control as far as screen rotation during the enemy turn. It adds nothing to the game and only serves the purpose to detach you from the scenario by essentially turning off the screen completely during the alien turn. One of the things that the newer XCOM games did right (and by that I mean one of the VERY FEW things) is the sense that during the alien turn you are constantly watching the screen in case something happens. Even though you already know the screen will zoom to any movement in actuality, you still can't help but watch. It adds a sense of depth and immersion while you're waiting for the aliens to move instead of just turning off the screen and saying "Ok, now wait for your turn." Thoughts?
  7. One feature I am really disappointed about is the fact that there is no "prone position" which, IRL, gives you a) a lot more protection from direct fire as you are a presenting a smaller target, b) makes you more difficult to spot, c) gives you much greater accuracy with rifles and machine guns and d) gives better conditions for giving covering fire. Not acknowledging this in the gameplay really spoils the tactics side of things; having your team crawling on their belt-buckles means they'll move much slower but will be able to move into fire positions without being seen and/or much less likely to get hit. It was one of the good things about XCom Apocalypse (which was an ugly looking game, but had great combat mechanics). I really hope the devs rethink their design here, as I think the "dumbing down" of the combat mechanics will really negatively affect the game.
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