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Showing results for tags 'fire modes'.
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Raealto posted a topic in Xenonauts General DiscussionOnly about 50hrs in now but a few things so far. *Would really love an options setting or something to start all troops on single fire instead of burst. I find burst mostly useless (unless you can see the errr green?yellow? of their eyes) due to accuracy and limited ammo as u go up in weap tech. Could also just have the nauts personal settings persist mission to mission if thats easier. *When those pesky landing ships decide to land and your interceptors are almost there it makes me want to strafe the bejeeesus outta them...so why not let us. =) Too late to stop the terror mission but at least we get to rid them of a ship and not waste fuel for nothing. Could run it in the air combat screen and give them some sort of defenses to make it a bit of a challenge though we do spend tons of time in that screen now. Another options is have a strafing run and get a report like when your base guns fire at an alien ship. *Increase font size (or an option to adjust it as you see fit) for well almost everything but especially the Xenopedia reports. The old and semi blind will appreciate it! *Only at Corsairs so maybe there are better aircraft coming but.....More missiles for the love of god! Feel free to cut the dmg in half and give us 4 or 6...all the time you spend setting up for the intercept...then actually in the air combat screen to blow your load in 2s. Especially MIGs at least the other two have the gatlins. Speaking of the air combat screen when u try to bow out it takes forever sometimes. Perhaps a 5s timer once you've decide to leave that should be enough time to change your mind if you need too. Or allow the ESC menu to work. Ya make a bone headed click on the wrong jet and then you have to wait 5 mins to reload. *I'm sure LOS is a dirty word...plenty of spots where u get shot and can't shoot back especially corners. Would it be too blasphemous to steal the cover type icon idea from the other recent XCOM game so you don't have to guess if a targeted baddies has LOS on you? Maybe it would take some of the OG flair away...working as intended? hehe *Ok last one! I assume more boards will exist when the game is done but I've seen very little cover maps...and average covers maps...what about a tons of cover map. It would make for some good cat and mouse. How about a totally indoor one as well? Why wouldn't the aliens want to crash the shopping mall, send the cryssies loose on the pre-teens raawwrr! Steal from Left4dead and Dead Rising...zombies just wanna have fun!
Weapon - Suggestions
Frankdark posted a topic in Xenonauts General DiscussionGame is really good ( I already lost 3 day´s of my life to it ) One point i still miss from the later versions of xcom and hate it in the new one. Don´t know if it will change in endgame ( start using Plasma weapons ) Same weapons in new form. is, every time the same weapon baseline ( Pistol, Rifle, Shotgun, LMG ) Just shooting Red or Blue sprits. there a good mechanic for choosing Fire mode, how about make i a bit more adaptiv to Weapons? And also make weapons more Flexible to Tec level by giving it different types of ammo. LMG Class Classic Munition Standard / later Alien Material Ammunition 1. Burst ( 5 Bullets ) 2. Aimed Burst ( 3 Bullets ) (Special for Starters to Hit something) Laser LMG Munition Normal / High Energy 1. Burst ( 5 Shots ) 2. Overcharged ( empty’s magazine ) ( High Damage depending of ammunition in magazine, high TU, nearly a sniper shoot ) ==== Assault Class ( Shotgun Class ) Classic Munition = Slug, Bug shoot, Plasma 1. Snap Shoot 2. Normal Shoot Laser ( no Shotgun ) Munition = Normal / High Energy 1. Snapshot 2. Short Burst 2. Long Burst Plasma ... Laser rifle Instead of Burst, Overcharge. This and the inclusion of different ammo to close the Tec Level gab´s would give more style to the weapons and playstile of players. Even in Mid or Endgame Laser with High Energy Cell more for Range, Plasma more for Close Combat. ( i hope my English is not to bad ) maybee to late for this game, but for xenonauts 2 *G* )
Feasibility of multiple "weapons" on a single gun?
Kat Tsun posted a topic in Modding DiscussionHello, I'm currently in the process of making a few weapons for the game, I was wondering if it was possible to use the fire selection ability to fire different projectiles, such as grenades. The main reason I'm looking at this is because I want to integrate underbarrel launchers or rifle grenades onto my weapons, and I don't want to have to make several similar looking guns for these features. I'd rather have a "burst" and "grenade" selection instead. Is this possible directly, or is there some sort of workaround that would accomplish what I want?
Tactical Fire Mode - Brainstorming
Bibidibop posted a topic in Xenonauts General DiscussionI believe the current methods of getting into, and especially out of, firing mode are quite irritating and clumsy. No idea is too stupid, expensive, or off the wall, as long as you know it doesn't suck; just throw ideas and see what sticks in an attempt at improving the ergonomics of fire mode. 1. Right click to dismiss the firing reticule. 2. Right click any tile, or unit to bring up a context menu. The context menu lists all firing modes. To dismiss firing, right click again and a dismiss command will appear. Scroll wheel only changes characters, and does not change functions. Clicking the weapon icon in the tray still works as always. The previous fire mode of a given unit becomes the persistent manual fire mode until changed, while the automatic fire mode for reflex is separate. 3. Middle click to change mode. 4. ??? 5. Steel underwear.