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Found 4 results

  1. First let me say after playing Xcom: ufo defense, Open Xcom, Xcom:Enemy Unknown, and Xcom:Enemy within I find the detail and fidelity to the player outstanding in this game. While not as flashy as Xcom:EU it is far less buggy and provides a lot of control and information to the player. I really enjoy this game and hope for a squeal or at least another game of the same design. There were some things I found my self missing from the other games though. 1. Rotatable maps. This is my the second biggest annoyance after playing Xcom:EU is that I really want to be able to spin the maps so I can see the from back side. I know there is a big issue with design to change this but I don't need to be able to spin to all 4 directions like EU, I would just love a north and south few if possible. The mouse cursor provides a lot more information than any other game like this but I still like seeing it more than feeling out behind walls to figure out where I am going to move the unit running down the back of the building. 2. A movement grid around cursor. Similar to the first issue I find some places where I feel like should be able to move but can't. Most notably around ship entrances and at the corners hedges dividing areas were the movement spaces are not as easily seen because the art would suffer from filling the whole square so it looks wider than it is. Xcom: EU lets you hold shift and see the grid with open movement areas. While this is used for "shield" scanning if this were applied with the "?" block used when entering unknown areas and only base on the map not unit obstructions (other than your units) it would greatly reduce some confusing moving problems with soldiers and vehicles. 3. Strait line of site while in full cover. The cover system in this game is any many ways superior to all the other games of this type. I do have 2 complains. The first is full cover is almost more of a hindrance than a help because it blocks strait forward line of site. Xcom: EU fixes this by acting as if the unit is standing one square out side of the the cover for view and then they actually step out to shoot, then step back in. This is functional but also has issues. Firstly stepping out to shoot should always trigger reaction fire which would get you slaughtered in both games and it would require a lot of work for AI as well. I recommend a "Turkey peek" button. Which adds an animation to lean out for 1/4 reduced cover benefit and 1/5 reduced aim at the cost of 10 time units for out and in like kneeling and can't be done while kneeling. so kneeling be comes standard for half cover and open areas but you have an expensive but safer way to check around corners. I also believe it should still set off reflex fire but since you keep 3/4 of full cover defense its worth the risk but if you have to guys better to not use it and play as is one on each side if possible. I don't think this is at all game breaking. 4. Line of site over two half cover blocks in a row is my second complaint with the cover system and my is the number 1 complaint of all. during base defense or moving on maps with crates I often end up behind behind two pieces of cover in a row. I under stand it having a blocking present when your one block away but if it is "attached" to the cover you are behind and not at least 3 blocks away it should not provide cover for targets unless they are using the cover directly. I am a former Marine and a southerner who grew up with shooting all types of guns and if I have a berm, sand bag barricade, or and old deep freezer (yes I am southern enough that I have done that, we keep are ammo in it to protect it from the rain... also sometimes our lunch)and I am shooting off of it long ways I use it as support and I am not dumb enough to aim low and hit the it! Especially if the target is any distance away and would not require me to aim much lower. It makes me more mad when my veteran sniper does it... oh so irritated. 5. Equipping soldiers. This is really to very miner things. First The abbreviations for the skills should say what they are when you hover the mouse over them. I know it seems obvious and I figured it out quickly but I did not pick up on reflex right away and immediately tried to mouse over to see what it was to no avail and actually saw a few lets plays where they did the same thing. As fine tuned as this game is it seems like a small detail missed but it is important to know when ordering and equipping units. I for example don't want my heavy gunners or rocket soldiers with high reflexes... it can end badly. The other thing equipping soldiers is gear management. I would like an unequip unassigned personnel button so I can more easily refit my drop ship soldiers and I would like it to that the set role default gear button did not remove all gear when I am short something like armor or rifles. If it would instead equip everything I have and if no weapon then the equivalent ballistic weapon so that I could at least setup the armor and equipment and have them armed. Then I can fix weapons later if I need to. If I am short armor at least give them the weapon and equipment so that they don't accidentally go into combat unarmed.
  2. Sorry to open a thread for this. But i couldnt find it in the search. Why isn't there an option to equip soldiers pre-combat, even when you can actually use them in combat?
  3. Forget it - solved it thanks to someone at the forum
  4. I've searched and searched the forums and don't see anyone asking this. I'm early in the game. I have the initial planes which I think are called Condors. I can't replace the cannon with the laser one I built. There's nothing obvious the way it is for the soliders or the small scout tank - those are easy to figure out. If I click on the cannon itself it just makes a clicking noise but nothing happens. Please advise. I'm far enough in the game already to the point where I need this upgrade. Thanks.
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