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Found 15 results

  1. I have noticed a few issues with the visual aspects of the current grenade system (some of which might be bugs.) Issues: 1. When a grenade hits cover, there is no visual indication that it has done so. Particularly if it has landed on a tile where a soldier is already standing, such as the thrower. 2. When a grenade lands on a tile with an existing object, it disappears below it. Problem: Its really easy to get blown up by your own grenades as grenades more often than not hit adjacent cover, but there is no visual indication of where it has gone. Simply that it didn't go where it was supposed to. Solutions: 1. Introduce a visible arc line showing the path of the thrown grenade. The visual system is already in place and used prior to throwing and targeting. The visual indication would remain there until the grenade has detonated. That way its obvious where the grenade has gone, even if it has fallen under an object. I might suggest the line be white. OR 2. Introduce a fumble message to pop up on screen to be given if a grenade falls either on the tile or an adjacent tile to the thrower and providing that the place where the grenade landed is not within 2 tiles of the original target square. "SGT Smit has butterfingers." "CPL Chris has fumbled the grenade" etc.
  2. To the surprise of my soldier who was somehow stitched back together with voodoo magic a lowly Caesan soldier tossed 2 grenades after being suppressed.
  3. So, whenever the player throws a grenade of any type right now, it's always a big heavy lob that sails through the air like a beautiful pop fly, ready to deliver death/stun/smoke/flash to whomever the grenade lands next to. This is good. It is as it should be. Except when it shouldn't. What I'm talking about here, are roofs. And Namely that a lot of the time on throwing a grenade, the grenade sails through the air, and through the upper floor or roof of a structure, into the spot where it lands. This . . . this is problematic. The obvious fix that needs to be implemented is in having the level architecture stop lobbed grenades that hit surfaces in the air mid-flight, but in order to fully resolve this issue, another aspect also has to be considered: creating an alternate type of grenade throw - the pitch. Basically, as with guns you can right-click to select different kinds of shot, so here, you right-click to select different types of throw. The advantages of the Pitch Versus the Lob is that it is a straight throw, and so it should be necessary when launching your exploding rocks into buildings where a lob is going to hit an over hang. In fact, pitching should act in general, like a gun in this regard, and high cover points will stop a pitched grenade dead in their tracks. Also, a pitch should give some increased distance on the throw, at the cost of some extra TU to be fair (for the wind up of course). Oh, and if you actually hit someone with a grenade, as in it hits the alien, not just the location, a pitch should do a little extra damage is it's going faster and has more force. This difference in throw types gives the user some increased versatility with grenades, and importantly, if the collision issues with lobbed grenades are ironed out, then it creates the necessity for such an ability.
  4. I found this bug : When a soldier from behind cover throws a grenade lit if this hits the coverage the game crashes every time. Sorry for my bad English In italian Quando un soldato da dietro una copertura lancia una granata illuminate se questa colpisce la copertura il gioco và in crash
  5. So, we all love that we can throw grenades over stuff now. Love it, beautiful, thank you all. That being said, I've heard that we now can't throw grenades indoors, because of the ceiling being too low. (At least, one tile high ceilings. I dunno about 2 tiles and up). This got me thinking, and someone else (I forget who, sorry) asked about something similar, and the idea evolved in my head to put two "throwing methods" in for grenades. So, basically, we have the old "straight line" equation for grenades still, and we have the new "high arc" equation for grenades. Why not give us the ability to right-click (or use the scroll wheel, either/or/both), as if we were changing aim levels, to pick which method to use? This way, we could throw over a prop, or we could throw in a straight line under a ceiling. I'd even make the straight line throw have a longer range, if possible, since there's more velocity in the x direction vs the y direction compared to the arc throw, which would have more velocity (compared to the straight line) in the y direction. Does that make sense?
  6. So the shown probability of a hit (or land in the same tile, which I believe is equivalent for damage purposes) seems way under the hit rate I'm getting. The lack of a path line also seems to get me in a lot of trouble with the grenades hitting cover and doing friendly fire (corners are the worst)
  7. So after finally getting to play uninterrupted for a few hours there were a few things I noticed I thought I'd share (and hopefully not repeating anything already said >_<). First of all, when you engage in a night mission you get flares which is nice - not so nice is that your xenonauts can't seem to throw them over cover. There's the throwing animation but that's that, the flare seems to sink straight into the cover object instead of being thrown over it. It seems to work with grenades but to be honest, haven't really dared trying after the flares did funky stuff. There's some stuff related to the game being 2D I reckon too as it's very obviously tile based when you're trying to shoot at something from an angle and the game tells you there's no line of sight. For all intents and purposes, this happens especially around UFOs because of their shape it seems (not so bad behind square objects I noticed). There have been those moments when I couldn't fire at an alien yet I should have been perfectly able to judging by the overhead look. I realize this might be tricky to get right, but just wanted to point this out anyways. I also had a rather hilarious moment with my RPG guy - he misfired (which is fine by itself) yet instead of the missile ending up wherever, he shot it into the ground one tile ahead of him. ... Facepalm! Now, the interesting part was he didn't actually die, but took very minor damage all told. Both these things need some correcting I think - I can fully see someone who never used a rocket launcher cock things up so badly, but please, no trained soldier. It just looks awkward. And secondly - if there were any such incredibly mishaps, I highly doubt anybody would survive it. And a question if you like - I get that line of sight for human soldiers had to be a little on the short side for the size of the maps, and there's nothing wrong with that. But will there eventually be a kind of system in place where soldiers actually 'hear' movement in the sense that they can 'guess' the location of an enemy? This could be based on skills, obviously - as it is humans and aliens alike appear deaf. This is one part of the new XCom I liked - and why not have the aliens in Xenonauts be capable of this too? Furthermore, there could be some aliens that make almost no sound when moving while there could be researchable 'stealthy' stuff for the xenonauts as well. I guess I'll end it there for now. It's a very fun game on a sidenote - I think once this gets some more updates I may finally be able to uninstall the old XComs and the Firaxis one ^^
  8. As of V19 much needed grenade range changes, with low lvl soldiers, flares can only be thrown at a range similar or lower then soldier's view range. Sort of defies the purpose Maybe max range should be bumped a bit, so we can a fighting chance at night? Makes me think Pistols could have special bullets: a longer, low velocity and highly stable hollow projectile filled with some of the same stuff as flares; stabilization is provided by very small compressed fins that deploy when the projectile leaves the barrel. The projectile breaks when it hits, releasing the goop and "illuminates" the target for a couple rounds, providing extended visual range/squad sight and an acc bonus to squad. For use on night missions only. Just tossed the idea for some lols, but it could actually make ballistic pistols useful throughout the whole game.
  9. Getting right into it, I think it is a bit silly balance wise to have every thrown item cost the same TU's. You wouldn't have a Rocket Launcher cost the same to shoot as a Pistol... so why does every thrown item cost the same tu's when what they provide is very different? I suppose it is for realism's sake(the one excuse always used when we are intentionally making a game less balanced than it should be)? But couldn't differences still be justified with for instance, grenades and stuns are "Aggressive throws" with the soldier putting extra emphasis on accuracy so it costs more tu's because of that focus and strength. Whereas something like flares or smokes are just "Passive tosses" where they aren't aggressively trying to hit something so they sort of just wing it out there. Or at least adjust the tu's based on range thrown? I think one of the first tweaks to making night just slightly more approachable, albeit still much more difficult than day, is having flares not cost the current metric shit ton that they cost to throw out.
  10. Had a mission against a scout on icy terrain in northern europe and game crashed after my 8 90TU veterans started throwing 3 flares each in the first 3 turns. Not sure if it's the volume of flares that crashed the game or if it hit some kind of crashy terrain. I'm betting on the former. Game crashed as soon as flare landed.
  11. The current implementation for throwing is unsatisfactory. The main issue I think right now is that the trajectory path is too unpredictable. I haven't done any actual testing, but based on two recent mission where I would attempt to throw flares, grenades, or smoke over cover and the thrown object would simply bounce off the cover and land at my throwers feet. Or worse, the thrown object would bounce off another soldier and land in the middle of my formation. I believe that there are two possible solutions: 1) Change the probabilities of a thrown object hitting something in flight. It appears that the lower the chance to hit, the higher the likelihood that an object in path will be hit. That might be just player math at work, but it does appear that way. Perhaps change the math so that the chance to hit the object is the chance to miss. (ie, if you have 93% chance to hit the hale bay one square away, if you are throwing 20 squares away there is only a 7% chance to hit the bale of hay) Or Use a scatter table. First, roll to hit. On a miss, roll against the table for the result. Hitting an interfering object should be modified by the throwing skill of the thrower. Results would be distance and direction, hitting but causing no damage/effect (ie failed item) hitting an object and bouncing in a direction/distane proportional to angle of incidence, and a critical failure like a drop. 2) Improve the UI. I'd suggest either showing the chance to hit an object that is in the path of the thrown item or a grid overlay showing the potential landing areas of the thrown item. Green colored grids for high likely hood landings, yellow for low likelihood landings, and red for blocked throws possibilities.
  12. So I've been playing for about 3 solid hours straight now, and everything is PERFECTION. However, I get into the night mission and realize that I have a little something called a flare. I throw one, and it kinda seems to cease to exist, as it doesn't land, and it's no longer in the inventory. So, I blindly throw another, and the game freezes on me. Alt tab out and find a memory dump error. I've read it's good to upload the memory dump file thingy, but I can't seem to find it. Anyone have any info on that, I'd appreciate it.
  13. A simple suggestion to improve the way we see Xenonaut soldiers throwing grenades. Right now it's very hard to predict where a grenade will land, so I suggest introducing a marker similar to the one in Jagged Alliance 2. There we had two "cursors" - one was showing the target tile you were trying to hit, while the other (it was red cross) was showing a place where your grenade would most likely land. Please look at this example, it shows a grey cursor that indicates the zone I want to hit and in the meantime red cross is telling me a that grenade cannot reach it due to obstacle in the way. If that feature is already planned please do not throw grenades at me.
  14. I can understand that throwing grenades can be quite inaccurate, but for a trained soldier throwing a grenade against the wall or a stack of boxes in front of him is a bit silly. Please make them either not throw if this would happen or make them lob the grenade over a stack of boxes with decreased accuracy.
  15. Just wondering if the option to throw your weapon or other item will be implemented into this game? I mean in the original Xcom i always found myself throwing extra ammo clips around or weapons (those awkward moments when it lands on the level above) Also if it was implemented would it be possible to throw grenades without them blowing up?
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