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Found 9 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. great game and its unfinished so its only gonna get better. but i would like to see the cover system of the other new xcom game implemented in this game, its more realistic that your guys can shoot from cover instead of having to go out of cover to shoot, other then that it looks good and i hope it have more maps then the firaxis game.
  3. Great game so far, can't wait for the finished product! Anyway, here's two suggestions I have for the tactical aspect of the game. 1) Why is the Scout Car always in the back of the craft? It blocks the side doors and has a hard time getting out because of all the soldiers in the way. My suggestion would be to select and modify the layout of troops in the landing craft. Maybe I want specific weapons to roll out first, or maybe I want the Scout Car to be the first one out the door. Mostly, I want the Scout Car to be first so I can use the side doors. 2) So, I couldn't help but notice that the soldiers were really frequently shooting the cover they were right next to. Perhaps let a shooter ignore the tile in front of them to represent firing over a rock, barrel or around a tree or crate? Or at least a hefty modifier to make it a rare occurrence.
  4. Some things I would really like to see implemented: Posting grenades through doorways/windows - As a soldier myself I wouldn't stand in the doorway and expose myself to whoever might be inside while attempting to grenade a room. We stand to the side out of the line of fire and roll a grenade in. Also the amount of time units in game it take to prime and throw a grenade is unrealistic. At least add the option to prime a grenade on game turns prior to actually throwing it. There should be no time delay on detonation like in original x-com though as a grenade fuse cant be adjusted. Machine Gun - The amount of rounds fired from a machine gun is fairly low in respect to the time units the xenonaut has. A machine gun is a suppresion weapon and very formidable once set up in a decent firing position. I would like to see at least 2 bursts being able to be fired per turn but at a much reduced accuracy. Also 99% of the time the weapon would be fired from the prone position, to hit anything from standing or kneeling would be a miracle or extreme luck. Unless it is mounted on a tripod in the sustained fire role. Cover - once next to cover xenonauts should be able to hide from fire, currently you can still be shot at even if in real life you could choose not to expose yourself .
  5. Were these removed on purpose, or is my game just acting funny? There used to be green/yellow etc block/bars to indicate a soldier had a certain amount of cover in a given direction, which helped since not all the terrain actually exists...
  6. Is it true that Xenonauts has no cover system? So that kneeling behind a rock or fence is the same as kneeling in an open field?
  7. been looking at buying this for the last couple of months and the early release on steam was the last prod i needed. i had been watch lets play videos and it showed the mouse icon changing to show what cover was available. is this something that has been taken out in one of the updates and is there a cover system still in place?
  8. Xenonauts does some neat stuff in terms of allowing soldiers to take cover behind waist-high walls. However, a more common circumstance is taking cover at a corner, like the corner of a building, or at a doorway. I always have a heck of a time with tile-based squad games like this positioning my troops in cover at these corners - either they are behind the corner, and so can't be shot at all but can't see either, or they're standing in the open in order to see, but don't benefit from cover at all. Cover at corners is critical in indoor spaces, and in most maps tends to be substantially more available than waist-high walls. I suggest implementing a system similar to the mid-level cover system to allow soldiers to take cover behind corners, but still be able to see, shoot, and be seen and shot in return. For example: #| 3 |###| |###| |###| |[u]##[/u]#| 1 2#| In the current system, soldier 1 can see and shoot at alien 3, but is completely exposed. Soldier 2 is completely obscured to alien 3, but can neither see or shoot at him. Soldier 2 *should* be able to take cover at his present position, but lean out around the corner to see alien 3 and shoot at him while only minimally exposing himself to return fire.
  9. OK, here's where we'll continue the discussion on manual kneeling. You can see the previous thread here, which contains every post from the discussion going on on the pre-migration forum. It's a long one. To help clarify the discussion and kick start the wiki, I'm producing a couple of pages which describe the accuracy and cover mechanics in the game in detail. That should give everyone a framework to work within. Accuracy calculation, including cover save - http://xenowiki.goldhawkinteractive.com/index.php?title=Accuracy_Calculation Terrain Objects - http://xenowiki.goldhawkinteractive.com/index.php?title=Terrain_Objects Cover System - http://xenowiki.goldhawkinteractive.com/index.php?title=Cover_System
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