anotherdevil Posted December 14, 2011 Share Posted December 14, 2011 As far as I am aware, a reaction shot does a single shot of the best kind. So the best shot that the remaining AP can afford Quote Link to comment Share on other sites More sharing options...
Sathra Posted December 14, 2011 Share Posted December 14, 2011 And auto fire is a separate button. Auto fire has a fixed cost since it can't be pumped, so that's simple enough. Quote Link to comment Share on other sites More sharing options...
Aaron Posted December 14, 2011 Share Posted December 14, 2011 Sorry, but I don't quite follow you - does that mean a Xenonaut will only make a reaction fire shot if you actually have one of the AP reserve buttons selected when they end their turn (and they have enough AP)? Quote Link to comment Share on other sites More sharing options...
Chris Posted December 14, 2011 Author Share Posted December 14, 2011 No. They will use their available AP to make the most expensive type of shot they can when they sight an alien. Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted December 14, 2011 Share Posted December 14, 2011 So whether you save it manually or not, if your soldier has the chance to shoot, he will do the best shot that he can. If you save AP though and they don't get a chance to shoot, that AP is lost Quote Link to comment Share on other sites More sharing options...
Viscount Posted December 15, 2011 Share Posted December 15, 2011 Well I used reserve AP's for both reaction and normal shots. Maybe I suck at maths, but when having an Avenger full of soldiers at some point I'd always move some guy too much and had to pay for it the hard way. I have to admit I still sometimes forgot to check the reserve button, but at least it made those errors less common. I don't remember how it was implemented in Enemy Unknown - were you able to shoot while having reserved AP's - but I recall it worked ok, so in my opinion it can be the same way in Xenonauts. Perhaps one thing worth considering could be the possibility to disable oppoturnity fire. I don't know about you, but I really loved the incendiary autocannon, except when it leashed a couple of reactionary bursts to the general direction of the heroic close combat your other guys were engaged at. Of course you could just use all the AP's by turning around a couple (of dozen) times, but it wouldn't hurt to have a button to disable the reaction shots. Quote Link to comment Share on other sites More sharing options...
Sulphy Posted December 15, 2011 Share Posted December 15, 2011 Finally able to play... picked up on 2 things tho... 1. When looking at the chinook, there is a spelling mistake (i think) in the bottom left, where there is a panel of vehicles and soldiers on board, it is named as COMPEMENT ... not sure if that is meant to be COMPARTMENT??? 2. Had an issue where my soldiers could only enter the downed UFO once, battled like hell to get the guys to enter the back of the UFO again.... Other than that... awesome work! Quote Link to comment Share on other sites More sharing options...
RulerOfNothing Posted December 15, 2011 Share Posted December 15, 2011 I think the transporter window is supposed to say "Troop Complement", and there have been a number of issues with pathing around and in crashed UFOs. Quote Link to comment Share on other sites More sharing options...
Chris Posted December 15, 2011 Author Share Posted December 15, 2011 Yup, it's meant to be troop complement. I've updated strings.xml. The UFO is a mess at the moment. I'll be looking at it shortly. Quote Link to comment Share on other sites More sharing options...
RulerOfNothing Posted December 15, 2011 Share Posted December 15, 2011 The UFO is a mess at the moment. I'll be looking at it shortly. That's very good to hear; being able to barge through the walls doesn't quite make up for the aliens being able to shoot through them Quote Link to comment Share on other sites More sharing options...
GrumpySage Posted December 15, 2011 Share Posted December 15, 2011 Is there any case when you want to not shoot during your turn (assuming you can see an alien), but leave your AP for reaction fire? If so (and it isn't a corner case), I can see the case for having the reserve AP being untouchable during your turn. Otherwise, I think they would work best by locking the AP so they can only be used for shooting. If I choose to shoot during my turn, they can be spent, otherwise they are left over for reaction fire. Quote Link to comment Share on other sites More sharing options...
Inukshuk Posted December 15, 2011 Share Posted December 15, 2011 I like this idea of being able to disable reaction shots for some troopers. It really can be a problem with rocket launchers and in old XCOM, I often wished for this option. About the question of how best to use reserve action points: to save for a shot in the same turn versus in the aliens turn, a point worth considering is that using your reserve points to react to the aliens was in the past XCOMs the best way to build up your "reaction" stat in troopers Quote Link to comment Share on other sites More sharing options...
Lokik Posted December 15, 2011 Share Posted December 15, 2011 Nice to see that Chris has been busy with the game. Have been too busy to check on the game for a while. Hopefully after christmas I'll be able to test out the new version more. The changelogs look very promising! Quote Link to comment Share on other sites More sharing options...
Yevgeniy Posted December 16, 2011 Share Posted December 16, 2011 Progress is being made. Quote Link to comment Share on other sites More sharing options...
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