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Topics - The_Atomik_Punk!

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Suggestions / Suggestion to modify grenade throwing trajectory
« on: July 25, 2016, 12:48:45 am »

So I just had my first experience on Cydonia looking for the Mother Brain in the subterranean base, when I finally came upon the large room with the "T" shaped corridor, executing with the two grav lifts at the ends of the T leading up to the final confrontation.  Upon entering the long corridor, I immediately spotted two Ethereals with blaster launchers at the end of the long stem of the T. I had a primed alien grenade, so I figured it would be a reliable way to take them both out. Only problem was, the game wouldn't let me complete the throw. My flying suit equipped soldier couldn't have been more than 8 tiles away, yet wasn't permitted to make the throw, I assume because of the low ceiling.

This to me is completely nonsensical;  it's an illogical limitation of the game that my trooper could easily make this throw in the open, but is not allowed to "adjust his throwing arc" indoors. What would actually happen in a real-world situation like that (think S.W.AT. forces in interior structures), would be that you would roll the grenade with an underhanded motion.

What I propose is two things: firstly, that the throwing ruleset for spherical grenades permits them to be thrown for their full range despite any vertical limitation indoors (rolling), and secondly if a grenade banking mechanic could be implemented that would permit the bouncing of grenades around corners, like S.W.A.T. forces would do with a flashbang. Are either of these ideas interesting to anyone else? Are they practically achievable without much effort?

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Open Feedback / No Audio Sample Rate option in latest nightly?
« on: July 23, 2016, 09:16:49 pm »
As the thread title says, I'm not seeing the drop down menu in audio options to change the audio sample rate in the latest nightly build? Is this intended, or is there something wrong with my install? I assume the functionality still exists when modifying options.cfg, because I found audio sample there, and it's set to 44100, but the ability to modify that in-game would be more convenient.

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Released Mods / Scout Drone compatible with lastest nightly build?
« on: July 23, 2016, 09:27:44 am »

So I completed a playthrough of OpenXcom 1.0 using the Scoutdrone mod, but I can't seem to get it configured to work with the latest nightly in the mod folder. Does anyone know if it's compatible? I surely hope so, as I found it to be an increadibly useful tactical addition to the game, and would love to be able to use it with the latest OpenXcom build; any insights would be greatly appreciated!

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Suggestions / PSX Cutscenes
« on: July 23, 2016, 01:48:13 am »
As the thread title says, I think it would be awesome to have the ability to integrate the Playstation cinematics into OpenXcom: https://www.youtube.com/watch?v=htwC1_e-KeU

I just finished playing (Open)Xcom for the very first time (beginner, Ironman), and it was one of the best gaming experiences I've had in a long time; Xcom- thanks to this mod- is easily in my top 10 games of all time now. Having said that, the slideshow ending after such a momentous achievement was quite lackluster, particularly considering how improved the gameplay/ and audio visual experience is with all of these mods. To me, having the ability to insert the PSX prerendered cinematics would improve the OpenXcom experience.

Has this been discussed before? Anyone else on board?

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