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Messages - Qpoter

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91
Open Feedback / Re: Questions About OXC Firing Accuracy
« on: February 09, 2014, 09:56:14 am »
OK, that made things a lot clearer. Many thanks.

92
Open Feedback / Questions About OXC Firing Accuracy
« on: February 09, 2014, 03:41:34 am »
I've noticed a few oddities in OpenXcom regarding firing accuracy or firing in itself, and I want to know why these things are the way they are and/or if they can be changed to more closely reflect the original game's behavior.

First up, when taking Auto Shots and the target dies before the burst finishes-
Original: the remainder of the burst will hit the spot where the target once stood
OXC: the remainder of the burst will hit the ground underneath the target (its corpse)
 
Secondly, is accuracy in OpenXcom based on probability?
I heard somewhere in these forums that Firing Accuracy in OXC basically states the probability for a 'hit' trajectory to be calculated, and if the RNG roll fails, a 'miss' trajectory is calculated. However, afaIk, the original game's Firing Accuracy did not reflect your chance to hit, but instead just calculated the possible spread in degrees of any given shot you take. This made it possible, for example, to take a 56% Accuracy Snap Shot at a target right in front of you and have the shot literally fly directly to your left or some other really bad angle (although the odds of these extreme misses are miniscule, I have witnessed them a few times in Let's Plays of the original and have also experienced them).

And thirdly, when you save before you take a shot, and then continue to reload the save game and take that same shot, it will always take the same trajectory (so if the shot misses it will continue to miss and will never hit no matter how many times you reload). Is this to prevent save scumming? If so, I disapprove of it, not because I save scum myself (I noticed this while testing a few mods) but because I think if people want to save scum you should allow them the opportunity. If it isn't for preventing save scumming, I still think this should be corrected.

Whew, that was a mouthful! So, in conclusion, if these mechanics work in OXC the way I suspect they do, I'd like to see them changed to more closely model the original game's behavior.

93
Offtopic / UFO2000 Needs Players
« on: December 27, 2013, 08:41:24 pm »
I really have no idea how much the UFO2k community overlaps with the OXC community, so I'm going to assume that at least some of you know what UFO2000 is. If not, https://www.ufopaedia.org/index.php?title=UFO2000.
TL;DR, it's multiplayer X-COM (battlescape only).

Download link can be found here: https://sourceforge.net/projects/ufo2000/files/UFO2000%20beta/0.9.1176/ufo2000-0.9.1176-beta.exe/download?use_mirror=garr&download=

The game is not quite dead, but the server is empty at almost all times. You can occasionally find someone to play against with a few hours' time and some patience. I'm looking at the server stats page right now, and there have been a total of 99 games over the course of two months. That's an average of about 1.65 matches played per day, but that figure is unreliable because there are periods of several consecutive days when no matches were played at all.

Basically, I think this game deserves a 'revival' (although it's not quite dead), and the people of this forum are great candidates for that.

The wiki link above tells you everything you need to know about the game to start playing. You should devote some time to reading it, because there are many subtle differences between UFO2k and X-COM, and it's better to know about them beforehand than to learn about them in combat the hard way.

So, is anyone up for it?

94
Suggestions / Re: Camera smoothly follows bullet
« on: December 24, 2013, 05:12:06 am »
Well, we obviously won't get to have a look down the barrel for shots in OpenXcom... then again, maybe the FPS Screenshot feature might be useful for something after all...

I actually hadn't thought about deviation. I only get shots that terrible when a Rookie with 40 Firing Accuracy gets shot down to 2 Health. Maybe the camera would just follow the bullet that's most on target?

95
Suggestions / Re: Camera smoothly follows bullet
« on: December 23, 2013, 07:08:09 pm »
I think it's worthy of being on the Advanced Options menu someday, but definitely not before 1.0.

96
Suggestions / Re: Camera smoothly follows bullet
« on: December 20, 2013, 02:55:56 am »
I don't see how this would be difficult to implement from a technical standpoint.

On another note, I have a related suggestion that doesn't deserve its own thread.

When a bullet hits something, it makes a sudden stop at the point of impact to play the impact sound and animation. This sudden stop is not really a problem with Snap or Aimed shots, but tends to be annoying with Auto Shots since they are supposed to be 2 or more rounds fired in rapid succession. So my suggestion is for all the projectiles to be in flight at once (not for all of them to exit the weapon at once because then it would look like a shotgun), and have the sudden stop only occur on the last impact.

If that explanation made no sense, think how Xenonauts does Auto Shots.

97
Suggestions / Re: Camera smoothly follows bullet
« on: December 19, 2013, 02:48:45 am »
Why has this gotten so little attention aside from 80 views? This feature is great, and wholly qualifies for OXC.

Using a high Fire Speed with the current camera system gets pretty nauseating. This would eliminate that pretty much entirely.

98
Suggestions / Re: Inventory Access.
« on: December 04, 2013, 07:15:47 am »
True, doesn't make much sense, and the only way to really fix it would be to implement some sort of weapon restriction. As in, at the pre-equip screen, trying to put a Rifle on a HWP would give the error "Weapon incompatible with this unit!" or something. Also, I don't think HWP ammo is currently usable as a Battlescape item, but that could be very easily changed.

99
Offtopic / Re: Do you ever use pistols or autocannon? Motion sensors?
« on: December 04, 2013, 07:00:00 am »
AC-HE can't bring down walls, mind you.

Most weaker walls and obstructions are easily brought down by AC-HE... mainly, this applies to wooden walls in Farm maps and the weaker fences and walls on Terror missions. Useless against anything really solid, though.

100
Offtopic / Re: Reviving a stunned alien?
« on: December 03, 2013, 07:17:59 am »
I remember them waking of their own accords... XD
Then triggering the carefully thrown safety proxy...  ^^

... the carefully thrown safety proxy which happens to be 2 tiles away from one of your best troops...

I used to do that, but then I found that you had to avoid their corpses like they were the plague (and, like the plague, would probably kill you) or else the proxy would go off. In the tight-knit corridors of a UFO, that's a rather awful idea for obvious reasons...

101
Offtopic / Re: Do you ever use pistols or autocannon? Motion sensors?
« on: December 03, 2013, 07:13:14 am »
I almost never use HC. I find it clumsy and more often than not its lack of auto-fire nets me a lot of casualties. Area saturation with AC-HE or AC-I rounds, though, is a very nice complement to my squad, especially when coupled with the fact that direct hits are not necessary to do damage.

At least during the early tactical battles, AC-HE wielding troops can prevent a great deal of situations from going sour.
Say, for example, I have a unit 6 tiles away from a Sectoid, and that unit can either make one snap shot with a low but very much possible chance of missing, or retreat to a safe distance and allow the AC-HE soldier to eliminate the Sectoid without risk.

In that case, I would have spared myself a potential casualty by employing the Auto-Cannon's fire support.

102
Offtopic / Re: If X-COM was real, would you enlist?
« on: November 24, 2013, 10:11:02 pm »
Wow, this thread got going fast!

There have been numerous times when I fire all eight of my starting rookies for just being terrible... if they have a single redeeming quality, it was overshadowed by them having 10 Bravery or something.

103
Offtopic / Re: If X-COM was real, would you enlist?
« on: November 24, 2013, 01:06:40 pm »
And the salaries!

104
Offtopic / Re: Your X-COM base names
« on: November 24, 2013, 06:52:35 am »
I used to just name them X-COM One, X-COM Two, etc, but then I realized that made it very difficult to see from the Intercept screen which craft was at which base, so now I name them X-COM EU, X-COM USA, and so on.

Nothing like the way I name my soldiers. I strip them of all personality by just naming them EU-1-1-1 HW-1, for example (base, location, squad number, sub-squad number, deployment sequence, role, skill at that role (so that guy would be the #1 Heavy Weapons troop in that squad)).

105
Offtopic / If X-COM was real, would you enlist?
« on: November 24, 2013, 06:37:52 am »
If X-COM was real, would you enlist?

Even considering the... steep... casualty rates, I personally would volunteer for it as soon as possible, since it's the kind of war that has no political agenda and is pretty much for the greatest cause in human history (ensuring we're not all in alien shackles).

This question assumes that the videogame series never existed in any form, so you'd have no real idea what you're getting into.

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