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BugPowderDust

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  1. I realise that, I just mean its frustrating not to be *able* to do it. Also, the nades invariably bounce of something near and land at your soldiers feet, which is just....
  2. The thing that frustrates me the most it the inability to flick a nade over a hedge or wall- as if it was 100ft high.
  3. I'm really enjoying this too- I underestimated the importance of the air war on my first run, and ended up constantly playing catch up with under equipped soldiers, underequipped fighters and a council that didn't seem to realise that I am the thin line between humanity and the aliens, dammit!!
  4. IIRC though- explosive nades go off at the end of turn, whereas stun/flash nades go off immediately. I'd much rather the explosive nades went off straightaway, as you can take actions off the back of it
  5. I have the same problem, but a variation. If I quit Xenonauts, I have to reboot my PC if I want to relaunch it! Otherwise Steam tells me I haven't closed Xenonauts and to please wait. Killing the processes doesn't sort out the problem.
  6. Yet another first impressions post from someone you don't know and don't particularly value the opinions of But anyway... I was purposely avoiding playing too much before general release, in order to not spoil the surprises, and I've finally got around to spending time with it. Firstly, the music, which is so important, is brilliant- good job!! Incredibly atmospheric, sometimes just very ambient with the odd alien-like noise, sometimes just plain catchy. Initially, I didn't really go for the graphics much, but they are beginning to grow on me. i am guessing the maps aren't randomly generated (as with the original Julian Golllop XCOM I believe?), as I've seen that particular farm map quite a few times now. But, the varied tilesets are awesome. I started to play with a cynical disregard for my troops, and under-estimating the aliens after easily doing some light scout missions- kill a couple outside, rest are inside, yeah yeah. Then I downed a Corvette (and got my fighters shot down easily by their fighters), and everything changed. One particular mission- I managed to complete a Corvette mission with no casualties, my Sniper dude was a massive hero- staying near the back and pulling off some incredible saving shots. Back to the Geoscape, and I had no fighters available to down a nearby UFO, so had to leave it...and watch it as it zero'd in on my returning troop carrier..closer... closer... nonononono, still can't scramble fighter.... closer and BAM, helo down, 4 of my troops survive. My sniper isn't one of them. Well, damn. Gutted. Valuable lesson learned. It's these little touches that make this game awesome- like landing in a Middle East desert map, and watching an AK-47 toting local put down a Caesian. Hearing a farmer on a night mission double tap an alien with a shotgun. Researching plasma weapons, and being told- yeah whatever, you can't use them- here's lasers instead! Although the Firaxis XCOM was good in some respects, it took a lot of heart out of the game that this re-adds. Multiple bases, transferring units as necessary, which UFOs to intercept, hunting alien bases etc etc. Goldhawk took a brave step by removing some micro'ing (from the original XCOM)- eg. stores being kept topped up with run of the mill ammo/equipment- personally, I appreciate this, nothing more annoying than having to equip soldiers with pistols as you'd run out of rifle ammo in early game.... or flares for night missions. I am curious to see if this extends to plasma weapons- will you have to actively make them once you've researched them? I'm assuming so, but please don't spoil it for me So, Chris and the team- great job on the game, really enjoying playing it
  7. Point taken with rockets, but there were many times I needed my MG Hunter to reaction fire in order to save a trooper who wasn't near the alien- or just suppress the alien.
  8. Hi, Apologies if this has been raised before, haven't seen it using a search. Hunter vehicles don't every seem to reaction fire at aliens, despite leaving TUs and the option toggled on....is this down to lousy 'reflexes' (or vehicle equiv) or a bug?
  9. Thanks for the comments all. I am not particularly bothered by the amount of aliens in the mission, it's just that it seems I can expect exactly 2 outside (every time so far). I don't mind about how many are inside the light scout, but I know that once I've killed 2, I can relax and hustle my guys to the UFO door- which takes some of the tense-ness away I'm sure that light scouts/ small UFOs can only have so many aliens anyway, so I do understand the problem
  10. Ah OK, many thanks. Seems a shame there's always two outside, but as long as this fixed number doesn't apply to other size craft, then all good Thanks for the heads up regarding the Plasma weapons, ergonomics makes sense
  11. Have just played a game on the v21 stable build just released, after a long time of not playing. Really like the changes thus far, game is very polished, and the music is very atmospheric. However, one thing is bugging me- firstly, on small UFO missions that I've shot down, there are always 2 aliens outside and 1-3 inside the ship. Is this just coincidence (tell me its so), or is this always the case? After killing the 2 outside, the pressure is off and the immersion is gone. I appreciate larger UFOs will have more aliens outside, but surely this also can't be a uniform number? Second thing- although I've researched plasma rifles, I can't equip them. I'm assuming this is due to me missing research of some sort? The mission end screen tells me I'm auto-selling them, so I'm guessing this will stop when i can actually use them? Thanks in advance
  12. My 2p- thought it was very slick, and quite tense in places. The music was fantastic, and really helped to build the tension. There was a lot of things to like, but felt certain things were dumbed down in order to make micro-management less necessary. For instance, grenade timers- the ability to drop nades that go off in a cpl of turns; the ability to pick up a fallen team-mates kit (med kit, notably); the ability to throw items to another teammate (notably inert grenades) etc etc. All in all, very enjoyable but looking forward to Xenonauts release (not playing during beta very much, prefer to wait for the finished product)
  13. Apologies if posted before, I couldn't see one like it. Saw a cop turn into a soldier when climbing over pipes, then back into a cop:
  14. /slaps head Of course! I didn't see the tab!! Thanks very much
  15. Hi, Not really had the chance to play the game much, despite pre-ordering and now I've sat down with it. Kitting out my troops for their first mission- I notice the rocket launcher doesn't appear to have any ammo associated with it in the inventory window, despite one of my soldiers having been equipped with it by default and having 2 rockets in his backpack. I can't find the rockets to increase his ammo... Am I being thick or .... I have searched the forum for it, can't see the question's been asked so I think it's something I'm doing wrong, or misunderstanding? Thanks in advance
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