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Acalanthis

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Everything posted by Acalanthis

  1. Maybe in the sequel they can buff the demo charge damage so that it can punch through those walls (to allow for the kind of breaching I was discussing above?), but require that you set it down at your Xenonaut's feet to keep it from being a "lol nop everyone dies" weapon?
  2. You wouldn't happen to have a rough estimate for HP and armor? I'm going to try downing one the next time I take out a UFO without psionics.
  3. Uh, I'm sorry if I'm wrong, but I suspect that we may be discussing two separate things. I believe that what you're discussing are those half-size partitions that can be shot over. I'm talking about the full-size walls within the UFO with the doors in them, that block all vision and fire into the next room. Those I've never been able to breach, not even with the MAG Cannon on the Hyperion or a stack of plasma charges.
  4. Yeah, but this is why I suggested changing the interior walls so that they're destructable, but only by the demo charges (since I'm getting basically no use out of them aside from sadistic amusement at the moment). You could throw a demo charge with a few turns on the timer, arrange the squad so that they have good fields of fire through the resulting hole, and reduce the machinegunner to gibs once the wall is gone. You wouldn't be destroying much, on average, since there'd only be a couple major separating walls inside, and it'd let the demo charges fulfill a more significant tactical role. EDIT: another slightly tangential thing. I think it might be interesting to have randomized interior damage to the UFO that extends to normally indestructible scenery; some bits of wall might be missing, for example, or a teleporter might be nonfunctional. I'm of the opinion that it wouldn't change the tactical environment too much but it would provide a little variability.
  5. So I did a post about this in the other General Discussion forum before I saw this, so apologies for the (somewhat) double-post. One thing I'd really like to see are heavy fixed weaponry for the aliens, like an alien equivalent of the M2 Browning. It seems to me that if the aliens know that we're coming for them and all the juicy tech we can harvest out of their UFOs, and if they're at all tactically versed, then they'd immediately see the benefit of a weapon capable of sustained fire with high ammunition capacity, especially in an environment like the inside of a UFO, which is more or less built completely of chokepoints and which has relatively long lines of sight, making it that much harder for Xenonauts to approach without getting shot. I think that this addition would also make snipers and rocket launchers that much more tactically useful, since they can usefully engage these weapons emplacements from outside the vision cone of the alien manning it. It'd also be nice if we could somehow see an expanded role for the demolition explosives; presently I don't see anything they can do that a Hyperion with a MAG cannon or a soldier with a heavy weapon can't do from farther away (so massively increased chance of not being shot to death) with less of a weight penalty (comparing ammunition weight to demo charge weight). Maybe make them the only weapon capable of destroying the walls inside enemy UFOs?
  6. So I've been playing a lot of Xenonauts recently and one thing that I'm consistently noticing is that it doesn't really feel as though I'm fighting intelligent opponents. Part of that is an issue I have with the enemy AI, and part of that is an issue that I have with how enemy defenses are set up and the weaponry available to them. The first and most glaringly obvious thing to me is the lack of stationary weapons emplacements whenever we're boarding UFOs. My reasoning is thus: the aliens are a reasonably tactically versed enemy. They also know that humans with some pressing questions and heavy weaponry and explosives will be showing up within 24 hours to speak with them; any longer and (since the UFOs disappear without any cash payment or any mention of any action by local governments) they will be rescued and the craft salvaged. Their larger UFOs are also laid out so that there are several chokepoints with relatively long lines of sight. They are also capable of building burst-fire weaponry. So why is it that we don't see an equivalent of, say, an M2 Browning, a heavy weapon capable of sustained fire that you can set up in one position to cover a certain position? The very first thing I would do if I knew that I only had to hold the ship against enemy attack for a certain amount of time would be to set up a machine gun or equivalent to cover the chokepoints within the ship. The sheer volume of fire that it would be able to deliver and its relatively high ammunition capacity means that you would be able to tear any nosy humans to literal shreds if they tried to get in for quite some time, and since they don't have weaponry capable of going through the walls, it instantly makes the ship much, much more defensible. On the human side, this also increases the tactical usefulness of snipers and rocket launchers, because those let you kill the aliens manning those weapons with relatively little risk to the soldiers in question, as well as explosives (provided we get destructible walls in future), which would let you flank them. I also have a bit of an issue with the enemy AI after you've slaughtered all the aliens in the UFO and are on the way to capturing it. Why is it that the aliens don't immediately converge on the UFO once you've initiated that victory condition? It makes the "five turns after you've occupied it" victory condition a little unnecessary to my thinking, if you're already guaranteed victory after you've captured it, and it'd make it more interesting if you're four turns in with three Xenonauts on the verge of death by bleed-out and then that one bastard of an Sebillian you missed blunders in, resetting the timer. All in all, I think that it's a very fun game with a lot of replay value; I just think that those little additions would make the experience feel that much more real (as real as a game about shooting space aliens can be).
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