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alienman

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alienman last won the day on November 23 2022

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  1. Yeah. They would be really good in an alien base assault since often must leave corridors unguarded. I just find that trap gameplay really rewarding, so I'm hoping the Xenonauts devs will add something.
  2. When defending my base, I started to think how fun it would be with some kind of proxy grenade, or mine to lure the aliens into. The OG X-com got one, but I have been thinking that a throwable one might be too powerful. So, how about a heavy mine instead? Something to make you ponder if you really want to carry it with you. It would play into other decisions too that way. Like carrying a lighter gun, and armor to be able to drag around the mine/mines. The enemies could use one too. To remove you either blow them up, or you need a special engineering tool (which also takes inventory place). But you get the mine by doing that for your own use. Maybe it could be a slightly different mine so would actually want to pick it up. Like a plasma mine that ignores armor or something. What do you all think?
  3. In my latest campaign, I had some oddities with grenades. It didn't happen often, but when it did, it seemed every agent was affected by it. Once it happened storming the control room in an alien base. I beamed up and made sure I had 100% throw, but all throws just went high up into the air and landed at the agent's feet. That got repeated a couple of times. Tried both flashbangs and grenades. Maybe I hit the ceiling or something? Another oddity was when I blasted a hole open into a building on the artic map. There was an alien hiding inside in the corner, and I wanted to stun him. Made sure the throw was 100% or close, but every throw from outside the building seemed to hit the roof at the beginning of the building like the wall was still there. Tried that 4-5 times. Then I moved one soldier up next to the wall, and then I could lob a grenade at the alien.
  4. From what I can see there is no kill tally on the mission debriefing. I miss that.
  5. That system was useless, since you always took damage with your shield users. I don't understand the positives at all tbh, I just don't see. Not then, and not now.
  6. I like the randomness of having AI doing whatever they want. Sometimes they help you, sometimes they die a screaming horrible death. I vote keep it as it is. AI could always be improved though.
  7. Not too many, maybe 2-3 small ufos, one medium and one bigger with 2 floors.
  8. I reached the ending point for the Xenonauts 2 early access version. Day 183 with the endgame progress at 73%. There is clearly more to do in-game, and I don't know what the endgame will be, but I got to say; the game seems short compared to the first game, and X-com games in general. However, I could all be wrong here and this last phase (endgame) last forever - I'm just surprised how fast everything escalated to this point. I mean, I just had a guy get the 10 missions medal. There are a few casualties in between, but I can't say I have been on that many missions. I think 2 terror missions, 2 base assaults, and a handful of UFO encounters, and then the cleaner missions of course. Is it supposed to go this fast? Will there be much more to do in the game?
  9. A bonus aim for crouching should be a thing - to add more tactical options to the battles.
  10. Thanks! I was wondering if there was a chance of seeing my guy in someone else's game
  11. Can the backer soldiers show up in anyone's game, or do you have to activate them first?
  12. Shame. I liked that you actually had to build more stuff/making the economic part more interesting.
  13. I personally prefer the old style of shield. With that you knew your man would able to tank a couple of shots before it get useless. I understand the idea with it lasting longer, but since your man takes damage, I don't know.
  14. This will be my final feedback for now since my playthrough has come to an end. This is all my own opinion of course. What I like, someone else might dislike, and so on. Anyway, here we go. I'm 100% sure I'm going to miss stuff, but let's start with the good stuff: New 3D engine (just wish the terrain wasn't that flat) New animations Awesome new music The combat in general is enjoyable. Much like Xenonauts 1 I like that UFOs are slower on the geoscape. Feels more realistic I like that the planes now track UFOs correctly I love that you have to equip planes now which makes them more individualized More to build with the engineers, which leads to more customization overall Combine different armor parts Armor will protect your men The new vehicle (MARS) is cool. And I like it's cheaper to repair when destroyed, instead of having to build a new one The economics of the game are much more brutal. I love it It seems you have to sell stuff to survive. This I like The aliens look cool, I like the brutes Reaper zombifying looks way cooler UI improvements when recruiting, now you see their face even The grenade arc looks better, and it looks like you are throwing something in a 3D world Xenopedia UI, like the extra info tabs you get in the top right corner when looking at a subject The alien base looks cool. I like the small flanking corridors General writing (Xenopedia stuff) Now to some negative stuff: Reaction fire galore, which slows down the game. Will expand on this below Alien base central command (second floor). It's way too open, and suicidal (frustrating) to attack Baseball grenade (throwing grenades in a straight line) No increased accuracy when crouching (In general, removing complexity is bad) Can't close base (alien) doors. I understand why this was changed from a gameplay/balance viewpoint, but it makes little sense otherwise. The door only got an open button? While the game is 3D, shooting seems to be "hitscan". The animation for the bullet feels fake, it's just there for effect. I have seen bullets pass through objects, units, and other things, that should have blocked the shot if it was a true 3D-rendered object in the world. Think Silent Storm game No date (months, years) on the geoscape. Feels very nondescript just having day XXX The setting. I like it, but I prefer the cool 80s NATO vs. Russia in Xenonauts 1 Why do we have pilots, when the pilot gets deleted with the plane if you decommission it? It seems like a pointless addition if that is that they are going to be Less detail in the environments, especially when looking at the human base tiles Beyond what is said here, and what has been said in this thread earlier, my main issue with the game is that it seems the best way to play is to play defensively/passively on the battlefield. And that seems to apply to the aliens as well. With that I mean - hunker down and wait for the aliens to come, and unleash hell on them with reaction fire. The aliens use these exact tactics as well, except for the suicidal half-blind Sebellians. One of the cool aspects of OG X-com, Terror from the Deep, Apocalypse, and Xenonauts is that there is a lot more movement involved, especially in TFTD. You move around on the map in these games, which leads to cool stuff, like actually having to explore which gets you to see different kinds of buildings/terrain. And it forces you out of your comfort zone. Phoenix Point and Battle Brothers (even if it works differently) have the same problem as Xenonauts 2. Phoenix Point has very small maps, and often more than half the map is already revealed when you load in. Often you spot enemies at the first turn too. There is no exploration, no tension, you go from geoscape to action immediately - and the best decision is just to hunker down and wait for the aliens. Now Battle Brothers are designed around this concept, but on some missions, you have to move around, and I always found these parts very enjoyable. Walking through a forest, looking for bandits, or some other horrible beast. After a while, the passive nature of Battle Brothers gets to me. It feels more like chess at times than an immersive game set in a harsh medieval fantasy world. Anyway, I find exploration and the tension that comes with that is currently missing in Xenonauts 2 (not entirely), much thanks to the incredibly punishing reaction fire (and small maps). This works both ways - the best option is to let the aliens make the mistake of moving, instead of you. That is all. I'm looking forward to future releases!
  15. Yeah, seems you can go from ballistics to laser without too much trouble. I would still keep some men with me that use ballistics weapons, thanks to the ammo issue with laser refiles.
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