kefeinzel
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Everything posted by kefeinzel
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Each time I shoot down a scout or corvette escorted by two fighters at the end of the combat I get a CTD. it only triggers if I shoot down the scout or corvette in the formation, I think generating the crashsite is causing the CTD. Autoresolve also triggers the crash. I'm not very experienced at posting bug reports so if you need any further info or files please let me know.
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Ground Combat Balance Discussion v19 Experimental Build 5
kefeinzel replied to Aaron's topic in Xenonauts General Discussion
This terror mission I'm doing sucks, there's like 20+ caesans :I -
Ground Combat Balance Discussion v19 Experimental Build 5
kefeinzel replied to Aaron's topic in Xenonauts General Discussion
yeah, I had 4 sniper rifles and 4 machine guns and my team all died trying to kill the 3 caesans that were in the light scout, they kept hitting all 4 of my troops that I could fit in the UFO and reducing my TU's to where I couldn't shoot or even throw a grenade. Again, last build I could clear the exact same mission with no losses. For the next light scout with sebillians I tried all riflemen since that's what I got to replace the team that all died and since sniper rifles have been nerfed so badly, and it went a little better, I only lost 2 members and some wounded, but again, it's on easy and I would not have had any losses before. that's 10 lost troops and several wounded in the first two missions on easy :I -
Ground Combat Balance Discussion v19 Experimental Build 5
kefeinzel replied to Aaron's topic in Xenonauts General Discussion
after not having any problems on any other builds, on my first caesan light scout, on easy, I lost my entire team. I think it's a bit too difficult at the moment. -
V19 Experimental Build 5 available!
kefeinzel replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
There was a really cool mechanic before where sometimes your critically wounded soldiers would be revived after combat, I kinda wish that would come back. -
V19 Experimental Build 5 available!
kefeinzel replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
"4. I think the heavy hardpoints on the Foxtrot should either hold two Sidewinders or an Avalanche torpedo. " I really like this idea -
Research suggestion: Nightvision goggles
kefeinzel replied to kefeinzel's topic in Xenonauts General Discussion
flares are annoying, I'd rather just have a wearable/holdable item as an upgrade -
Geoscape- Iconic indication of UFO numbers + size
kefeinzel replied to kefeinzel's topic in Xenonauts General Discussion
why would the hyperwave decoder need to do it, the UI with the radar already tells you the number and sizes of ships, lol -
V19 Experimental Build 4 available!
kefeinzel replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Try checking the first page of the thread :I -
V19 Experimental Build 3 available!
kefeinzel replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
I really hope that that will be toggleable, even playing on easy I don't want auto resolve aircombat :I -
V19 Experimental Build 2 available!
kefeinzel replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
We need a fake F-14 to go somewhere in the early aircraft tree -
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Experimental Build V19 Hotfix1!
kefeinzel replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
The bug with the foxtrot only having two hardpoints now is still there too /sarcasm Edit : As I thought, with the foxtrot change I literally can't shoot down landing ships now -
Thoughts after playing some V19
kefeinzel replied to Xenomorph's topic in Xenonauts General Discussion
your september scenario could be slightly mitigated with my suggestion to add small amounts of resources and money retrieved from shot down fighters. -
This would be an early game researchable and possibly manufactured item that would be carried on the soldier to mitigate the drastically reduced night sight range. This would allow me to not get horribly demolished as badly on every single night map ever. Discuss!
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Despite the fact that fighters and heavy fighters are automatically destroyed after combat, it would be nice to recover a small amount of alloy + alenium from recovering the hull. I'm at a point in the game now where I need to construct thing and having 5 or so alloys from a fighter could make the difference between having that extra suit of wolf armor in the next mission or not. Just something for discussion and consideration. -K
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from looking at the picture does this include 'both' of my favorite planes in the F-5 and F-20? *slowclap* edit: er, never mind, that top row one isn't either, but there's at least one of the two
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When I send fighters as an escort with a chinook dropship, if the squadron encounters fighters on the way, after victory the squadron will default return to base. Could this be changed so the squadron continues on to the crashsite? -T