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Skitso last won the day on January 29
Skitso had the most liked content!
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Xenonauts 2 January 2026 Monthly Update!
Skitso replied to Chris's topic in Monthly Development Updates
This! Teleports need nerf. Please, Chris! Teleporting back is exactly the same as being able to close UFO doors on will. Why is door cheesing more important to you, @Chris, than teleport cheesing? -
Xenonauts 2 January 2026 Monthly Update!
Skitso replied to Chris's topic in Monthly Development Updates
Yeah, androns are an exception as you can't suppress them, but otherwise, clearing command rooms become completely trivial: you just teleport in, toss a few stun grenades and mow the aliens down with 0 risk. However, if teleporting cost 25% TU, you could still teleport in, throw a stun and teleport back. But then you'd block the teleport pad so you'd really need to think some alternative solutions as theres only so many pads available. -
Xenonauts 2 January 2026 Monthly Update!
Skitso replied to Chris's topic in Monthly Development Updates
Yes, that is a common way to cheese command rooms. How about a %TU cost for using teleports? I think something like 20% would do the job? -
Xenonauts 2 January 2026 Monthly Update!
Skitso replied to Chris's topic in Monthly Development Updates
Seeing some fantastic improvements coming! And 5000 word patch notes! Love it! -
Poison grenades lose their threat in mid to late game when everyone is protected by advanced armours and/or rebreathers. Higher level aliens should either pack other type of grenades or gas grenades should have a more potent version for later stages of the game. Regarding gas having armour destruction, I think it makes perfect sense if you think the gas as something that is strongly corrosive. This would make the gas grenade much more of a threat in later stages of the game too.
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A small little detail, but the game doesn't tell me who died. Only if the unit dies by bleeding do we get a notice. Could we get a similar popup every time someone kicks the bucket? As an additional request, could these info popups also show the portrait of the unit in question?
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Yeah, debriefing screen that we get after each tactical mission lacks a ton of really important stuff like broken gear and doomsday/panic changes. Both are super important stuff for obvious reasons and I really think it should be a priority fix for Goldhawk. Overall the game is bafflingly taciturn about changes regarding panic/doomsday values eventhough it's the most important resource in the game. Why is all panic damage hidden from the player? Every anomaly should clearly state the effect it has, all the post mission debriefing screens should state the panic damage, all the resolved air combats should state the panic reduction etc etc. I need to see the numbers: it's pretty important info in a game about preventing panic...
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Milestone 6.30.1 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, I really can't see the issue there. -
Milestone 6.30.1 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
AI fixes are coming. Shilelds were too good so they needed a nerf. Light armour needs some buff to be a viable choice. (accuracy, TU, throw range...) This is a wrong thread for a balance debate. -
I'm not necessarily after more challenge, but more unpredictable, varied, logical and - most importantly - fun gameplay. Improving AI isn't just making things tougher. It's about finding a balance which gives the maximum entertainment. And that is something Xenonauts 2 could still do a lot better.
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I happened to read one negative steam review and it was so on point that I think I need to copy-paste ot here: I can't argue with that. It's 100% true and this does hamper the game quite a bit.
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Looks nicer and blocks my view less
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Not sure if this is intended, but MARS smoke launcher uses different smoke animation than normal smoke grenades. I much prefer the MARS launcher smoke and hope normal smoke grenades could use the same smoke.