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  1. Today
  2. MrAlex

    [v18 Air Combat] rebalance

    Laser Lance cool cannon, especially if there are two of them
  3. Yesterday
  4. Challenge

    [v18 Geoscape] Dropship Bug

    I have different numbers, but, yeah. I have a few extra in the jumpship. In the ready room I start over from 3 to 8 for 6 extra slots.
  5. It looks like a soldier is robbed during treatment. After the last mission, the soldiers returned from treatment without weapons: a laser rifle and a laser sniper rifle disappeared
  6. Alienkiller

    [v18 Geoscape] Dropship Bug

    I have noticed the same Problem.
  7. Alienkiller

    [v18 Air Combat] rebalance

    Hmm... that´s strange. In the last Versions the Hull Damage was bigger as well as the Range longer as the Standard Cannon.
  8. Exactly, try to make all Missions you can do in such Raids. If you have 2 Troops then you can evtl. handle all 3, but 2 are more realistic, esp. at the beginning. And yep, the Skyhawk Bug I have too. But that is the only one I have found atm too.
  9. I noticed that my Dropship get 4 extra places for soldiers. It's like a bug, because the slot numbers are repeated. user_dropship_bug-17.json
  10. I noticed that the total energy use of the base exceeded that available. I tried to turn off all the buildings and found that the training center does not turn off. Therefore, most likely the problem is in it. It looks like the Training Center is not consuming base energy, although the interface shows the opposite. user_1-16.json
  11. MrAlex

    [v18 Air Combat] rebalance

    I recently researched Accelerated Cannon. But I do not understand how it differs from the cannon?
  12. Xcom type games are games where you defend the human race from alien invasion; you have to pick and choose your battles since you can't defend against every threat at once. This improves the game gameplay wise since each mission gives you different rewards making decision making more interesting (you could even do more than one raid if you play your cards right) and it improves it storywise since it shows how out numbered you are against the threat from above. This seems like a successful mechanic to me; I am sad that some other people don't see it that way.
  13. It's more like a bug. Nothing has changed for me, but someone has already said the same thing.
  14. I started the game with 5 sets of armor and made 2 more. After the first two missions, I had one set of armor left. Does this mean that the armor is no longer restored after the battle if the soldier was injured?
  15. MrAlex

    [v18 Air Combat] rebalance

    Here is my vision of the scout settings. Attacks from the back are possible, but it is not easy. Try to destroy it by attacking only from the back. It is possible, but difficult. Which makes the fight much more interesting. It's just a scout. It does not have to be completely protected (360° angle of attack). But it is fair to give it maneuverability, because it is a small ship. scout.json ufo_scout_beam.json user_Before_Scout_Attack-7.json
  16. I noticed that Skyhawk's soldier cap is bigger now. Is this intentional or just an itineration?
  17. Maybe it´s an light Bug which is easy to fix. There were much more Problems with that after the Devs and Freelancers had to make a complete Refit with the Groundmaps last Year for many Reasons. Such Bugs we will find in still some Maps after the big Refit.
  18. Alienkiller

    [v18 Air Combat] rebalance

    The Damage isn´t adjusted, its the same from beginning Beta-Testing on. The Disadvantages dosen´t changed too, quite the Contray the expanded. Here they are: 1. light Armor (easy to destroy with our Standard-Weapons like Rockets and Cannons) 2. light HP (about similar HP´s as our own Fighters or a little lesser) 3. an light Defense-Turret as Defense (like our Back MG-Turret and 1 or 2 MG´s as front Defense in Dive-Bombers, Recocnissance Aircrafts) 4. slow speed in Earth-Atmosphere (it´s constructet for Space-Flight) 5. It have no Defensive-Engery Shield, it´s only effective against Radar / Scanner-Waves and Space-Junk [similar to the Deflectors in Star Trek] (evtl. it get later an upgraded Version from bigger Cousins) 6. It can´t evase enemy Rockets (you and your Founders can with their Fighters) 7. The Turret shoots slow and have not much Power to make hard Damage on your and your Founders fighters. That are enough Disadvantages for it. To give him an back Disadvantage more is CHEATING for the Human Player.
  19. These files arent designed for direct editing unfortunately - they have parent files and if a property is the same as in the parent file then that property doesn't appear in the child. When I get a moment tonight or tomorrow I'll upload a file that has those values in it so you can edit them.
  20. MrAlex

    [v18 Air Combat] rebalance

    This is the problem. Ships should not have 360° protection, especially earlier versions. All UFOs must have a blind area. I understood how to balance the angle of attack and the mobility of the scout, but I can not adjust the damage. The minimum firing rate of a scout beam is 1 shot per second and I can't reduce it. The goal is to reduce the frequency of shots by increasing the damage (for example, 2 times for both)
  21. Alienkiller

    [v18 Air Combat] rebalance

    MrAlex: Scouts are there for Scouting, not for attacking. The best examples you find on Earth: Airships, recocnissiance Aircrafts as best examples in WW1, WW2 and other Wars we fought on Earth. They have the same Disadvantages like the Alien-Scouts in every Gerne of that Games. Here in the Game and all other Games the Alien-Scouts have as Maximum: 1. light Armor (easy to destroy with our Standard-Weapons like Rockets and Cannons) 2. light HP (about similar HP´s as our own Fighters) 3. an light Defense-Turret as Defense (like our Back MG-Turret and 1 or 2 MG´s as front Defense in Dive-Bombers, Recocnissance Aircrafts) 4. later evtl. a light shield (only Alien-Ships) As well as they are Constructed for Space Flight not for Atmospheric Flight (IF YOU WOULD READ THE ARCHIVE). Short said: The Scout can´t flee on our Planet in fights and will be shoot down, dosen´t matter what he is doing. That´s the Disadvantages the Scout have. Congurously the Scout get an 360° Defense-Turret. No more, no less. What the Problem about that? The Answer is easy: NOTHING! Instead it will be more interessting to see what the Player is doing. In that cases I personaly use the to sidestep-Buttons and attacking the Scout meanwile. More interessting it will be, after you get the Aircraft-Generator and other improvements (like the better Armor) for the Aircrafts.
  22. I hate People which are tear a fully working system to shreds before they played / tested it. In the Steam Forum there are enough of them and I would like be T-101 or the TX to them. I have tested / played it and make like the other active Playtesters good experiance. Exactly such Specials make the Game to that what it should be. I said the whole time, that Xenonauts 2 need such Concepts and much more of that specials to be a great game. The Competitors dosn´t thougt to an End in that Parts or have an other Intention in that. @ Silencer: What I say is that you have to READ correctly and not only overfly Posts with important informations like my last one about that special with Alien Raids. And Test / Play it before give an Opinion.
  23. MrAlex

    [v18 Air Combat] rebalance

    Searched in this file and in all others. Did not find the option to Escape / Engage
  24. I didn't say it's a bad thing. However I remember when XCOM came out, many people where pissed about doing only 1 of 3 missions. So is it really successful mechanic? Long War removed this to only 1 mission. Long War Rebalance set that you can do all 3.
  25. Is that a bad thing? I really do like the fact that it can have multiple alien raids going on at once, each with different rewards, making decision making more interesting. I see nothing wrong with Xenonauts 2 borrowing from the successful mechanics of the new xcom games.
  26. Last week
  27. By reading the changes this turns more into XCOM than the original.
  28. MrAlex

    [v18 Air Combat] rebalance

    In ground battles, differences are created by different maps and different races of aliens. In air battles we do not have maps, but you can reduce the similarity of battles in many ways: 1) different composition of UFO teams (possibility of some UFO ships to unite in small groups). For example, a team of two scouts, or a mix of scouts + destroyer. Or the destroyer / scout is covered by a fighter. 2) Different equipment (Different races of aliens may use different weapon presets for the same types of UFOs. For example, a scout with a large angle of attack and small damage, and a scout with a small angle of attack but large damage). 3) Different behavior in battle, attack or defense (different presets of the same ships may act differently depending on the race that uses it) 4) Change tactics depending on the situation in battle. For example, the UFO turns its weapon forward of the ship and attacks, and when its shields are destroyed, it tries to escape by deploying its weapons to fire back. 5) New weapons (such as magnetic shields that turn on for a while in certain situations and completely absorb damage forcing the player to stop the attack to save ammunition when the shield stops working) Which of the following is easier to implement is your choice
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