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  1. Today
  2. It's this exact situation what the MARS is for, just have it soak up fire.
  3. Just to add, I completed my new campaign today, had a great time. Thanks to all the team for such an excellent game! DX
  4. I have encountered similar thing few times against medium UFOs. Both times I think I had two Angel interceptors with full missiles and autoresolve gave defeat, whereas when done manually the air combat was piece of cake.
  5. Two more small suggestions have emerged. The game has icons that indicate enemies visible to our squad. I think it would be nice to add similar icons under the top row of our squad's soldier icons. This would allow us to immediately see which soldier has a direct line of sight to the target. This could be displayed as simple red dots under the portrait of the soldier observing the target in the top row of soldier portraits. This would avoid having to try and determine which soldier is immediately ready to open fire. Its be user friendly Previously, the game displayed panic status in each region on the global map. Now, to get panic status information, you have to hover over a region. Then, remember the value and move the cursor to the next region. Remember it again and move it again. This isn't a user-friendly interface. You can't win a war that way. I propose fixing this by returning to the old system of displaying panic status in all regions at once, without having to move the mouse
  6. Unfortunately, no. I'm being offered files from 2023 and 2024. There are no recent ones.
  7. Also, I couldn't see the rearrange my troops button for this mission
  8. So I finally reached satellite on highest diff iron man after many attempts What the hell is this, 4 aliens ready to deal total carnage on my squad. Each tiny action can make 1-2 aliens react and shoot you. My whole group can get suppressed if one of the cyberdrone shoots. Atleast make them suprised on first turn with halved TU or the platform a bit covered or further stretched from the rest of the platform. This is crazy exposed
  9. Are 0 recoil laser machine guns more powerful than Fusion machineguns? Getting a 100 STR soldier usually means you're in the end game or have colossus armor and have access to higher tier weapons.
  10. Yesterday
  11. Well I'm not rushing to laser weapons anymore. During that time Sebilons are introduced, took me quite some games to figure that out they are resistant and dmg output of accelerated and laser is the same. So I skip that research till after fusion I keep more TU for overwatch Overall I play better so my soldiers are higher in stats I'm techning quickly to 2nd dropship On early UFO missions I take 1 - 2 with accelerator shotgun. Sebilons are not a problem anymore All things considered, highest diff feels pretty easy now. Ok took me 50+ attempts to get there, but never have real difficulty with missions anymore. Ignore all my previous rants about the game is great and balanced Please make a pop up yes/no when you have TU for a reaction shot with potential friendly fire! Also smoke makes aliens too predictable, and in early ufo missions, I smoke and prevent any exit, that way they just stand still instead of running to me and shoot way out. Why can I see everything through smoke? shouldnt that be a LOS blocker? I like the mechanics though, fun to abuse smoke and stun. Tank with 6 rockets is lame, they never have enough for a mission. Cannon + aim is way better Maybe make tank have a backpack usage to add some rockets at the cost of speed/armor/critical damage when hit or ammo/armor ratio. Loving the wall hack ability of the tank, really functional feature. Tactic with door really feels that stun or smoke as first action is only valid option since any alien can do 2 reaction shots Why is it like guarenteed that all aliens react on any 1 thing you do. Shouldn't they be a little slower and duller? That reaction is way too pro. Not that I mind, you have to play like they respond to any one step anyway. Love the game, learning more with every new iron man game. Gonna beat highest diff soon
  12. I concur, it seems cyberdrone armor doesn't update with damage very consistently. I was shooting at one and it didn't show any damage and then a 50hp final shot kills it and it explodes without ever looking like it was damaged. Unexpected behavior and slightly unnerving I though it was invincible for a while!
  13. Last week
  14. Base defense missions: although it says the chrisolid-type aliens can enter the base in any room I haven't experienced it, but I think that's unfair if they can. If you take the time to build a base defensive structure in a spiral etc. the benefits of doing so compared to just plonking structures anywhere are then totally negated...
  15. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). If no bugs are encountered over the weekend then we'll be releasing 7.24.2 onto the stable branches next week. Gameplay / Balance Changes: Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons: Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles. Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did. Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil). Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages. Added a description to the Colossus Armour, as it did not have one (unlike the other armours). Bugfixes: Fixed a crash that would occur if you cancelled an engineering project that was constructing an interceptor.
  16. I can check my current firing position. But not the potential firing position. I go to the corner, and it becomes a very bad firong position because i can not shoot even 45 degrees from that corner it seems. So the entire plan becomes a failure because i cant shoot from that place and the place should be completely different. Also it is not very clear for me can there be edge cases where enemy can shoot me but i can not shoot the enemy because of the 100% blocker and the angles.
  17. If you hover your cursor over the reaction fire (eye) icon at the bottom right of the weapon, the field of fire is highlighted.
  18. The health icon is already red if the interceptor is low on HP. Even at 1% they can be very useful and effective missile carriers.
  19. I like the fact that interceptors drop out of the battle before they get shot down. The Xenonauts only aircraft advantage. They can always escape total destruction because they are aircraft, not UFOS. The emergency refit is much welcome!
  20. When choosing a new firing position it is a bit hard to tell what field of fire you will have. Like standing inside of the base doorway right shoulder to the door frame. I cant tell what the field of fire there would give me. But this field of fire would often be unexpected for me. A bit more narrow,
  21. Any idea how feasible it would be to make an Android/IOS port?
  22. Glad you enjoyed the game! Interestingly, there's very little market for this sort of game on console. If you ignore the fact that it'd actually be quite hard to port because the control system and UI is fundamentally designed for mouse and keyboard, I've been reliably informed that a successful strategy game launching simultaneously onto consoles alongside its PC launch would expect to get about 12%-14% of its PC sales across all the consoles COMBINED (and we wouldn't be doing a simultaneous launch so we'd get less). So it ends up being a lot of effort for not very much money. Our publishers did actually evaluate trying to port to consoles but decided it just didn't make sense, even though they've got links to a good porting studio!
  23. Yeah, this is something new. There can be a mission where the base assault has a main goal of extracting him. He runs towards aliens and then they withdraw. Or there can be many other scenarios.
  24. I think you're talking about Xenonauts 2 even though you posted in Xeno 1 forum. I, too, didn't realize there was a heavy armor option until well into playing X2! One other tip: Due to bad experience with rocket launchers in the original X-Coms, I was adverse to using grenade launchers. I soon learned that grenade launchers is very useful for winning early timed missions (abduction, VIP).
  25. I love the idea of a double-agent soldier working for the aliens!
  26. Really enjoying this game having played Xcom in the 90s and the newer ones. This feels like the original xcom but better. I started on normal difficulty with self imposed ironman and ended up losing around turn 170. I was losing at least 2 people per encounter and had lost 50 people by turn 170. I didnt realise that you could click heavy armour which I think is critical to survival. I also didnt really read about the areas below to spend operation points. I was always spending it on teh red dot item but thats where you are not suppost to buy. On my second run through now and really enjoying it. I know the operation point mechanic now so its alot easier. My people were surviving easily for a long period and I am glad to say I was starting to think it was getting a bit easy and then it slapped me in teh face by destrying one of my bases and wiping out one of my squads on a mission. Its amazing how that can change the balance. I think I am about day 230 and phase4. Part of me hopes I dont make it so I have to start again. Great job with this game guys. Only issue I have experienced is a app waiting to respond on windows which happens occasionally. Thankfully if you leave it 60 seconds it sorts itself out. I tried the previous build for a while which had no issues but it was missing some features I wanted (extended play)
  27. Thanks. Have you ever used mods in this campaign? The code looks a bit unusual. It's apparently trying to load something that doesn't exist.
  28. I've lost during first commander run. 2nd base attack finished me even though i had more and slightly better armed soldiers compared to the 1st base assult. No complains about base defence complexity. I could have prepared a much better defence. Like i still had 3 slots for laser sentry guns or more soldiers. Well. I say the game is very solid. Historically i try to play the games i like on the hard difficulty and try to win from the first run without reading any manuals. It was hardly possible for the games before 1999 because save reload was popular game mechanic at the time. Also there often were hidden/unclear mechanics. Can you imagine beating xcom Terror From The Deep in from the first run without any expert advice? When underwater weapon does not fire on land and vice versa. Here i lived until day 120 or so. I've even destroyed cleaners base after invasion started and survived the first base attack. I think i've lost because i did not realise that planes have 1% hp after being restored. So i've lost too many planes resulting in 500k less money and perhaps ~50 less alloys. But the game is very solid. It is almost possible to win it on commander in the first run without reading spoilers. P.S.: For the base defence, it could be good to see some walls being breached by heavy weaponry at the opener. Just for effect. Like the walls should be more breachable than at the alien base. _____ ,-" "-. / o o \ / \ / \ / )-"-( \ / ( 6 6 ) \ / \ " / \ / )=( \ / o .--"-"--. o \ / I / - - \ I \ .--( (_}y/\ /\y{_) )--. ( ".___l\/__\_____/__\/l___," ) \ / "-._ o O o O o O o _,-" `--Y--.___________.--Y--' |==.___________.==| `==.___________.=='
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