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  1. I agree the game starts to get too easy when you get the final landing ship and 16 units. Even 12 is a lot. I'm not sure I want to have dynamic alien numbers @Xeferah proposed above, but larger UFOs certainly need a lot more aliens to keep the challenge levels high enough. I think part of the issue is that the game doesn't require me to adapt and learn new tactics to survive. I can keep playing almost exactly the same way from mission one to all the way through the game. This not only makes the game too easy, but unfortunately also too repetitive and - dare I say - a tad boring going through the mid-game. Enemies are the same, they use same AI routines, tactics and weapons (only numbers get higher) through out the game, mission objectives stay the same, and the game only scales it's numbers up. Levels and UFOs get larger, there's more aliens with more health that cause more damage. Meanwhile I also get more units that have more health and cause more damage, so in the long run, everything stays pretty much the same. Even the maps are pretty homogenous layout wise regardless of the biome or how far in the game you are. In X1 each biome felt more distinct with their own unique traits. (Some being very open while some were really cramped etc.) To up the stakes, aliens need more than just higher numbers. They need new weapons (burst, aoe, incediary, poison, wall penetrating, long range grenades, slow seeker missiles etc.) new tactics and AI with new tricks and special skills (psi, flying, teleporting etc.) to really force me to adapt my playstyle and to keep me on my toes. Currently I alresdy know pretty much what to expect, even when I raid a new UFO class or meet a new enemy type. @Chris, this is important to get right. EDIT: I agree Reapers are good for nothing and not scary at all.
    3 points
  2. Hello everyone - hope you all had a good August. Here's our monthly update on what the team here at Goldhawk have been working on. Programming: This month our technical director spent much of his month on honeymoon, and the rest of it fixing the trickier bugs discovered in Milestone 4 by the community. Our other senior programmer split his time between bugfixes and working on our updated internal game editor (mentioned in last month's update), which meant we only had one programmer available to work on feature implementation. Aside from the weekly stability fixes we've released for Milestone 4 and various small usability changes / AI improvements, we added a few useful gameplay features to our upcoming Milestone 5 update. One was a much-requested update to the item sale price system, allowing sale prices to slowly regain lost value as time passes, and another was expanded options for "difficult terrain" which makes it more costly for soldiers (but not vehicles) to walk through and crush plants like hay. This may allow things such as shallow water that can be waded through on the Jungle maps, making the different biomes a bit more distinct from one another. Invasion Phases: I've spent a lot of time this month on the new "Invasion Phase" system. This divides the alien invasion into five escalating phases, with a narrative event and some artwork and a short conversation with the Operations Director and Chief Scientist at the start of each one. The goal here is to tie the lore together and explain how the invasion is escalating, what the aliens are doing differently and how the world is reacting to it. It also allows us to more clearly explain the shifting role of the Xenonauts thoughout the conflict, starting as an clandestine organisation fighting a secret war against an unknown enemy and ending as an elite military organisation leading the fight against a full-scale alien invasion. This coming month I'll be experimenting with several mechanical changes that we're hoping to tie to the Phase System, making the Geoscape mechanics a bit less static throughout the campaign. I'm quite excited about these, but I also don't want to talk about them yet in case I disappoint someone - they're still at the prototype phase, and could be changed or abandoned entirely based on playtesting. Hopefully I'll have more to say about this next month! Other: Other areas of the game continued to progress over the past month. We partnered up with a couple of new illustrators, one of whom painted the new "Funding Report" artwork at the top of the post, and the other is working on environment concepts for the tactical combat. We've also added lots of small things like some new 3D weapon models, some updated textures for certain alien combatants, and new tactical biome ambient sounds. That's everything for this month - thanks for reading!
    2 points
  3. That's nice artwork there. And having possible changes to the geoscape sounds pretty good. If your ideas work out that would be pretty cool. There is another of these types of games that was always pretty buggy and iffy, but had some fun concepts and that's the UFO:Aftermath/aftershock series. In aftermath there was the alien biomass growing across the planet mid way through you had to push back which was pretty nice....and in aftershock there was the whole resource linking game on the geoscape which could be optimised and provided reasons to go on missions beyond them just being there. I know this is kinda outside your design, but I just wanted to mention the idea of changing how the accuracy works in this game again. I don't recall reading anything saying it has changed since 2021 when I play tested a little so I wish to illustrate my ideal system and I will hope you consider trying it out. I think it would significantly increase my enjoyment of the game. Now enjoy my MS paint skills: edit---------- I just wanted to say I understand why you did things that way you did in the first game....but I was very much hoping that since you're on a 3D engine now you could give it a little bit more of a realistic solution
    2 points
  4. Come on Milestone 5 My proudest faith Vivid in the eyes of the sweeper Tears were flowing inexplicably I vaguely remember the fusion cannon And the powerful Gemini Interceptor The aliens are all repulsed I don't get tired from staying up all night
    2 points
  5. This question was last asked in 2022, and I believe a developer named Chris mentioned that they were considering adding this feature for hardcore players who enjoy replaying the game. Has there been any update on this? I feel like random maps are essential for games like this.
    2 points
  6. Please consider adding to Tutorial a bit about the use/effectiveness of Assault Shields on the Rifleman behind when taking fire along diagonal lines. Perhaps an example of when fire is coming in at 60 degrees which position behind the shield offers cover.
    2 points
  7. Any possibility of adding electroshock rounds for the grenade launcher? Adds a bit of flexibility to the weapon.
    2 points
  8. Shouldn't the player be required to build a containment facility before he can capture aliens? And if they are kept in the lab, should alien invaders be able to free them during invasions is they reach a lab?
    2 points
  9. I play on easy or normal difficulty, due to lack of time. I got stuck on the first Terror site mission, the shift in difficulty is extreme. Already in the second round I had half the soldiers dead or in panic. I even had a Wraith throw a grenade directly into the helicopter.
    2 points
  10. If you think that being 16 troops to the final mission is too much, then don't bring them, you can bring any number up to the capacity of the ship...!!
    2 points
  11. It stands to reason that the Cold War background should have more elements of political intervention, such as the impact of covert actions against aliens on the current world, the impact of shooting down UFOs and skirmishes in the surface world, and at the same time, the organizations under the two major countries will also compete for alien technology to try to use it for themselves, such as the sudden intervention of fighters of unknown nationality during air warfare, or the dispatch of troops to intercept technology to collect samples during ground warfare, and at the strategic level, they will put pressure or propose a deal. Fighting with aliens and mediating with two major groups can better reflect the depth of this background, so let's see what the production team will do when the time comes
    2 points
  12. A suggestion: every month, add one more alien to the missions. ALL missions. So after day 180, there are +6 aliens to deal with, and +8 after day 240. We can even say that it starts only after 60 days or so, so we'll be at +5 after 180 days. But currently, something like 15 aliens spread out over a full map while I can bring 16 soldiers concentrated in one location? Of course that's not a challenge, not even on Commander. Sure, the enemies become stronger, but so do you: you get better soldiers, better defence, better offence AND more soldiers to bring to the field. It's a bit too easy with 16 soldiers fully decked out if the aliens don't get any kind of advantage. Or perhaps increase the chance to throw grenades with each passing month: wounded soldiers can be killing for a campaign. Perhaps add poison gas to the game, which dramatically reduces the healing recovery time? Reapers need to be more terrifying. Sure, they hurt when they get close, but they never get close enough to attack. Perhaps add more movement speed to them? Reapers need to be like "Oh shit, full fire on that unit!"
    2 points
  13. For me playing the most recent playthrough felt a bit surreal; felt like I ran straight into a wall. I'm playing on soldier and always auto-complete fighter engagements (just not interested in them). I felt as though I was constantly short of money, but my research was shooting along at a massive pace. Before I even managed to build accelerated rifles, I already had laser weapons researched. I was constantly having to stop engineering production because I had no money. I was selling as much stuff as I could but still never had enough money to keep up with the aliens. At turn 155ish all hell broke loose. I had 2 bases (was building a third), lost the soviet union as a member. Had just found/eliminated an alien base in South America to bring Latin America back under 100 panic Had 4 interceptors and 2 phantoms (was slowly replacing the interceptors when I had money) Suddenly I was swarmed with UFOs, all my fighters were wiped out in the first few engagements (sending out in 3 ship flights) and then I was just watching the panic levels skyrocket as all my fighters were being rebuilt. I managed to get another flight of fighters rebuilt and engaging, but they were just immediately wiped out again. Then the game ended with most of the work over 100 panic. From my perspective the aliens escalated far too quickly and totally outpaced me. I could keep up technologically (research) but I had zero money to build that technology and once I could no longer out-number them (by adding more fighters to flights) I got wiped out. I also never really felt that the game was warning me that things were spiralling out of control. I'd lost the odd fighter, but suddenly I just lost it all. I doubt I'm the best player out there (hence soldier level) but that sudden wipe was demoralising. Can you get regions back? That's what I was trying to do with my new base when I got nuked.
    2 points
  14. Please no LLM-generated ""artwork"".
    1 point
  15. I do think @TrashMan has a valid point there though. While certain weapons do have unique traits, overall the game does play out quite samey regardless of how far in the game you are. The issue is that the game doesn't require to adapt and learn new tactics and I can keep playing almost exactly the same way from mission one to all the way through the game. This is a copy of my earlier post where I raised a similar concern: "Enemies are the same, they use same AI routines, tactics and weapons throughout the game, and the game only scales it's numbers up. Levels and UFOs get larger, there's more aliens with more health that cause more damage. Meanwhile I also get more units that have more health and cause more damage, so in the long run, everything stays pretty much the same. Even the maps are pretty homogenous layout wise regardless of the biome or how far in the game you are. In X1 each biome felt more distinct with their own unique traits. (Some being very open while some were really cramped etc.) To up the stakes, aliens need more than just higher numbers. They need new weapons (burst, aoe, incediary, poison, wall penetrating, long range grenades, slow seeker missiles etc.) new tactics and AI with new tricks and special skills (psi, flying, teleporting etc.) to really force me to adapt my playstyle and to keep me on my toes. Currently I already know pretty much what to expect, even when I raid a new UFO class or meet a new enemy type." EDIT: I understand the fact that I've played the game way more than most ever will, and that things do start to feel samey when you've put hunders of hours in it. But still, I do think that in general, painting things with broader brush strokes might make the game more fun - even if it means it's not always in perfect balance. Put random 5 mentarchs in some crash site and I'd definitely not anticipate it. And I'd love it!
    1 point
  16. So This probably not on the to do list, but I think it should be. Have any thoughts gone into having our Erstwhile Scientist be voice acted? The Mountains of text he generates would be really nice if we had someone reciting it to us, Especially if they can deliver the sort of condescending tone he seems to have to those not in the "Genius" category. As a secondary we could have a Female voice actor do the few lines our operations officer offer through out the game. It's not like they have to match up to animations or anything, but it might be a nice upside to have that small voice acting input. I know they (Voice Actors) are on Strike as of the writing of this message, Would Goldhawk consider that as something to add to the game?
    1 point
  17. Might be. I always try to aim as high as possible to achieve greatness - in every part of my life. Mediocrity is just not something I need or want. I just came back home from watching the new Alien Romulus movie and It was dog shit, just like most entertainment is today. Just a loud rollercoaster ride in a familiar setting with no greater ambitions than gaining maximum profit. Ridley Scott had ambition and vision back in 1979 and the first Alien is still regarded as one of the greatest scifi movies of all time. I love Xenonauts 2 as it's clearly a labor of love for Chris and the team and has insane potential to become a timeless classic. Just like the original alien, ie. something people will enjoy for years to come. With vision, ambition and will to do it, they can do it - and if I can help, even a tiny bit, achieving that greatness... of course I'll do it.
    1 point
  18. I really enjoy playing Xenonauts 2. First I played Milestone 1 and currently Milestone 4. A lot has changed since then. I always wanted to play Xenonauts 1 longer, but it never really grabbed me. Xenonauts 2 is very successful and above all the attention to detail is remarkable (see screenshot). I agree that there should be some balance changes, such as the cost of certain base items or armor power, which often seems too weak. For me as a casual player, the short duration of the game is very regrettable. I like to play a certain game over a longer period of time instead of countless games. I don't want an endless game, but a mode that can be optionally activated, for example, that brings the game forward after reaching certain progress and not according to the number of days that have passed. The first big advance could be the destruction of the cleaner base, for example. If this base is not destroyed, however, more UFOs and attacks will randomly appear. Hence my suggestion: 1. In the difficulty settings, a checkbox with "endless game" or "stages instead of day-based". Which can be selected regardless of the level of difficulty. 2. If "Endless Game" or "Stages instead of day-based" is active, the number of days that have elapsed is no longer decisive, but the defense and panic level are still decisive. 3. The individual stages are triggered by certain events, such as the destruction of a base in the main quest or the exploration of a certain project. 4. This would be similar to XCOM from the 90s. However, since it is optional, it should not be relevant for players who find everything too easy. 5. The periods between the stages are then filled with random events such as alien attacks, rest periods, abductions, etc. So that resources and experience can be gained. I know this sounds very simple, but it can probably be very difficult to implement. Depending on how strongly the events are predetermined. If this can't be planned as an option, then maybe as a future mod? Mod support and appropriate documentation would be very desirable.
    1 point
  19. As seen in the image, line of fire squares are black behind certain map elements. Another related issue that is not a bug, but probably worth mentioning: line of fire is displayed yellow to highlight cover items it crosses (also seen in the image attached). The same yellow color is also used when weapon's maximum range is reached, which can cause confusion. I suggest using a darker green or greenish yellow to highlight covers to differentiate it from the maximum range.
    1 point
  20. If we've made a bad change, we'll get feedback about it and it'll be adjusted accordingly in the next batch of fixes. Bernie's feedback has been noted just the same as everyone else's, and there being a potential issue with the Automed Unit (likely due to it being too heavy now it has reduced function) is on our radar. However we've only got one data point so far, and I don't generally make balance changes based on such little information. If anyone has feedback about how the new Automed Unit feels then feel free to chip in, otherwise let's end this here. I'm always grateful to anyone who posts feedback on any topic on our forums, this one included.
    1 point
  21. Exactly the level of maturity I expected of you, Skitso.
    1 point
  22. Ground inventory grid in ground combat should be shared with units in adjacent tiles to make moving items from one unit to another a bit easier. Either that, or add throwing/giving mechanic, which would be even better but probably way more difficult to implement.
    1 point
  23. Thanks for that advice, it seems to have fixed it!! I started a new campaign in english language and already played three ground missions without any crash! Until now no crashes at all! It seems that my first playthrough was somehow corrupted. It was initialized in german language. When language is set to english, this old campaign still keeps crashing. But the new campaign initially created in english language doesn't. Maybe the bug in my first playthrough overlapped with the bug regarding crashes when creating new campaigns in different languages, because it was created before the fix and got corrupted somehow. Also I noticed something when I switched to english and loaded my old playthrough. Even if the language is set to english, there are still german texts occurring. See attached screenshot of my first (corrupted) campaign. So texts are messed up between languages. I hope that helps to identify the bug. But for now my problem is fixed and finally I can play and enjoy the game Thank you.
    1 point
  24. The Final mission can use even 20 soldiers, becouse it is UNIQUE which add excitements. Standard missions need to use digestible amount of soldiers 8 / 10 / 12 is ok . Eveen lower is possible 6 / 8 / 10 This will keep lenght of one round under 10 minutes.
    1 point
  25. Impressions(mostly similar to others): AI sometimes too agressive, just charges you, instead of waiting in a good position to overwatch. There is this one map, with containers and a river. The same map can range from extremely easy, when you get tanks, to extremely difficult when it's just wraiths and andron. The wraiths shoot you to pieces across the river, the tanks stay in a building and are easily dispatched. The shotgun doesn't need a nerf really, just tweaking. It is still extremely limited in range, making it... not the best option. Perhaps this could be handled in a different way. Reduce shotgun damage by 20%, but increase range by 1, with the usual falloff. Then let the shotgun apply suppresion to everything, even 2-3 tiles past it's maximum range. This way the shotgun would be less OP in close quarters, but still somewhat useful at a slightly longer range. All melee weapons need a boost. The knife is nigh useless. Stun baton has such a low accuracy and takes way too much TU. Reduce the TU for it by half and increase hit change by 20%. You still have to close that range, suppress first etc. Cleaner missions should show up even after the main cleaner base has been destroyed. This would provide variety. Something like destroying local cleaner cells. Aliens should still be able to control these even when the main base is gone. I heard of the convoy ambush mission from a friend that plays, but never actually got it in my playthrough. Maybe have more of those ambush missions for variety. Create more regions, these are too few: Western Europe, Eastern Europe, Noth Africa, Southern Africa, North America, Central America and Carribean, South America, North Asia, Far East Asia, South and Southeast Asian, Australia and New Zealand. 11 regions instead of 6. Then reduce funding per region by 25%, this will give an overall increase in funding, and change lose conditions to 3 regions out of 11(maybe set it to 4 on lower difficulty). We could use a decent defense mission, other than base defense. Such as defending a position until a cache of weapons or personell are evacuated. Make it a timed 6-7 turn mission, where the aliens will get reinforcements every 1-2 turns, A "kill them before they overwhelm you type of mission" Please fix the bloody grenadier and the grenade launcher. Far far too often he shoots his own foot even with a 89% chance. The Aliens should have control over their own craft doors. It's way to cheesy to walk up to the door, if it's open you can close it. The door can be opened, stun grenades thrown, and close again. This forces the aliens to slowly walk toward you without ever firing a shot, dieing too easily when you open it again next turn. This is the perfect opportunity for that C4/claymores to actually be useful and functional. Blow the door and have a real breach. Smoke almost loses it's purpose late game, it needs a rework tbh, Needs to upgrade along with the other grenade types. Training centers are too expensive, starting base should start with one by default, at least on lower difficulties. We also need a tooltip/menu showing how much progress easy soldier is making in each stat, this way it's hard to gauge the actual gains at first. Such as : Strenght 61 - progress 67/100 toward next level. Should be able to designate a squad leader for your soldiers... then if he dies/downed everyone loses 30-50 morale. hardpoints on craft are very very limiting, basically forcing you into a single most efficient build and no specialization. Prices should reset towards their base value on a monthly basis. maintenance for buildings, soldiers and other personell is murder. So much so that it's causing the opposite effect, forcing you to create tons of workshops and hiring engineers, just so they can create cash. Lower cash gain from scientists and engineers by 10%, but then also reduce all maintenance costs by 20-25%. It would be cool to have a mission where the captured aliens you sold on the black market got lose on some rich guys island and you have to clean up the mess. base defense: the invading aliens should be able to free the captured ones if you are keeping any in your base. Obduction missions should have less wraiths and no androns, more mantids and lizards (I always forget how those are called... sebilians? sebtilians? just lizards). Otherwise it becomes impossible to run across the map in most cases. As is, fusion stuff is too strong, but I'm guessing we will be getting stronger enemies down the line, If we do, then that would make sense, otherwise, nerf by 5% dmg. Should be able to sell aliens weapons you produce for way more money initially, with a bigger falloff the more you sell than currently, and that price should not reset. Sort of a small reward if you do lots of missions and have stuff to sell, or get some moniez for selling outdated tech. Base structures etc being sold at 50% refund is fine, but aircraft should get you more, maybe 75-80% of the build cost. After all, this is cutting edge tech, and specialized. Not to mention that modernizing you aircraft rn slows you down to an extreme margin. Haven't yet played through on higher difficulties, will leave any other feedback when I do.
    1 point
  26. I uninstalled the game and I don't have any save games. My soldiers had the first armor I could produce. I also marked heavy armor. The damage they took from the aliens was 70. They weren't recruits. I tried stunning in another mission with flashbang grenades. In a ship with a teleporter. There was only one alien left at the top. I teleported up and threw a grenade. It said he was stunned. I went down and ended my turn. The next turn I teleported with another soldier and the alien was standing without stun. I threw a grenade again, stunned him and went down. The next turn I went up and shot him. Then the mission ended.
    1 point
  27. Yep, something like that. And accuracy bonus 5 and 10 maybe?
    1 point
  28. Sounds like a fair compromise: increase the number of aliens in jumps. That way you can even differentiate between the different difficulties.
    1 point
  29. Some mission ideas to help spice up mission variety once the Cleaners are gone! Alien Outpost The aliens established a small outpost from which they're basing smaller scale raids from, increasing panic in the region it's stationed at until it's taken out. Assaulting the outpost will be attacking a 1-2 story alien building about the size of a larger UFO. Unlike a UFO fight, the outpost will be constantly calling in reinforcements every half dozen or so turns, similar to the earlier Cleaner missions. These reinforcements come from some quantum gate or whatever inside the base. Shutting it down is your primary objective, Victory results in a large increase in resources as well as a major panic decrease in the funding region. This mission would essentially be a Cleaner base assault but alien-themed. Bunker Siege Relief Your operations director received an urgent distress call from one of the funding nations: the aliens have pinned down some VIP (general, politician, etc.) in a deep bunker and are sending assault teams to wipe them out. Xenonauts will need to take out both the loitering UFO and land troops to relieve the beleaguered and outgunned defense force. This would require a unique approach. You need to send 2 interceptors to escort your transport, otherwise it'll be destroyed. While they engage the UFO (air battle optional), your transport will land your troops outside the bunker. The map would be similar to the other bunker missions, only this time near the back of the bunker will be a small force of friendlies that aliens within the bunker are attacking. This would be a soft time limit before the aliens breach the final room that guards the VIP, with the player having vision of the area around the friendlies to give them more info as to what's happening. Victory results in a major panic decrease in the region it takes place in. Reaper Infestation An alien UFO had dropped Reapers as part of a hit-and-run terror campaign. Problem? It turns out it happened a few days ago, meaning a large force of Reapers have infested whatever town or area they were dropped in. While the funding nation has firebombed the location, there may be still some survivors. Xenonauts' job is to go in and finish the job. While this would still be a relatively bog standard "kill all aliens" mission, facing only Reapers and a large swarm of them would be pretty novel mission to break up the monotony. Maybe have a "Reaper Queen" boss unit or something to keep things spicy, or have a bunch of weaker Reapers for horde chaff. Alien Collaborator Sting Your operations director has been able to identify a high ranking general or politician who's been colluding with the aliens. Her agents have given her the location of a meeting point between the aliens and their insider, which is a fantastic opportunity to take out or capture the hostile VIP. This mission would require you to capture or kill the human VIP as well as any aliens in the area. There is a time limit before the aliens teleport themselves and the VIP out, so you'll have to act quickly. In addition to the aliens, the VIP will have come with a small number of remnant Cleaner soldiers (maybe making up 40% of the total enemy force). This would be a fun opportunity to show how far the player has progressed past the initial Cleaner enemies they faced. Maybe arm them with plasma weapons to keep it spicy, but I think being able to steamroll the Cleaners present thanks to your tech advantage is a good thing for the player. Feel free to contribute any other ideas for alien mission variety!
    1 point
  30. @CompoTheSmoggie: That´s cool, I played XCOM and XOM2 incl. all DLCs very long too. And after you start XCOM 2 / XCOM 2: WotC incl. all other DLCs (that´s an great Change to the Winning-End to the Predecessor XCOM: EU / XCOM: EW). The best thing from that new XCOM are the 3 Books which close the Gap between XCOM EU / EW and XCOM 2 / XCOM 2: WotC. After the End-Sequence from XCOM 2 / XCOM 2: WotC you get the Gapfiller-Game XCOM: Chimera-Squad. Last but not least there are the different Standard-Missions and Storyline-Missions from Dr. Vahlen, the Alien-Childs, the other Factions which help XCOM and a lot more, before you come to the Final Mission. That´s true, there you can play about 7.000 alone in XCOM 2 and about 12.000 Hours with both Games together. @CompoTheSmoggie: The Weakpoint from Xenonatus 2 is the very short Game-Time, there I agree with you to 1Million+%. That the Founders and from beginning on Beta-Testers say that since the Game comes out. The big Strengh in Xenonaut 2 is not like in UFO 1 ET / UFO 2 ET / old X-Com and similar Fan Games the permanently UFO-Attacks. That was the big Weakpoint from Xenonauts 1 and all above announced Games. Where the Devs have to work on in that is an 2 (720 Days) to 3 Year (960 Days) Gametime. Maybe some more Specials instead only 08/15-Hordes from UFOs, which make Xenonauts 1 extremly unplayable. Simlar Problems have UFO 1 ET, UFO 2 ET, old X-Com as best examples.
    1 point
  31. I am playing on Commander past day 120 ... The balance and economy seems broken in one way or another. First of all there are very little UFO activities / cleaner missions from early to mid game in general. I would expect a few missions per week and not per month. I would add 2-3 missions first month and 4-5 the second etc. ... NO (only a few) missions mean I am low on resources all the time. On top of that game is harder (sometimes way harder). I guess A.I. has been improved and some missions have been changed. I had one of the very first mission data raid and it has been way harder than before (compared to previou iterations 1-3) At first I had basic gear no MARS at the second attempt I had a few laser weapons (not upgraded), without MARS too. There are many enemies you need to deal with (I am ok with that) but you have limited time before reinforcement will go. The problem is it seems all enemies know your position and just run even through smoke and hunt you now. Once reinforcement spawns it´s over . They are faster than you and hunts you ... I would add +1 turn and lessen number of enemies on field by 2-3 (it´s one of the very first missions anyway... ) Weapons Melee weapons are too weak now. I would at least reduce TU spent from 25% to 15-20% TU Stun guns feel weak too (or add one tier of an extra upgrade) Otherwise I would buff range, accu and damage by small amount (10% or amth) + 1 shell in clip would be cool The buffed heavy launcher feels quite nice. I would still buff base damage (from 25 to 35) or reduce TU spent (from 48% to 44%) The rest of the basic guns feel ok. I would probably nerf range of shotgun to 8 though (to differ from other weapons more). Laser guns are too good to remove cover (Especially UFO hull should be way tougher ). Cover is weak in general Economy is too tight .... I have no problem some things cost more now (hospital) and you need to make a decision what to afford first but ... I have been successful with destroying UFOs, doing missions and everything (my monthly fundings were going up) but in fact my total income per month were going down bcos of brutal upkeep cost. I would reduce upkeep for everything by 20%. Later the economy and things are getting worse ... The main problem is I have researched tech but I couldn´t afford it (not enough exotic materials and cash). That´s bcos there are only a few missions / UFOs to explore in earlier phases (first months) and if you fail one or two missions you are in a big disadvantage. The abduction mission with wraiths was fun ... I don´t know but they can hit everything (even through 1-2 smokes ... ) They have no weaknesses ... They are accurate, with good camo, use grenades, ... Not only they can hit everything with weapons but they use grenades with pinpoint accuracy that deal insane damage too (one or two shoting my troops hiding behind cover / smoke whatever ,.. always hit). I know you have nerfed their life (I don´tmind) but I would reduce their accuracy by 20% for weapons and 50% for grenades (dno how its calculated) and reduce damage dealt by grenades by 20%. I also think grenades could deal damage based on point of impact and if possible less damage if you stay behind a wall etc. I had a terror mission day 12x with elite Psyons (plasma weapons) and four big drones very close to my transport ship... It went really bad cos I needed to fight with basic laser weapons, without MARS and with just a few guardian armor (I couldn´t afford more ... no resources .. ) Alenium explosives helped a bit but I couldn´t win anyway ... It seems A.I. knows my position even though I used smokes etc ... To sum it up ... I would like to have more missions / UFO crashes in general with better economy. I would reduce upkeep by 20% and add more UFO activities / missions in general. Thx for reading:)
    1 point
  32. I agree with @gG-Unknown: stun gun seems a bit underwhelming and boosting it's accuracy seems like the right way to fix it.
    1 point
  33. I played this new update!. Before I speak my suggestions. I come to congratulate the developers for increasing the campaign time, as it was possible to enjoy the game more and test almost everything in the game. Second, if there are any concordance errors in my text. Since I'm using google translate, I don't speak or write in English. Well, let's go!. I'm going to put it in the order that I'm remembering. !. Basic skill trees. Seriously interesting to have a skill tree. Where it interferes with the development of the base or several bases. For example, place up to three levels for each skill. For example: Base maintenance cost reduction lvl 1 - 10, lvl - 20%, lvl 3 - 30% Reduction of the salary of the personnel of scientists, soldiers and engineers Lvl 1 - 5%, Lvl 2 - 10%, Lvl 3 - 15% Aircraft repair speed Lvl 1 +10%, Lvl 2 + 20%, Lvl 3 + 30% (Many times my planes were badly damaged and I couldn't attack the alies and they roamed all over the map. Without me being able to interfere.) Aircraft maintenance cost reduction Lvl 1 - 10%, Lvl 2- 20% Lvl 3 - 30% Soldiers' rest speed Lvl 1 +10%, Lvl 2 + 20%, Lvl 3 + 30%(. , I believe I have to put a system where soldiers get tired during missions and this affects performance such as accuracy and time units) And alien bases should appear sporadically on the map. It should be in infinite mode like the ships That would be interesting in the middle to the end of the game. It has missions where you can find stock of aliens with money and some material from them. Well, I had a hard time at that point. There comes a time when the payment of the continents or the lack of alien material hinders the development of the game. Missions at night, soldiers are affected, at night. But aliens don't have the same problem. A lot of times they see me, I don't. Especially that reptilian alien. He sees poorly from afar, and this should affect him more Alien that hypnotizes. I was on a mission and put 5 soldiers on surveillance. The 5 soldiers missed the shots and he hypnotized all of them and then they killed each other, one shooting the other. Seriously interesting to limit this to, at most, hypnotizing two soldiers per alien Mission to search for specific alies. Seriously interesting, in the polls. For example, the Mantoid, he only showed up on one mission and didn't show up again and I couldn't research the ballistic test on his body. Then you could limit this type of search to once a month in the game. And you can choose which alien you can look for Alien champions. It would be nice to have heroes of all races except Hunter. Ai has a special mission to hunt them down. It would be nice to have three heroes per race. And that would have consequences, for example. By defeating the alien champion, the aliens decrease the amount of attacks or make them furious. So you could have a lottery system, 50% of them reduce attacks and 50% of them attack more for a week If alien planes pass near the bases, it would be nice to have the option to activate the anti-aircraft batteries and shoot them down. As a result, it takes two to four days to recharge the batteries, leaving the base vulnerable to intrusions When you destroy an alien base. It can have consequences, decrease the alien attacks or increase them for seven days Armor!. You've greatly lowered their resistance. I, with the best armor available, am taking deathmatch hits. Better take a look at that. Increases at least 3 points of armor in each When any continent is in the midst of 100 days of panic, the missions of kidnapping and terror. It no longer appears. You have to review that. Because sometimes planes are being repaired and we can't prevent them from losing a continent due to lack of mission Kill counter. I like to play with as many aliens on the map as possible. But sometimes I lose count of how many I've killed on my mission. It would be nice to add in the bottom corner, the amount of enemies killed during the mission. To have a better control of how many enemies you have. When the aliens attack the base and the defense battery, it destroys all the alien ships. I should leave materials. Even if it was a small amount I believe that's all I remember. If you have any other suggestions, I'll come back here.
    1 point
  34. I played version 4.7.0 exhaustively They made a change to the game's difficulty. I thought it was very cool. Change in building prices, I found the price of some buildings a little exaggerated, such as the training camp, 750,000 dollars. I believe that around 500,000 dollars is a fair compromise. Taking into account that you reduced the effectiveness of soldiers' training, mission experience gain and minimum recruitment status. In addition, the number of soldiers trained in the training camp decreases In the middle to end of the game. There should be missions that give money. So we are in that dilemma, sell the alien materials to make money or leave the materials to make weapons, aircraft and improve the base. Or build new bases on the map. And this slows down the game. It would be really cool to have sabotage missions. Where you invade an alien base, you steal money and resources from them. Site bomb missions could give a cash reward. To compensate for slow progress in the middle of the game A cool thing to introduce into the game. I could build a junkyard. Where you transport medium to large downed ships. And it takes a while to disassemble them. You could choose to either do a quick loot after finishing the mission or dismantle the alien ship to get more resources I dropped a Harvester and it generated automatic resource collection. Well, it generated 20 Alloy and 15 Alenium. You could take into account the size of the alien aircraft to generate resources in automatic collection. A harvester should generate at least triple the amount I mentioned above Since the aliens' damage and the game's difficulty have increased. It could create a Tier 3 shield. My soldier's Shield is almost being destroyed in one shot. Could make an energy shield. With the same amount of life as the Tier 2 shield. But with the difference, when taking damage and the next round it takes no damage. It regenerates durability There must be an upgrade for electric baton, electric rifle and taser gun. There comes a point in the game when the aliens become very strong. And these weapons grow weak It took about 30 days for the first harvesting ship to appear. And I couldn't release the research to produce better armor. I was using the Guardian Armor. But the aliens were so strong. That a soldier with 100 health and 25 armor. I took 150 damage and died instantly. A solution to solve this problem could be. Have an upgrade on guardian armor, like the laser rifle and colossal armor. To increase its useful life and avoid Hit kill from enemies. Bomb Site missions, where I faced 29 enemies with my soldiers, it was certain death. Because in addition to the high damage, the aliens have incredible precision Smoke grenades could use some improvement. Same as the others. Like increasing its size when thrown and further reducing enemies' accuracy. By shooting through them. As I said before, how they increased the difficulty of the game with smoke and the aliens are shooting through them. In other words, they increased the difficulty of the game but the equipment did not keep up Camouflage armor I only use on snipers. But 15 armor is very little. Seriously cool as you progress through the game. You release an improvement for her. Same as the laser rifle and Colossal armor I don't know if it's a bug or a new game mechanic. But when getting shot. And going on another mission, my soldier would lose his life and regain it. Example a soldier has 100 health. He was shot, a shot that did 80 damage. I healed him and he recovered 40 and had 60 health. When going on another mission with the same team without returning to base. He starts the other mission with 20 life An interesting thing to do. When you have the option to do several missions in sequence. It would be interesting to have an inventory on the transport ships. Because I did a mission in sequence. And the soldiers start the mission without reloading their inner mission weapons. And some soldiers without grenades and others with 6. It would be good to have a mechanic that can move you from one mission to another. Have the option to reload weapons and redistribute ammunition and grenades among the team Heavy machine gun. A mechanic that you could introduce into the game. If the soldier stops at a box or a wall. He mounts the machine gun using a tripod. And give a small accuracy bonus Alpha Hunter is missing description text When the base is tataca and the air battery manages to successfully destroy the alien ship. Should generate some material Some ship crash missions. It could have two mantoids. It takes a long time to collect the amount needed to perform a ballistic test. The large alien ships. There could be people trapped inside it. When released it gives a small amount of panic reduction There could be more variety of missions. Sabotage, capture of special aliens, etc... Mission to capture alien captain I have a lot of difficulty identifying the alien captain. Because I play in the mode that doesn't show the enemy's name or health. It would be really interesting if you made the alien captain have a different skin. For example, he is a little taller. It's a different uniform so it's easy to identify. For example an all black one. Or all red That was all I remembered. What if the text is difficult to read. I apologize, I do not have command of the English language
    1 point
  35. Why is the zip file empty?
    1 point
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