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Showing content with the highest reputation on 03/02/2023 in all areas

  1. I do have some more things to add to the discussion after play the game for a little longer Ground combat Issues 1 and 2 are directly connected to one another 1. I feel like the "plasma weapons" research project is far too strong at the moment. It allows the player to build guardian armor (and advanced lasers if they researched lasers already) immediately after researching the project. It directly upgrades soldiers much more potently than some other projects of similar length (like heavy lasers for instance). I feel like the "advanced" lasers" project should be locked behind another project as well to balance to balance it out a little bit (perhaps behind alien electronics so that the player can distinctly see that they have the option to upgrade their lasers or to research new gauss weaponry. 2. I feel that the choice between accelerated weapons and laser weapons is actually extremely balanced in the beginning. Each of them has distinct strengths and weaknesses that allows for a team of soldiers to justify using both kinds of weapons at the same time, which I find pretty awesome. However, I feel that the "advanced lasers" project allows the player to directly upgrade lasers too early and they end up being objectively better than accelerated weapons for the most part due to mostly losing the limited ammo issues and can deal more damage than accelerated weapons on top of their other benefits. I still think that "advanced lasers" should be locked behind some later project as well just like in the previous point. 3. I feel like the variety of ground combats take a direct hit after the cleaner base is completed. There are mostly just crash sites with sometimes terror missions, alien bases, and abductions sprinkled in. There is not enough mission variety imo. I'm not too worried about this as I know some other story missions are in development and new mission types are going to sprinkled in. On a similarly related note, I never actually encountered a landed ufo in my 170 days I had played up to this point; they probably need to be made more common to mix up some of the crash site missions. 4. I don't know if I just got really unlucky or not, but I had never encountered enough sebellians to complete the medkit upgrade project. I had one sebellian mission near the start of the game on a destroyer, but I had never encountered another one since in my 170 day playthrough. I also seemed to encounter sectons and psyons much more often than any other alien species. I think there should be some sort of system that makes it more likely for ufos to spawn with alien you don't fight as often so the player can experience the aliens in more equal amounts. Geoscape 1. There seems to be an issue with the amount of money received for collecting the bounty on a ufo instead of doing the missions. I remember scouts being like $100,000 and destroyers being $125,000 or so, but then observer ufos were worth $200,000, and then abductors and cruisers fell off a cliff being worth $100,000 again I think. It feels really weird and I assume a very jagged progression like this was not intended. 2. The engineering projects seems to very alloy heavy for the most part and do not use alienium very often. This isn't necessarily and issue or anything, but I never every found myself in an alienium drought at any point during my playthrough. 3. The base batteries used to defend bases from ufos seem to have a weird progression as well. It starts with lasers that require no alien materials and only costs $200,000. but then you can gauss batteries and it costs 150 alloys. I think this is an absurd price to pay for upgraded batteries and should be reduced and also require some amount of alienium (and the laser batteries should cost some alloys and alienium as well). 4. I don't know if I just missed it or if it is really removed from the game, but I did not see a means to melt down alien weapons into alloys and alienium like you could in previous builds. It would be pretty boring imo if you could only sell the alien weapons that you require and not do anything else with them. I also did not see any way of making alienium in engineering neither. Which is weird because you can make alien alloys, so why not alienium? Air combat -I encountered this really annoying issue where I intercepted a craft with two escorts and then targeted the main craft with my torpedo interceptor. The interceptor ended up wasting its missiles on one of the escorts because it got in range even though I was not even targeting the escort. I don't remember if this happened in x1 or not, but I feel this issue is really annoying whenever one is facing escorts. Interceptors should only attack targeting ufos imo (unless they currently are not targeting any ufo). Edit: I've generally thought that the machinegun was quite strong and sniper rifles generally weak over my few playthroughs. I've starting experimenting with both more and I found some interesting things about both that I want to go over. I want some weird stuff that I encountered with both when it comes to the laser weapon versions of them. One thing I do know for certain is that the ammo restoring properties of advanced lasers should be better defined, likely with a xenopedia entry and new tooltips. I know that might take awhile, so I'm willing to bet something like this would not be implemented until v28. Snipers: -I've noticed that the base laser sniper rifle is almost completely worthless on most snipers. Snipers have a high accuracy stat and probably have an accuracy boosting accessory to bolster it even more, so they will almost always reach or surpass that 65 accuracy threshold where the "easy aiming" ability works, making one of the main selling points of laser at base completely useless. Perhaps this can be adjusted for laser sniper rifles so that the "easy aiming" ability works for up to 75 accuracy, so snipers can still benefit. -This is very different with advanced laser with regenerating ammo. If it works like I think it does and restores 1 ammo per turn, that means that a sniper will have infinite ammo because they literally cannot shoot more than once per turn. This is slightly busted imo (if it works the way that I think it works) and probably needs to be adjusted somewhat for snipers (like making them restore 1 ammo every 2 or 3 turns). Machineguns -Machinegunners often struggle with having strong accuracy and strength at once to make the best use out of the machinegun, so the laser machinegun is great for patching some of their inherent accuracy issues and making them more useful in general (destroying lots of cover and walls with it is a nice bonus as well). -If the ammo restoring properties of advanced lasers is how I think it is for machineguns as well, then it would be not very useful whatsoever for machineguns. You would have to wait three turns to shoot once with a machinegun in x3 burst, much less x10. I feel it should definitely be adjusted to restore 3-5 ammo instead imo.
    1 point
  2. Some of these may relate to v25, but I skipped that version so I apologize if any of this is old hat. Is there a way to repair the MARS now? I know the medkit to repair a robot was silly but I now can't find any items to repair it which limits it's usefulness. The new alien base commander center with the teleportation changes are incredible. I knew I hated the old version but I didn't realize how much I hated it until I played this one. This is probably wrong but I feel like aliens can teleport around in the base as I often get attacked from behind even though I very meticulously push forward and clear areas out to prevent just that. Air upgrade costs finally feel reasonable, I've only used the machine gun line of weapons and that has been totally viable. What exactly is 'advanced gauss blaster' and how do I unlock it? (see attached screenshot) My guess is that it is meant to be 'advanced gauss cannon' and it is a bug but I am not sure electroshock grenades make all other forms of stun weaponry pointless. I personally think this is more of a reflection of how poor the rest of the stun roster is but that could just be me. Why is the observer bounty so much higher than any other ship? I am shooting down harvesters and I think they are giving me 125k whereas observers give me 200k. The economy is not great atm. The price drops for some things are massive and don't see to recover. This is aggravated by the fact that I am often forced to fight lots of ground battles to get the required alien alloys so I have this huge amount of alien corpses, guns, and grenades that barely sell for anything. Why does the gauss battery require the laser battery upgrade? Why does the plasma battery require the laser battery upgrade as well? I feel like the player should be allowed to skip some of these if they think the rest of weaker batteries is worth the resource savings The tier upgrades for both weapons and fighter ships are very linear and dull. I built my first Gemini and if you were to tell me they were two Angles glued together I'd believe you. Sure they are better but not in any interesting way. I still use Angels 220 days in because as long as something isn't shooting at them they are basically as good as the most advanced fighters I have if they have the same weapon. Is the expectation for the player to use each weapon tier? There are a lot of them now and going through each one doesn't feel like it is worth the cost for the performance gains. The binary state of damage is this game makes combat less interesting. My soldiers (and the aliens) perform just as well on 1 hitpoint as they do on 100 so my only real concern is if my soldier got 1 shot or not. Large ufos become a massive grind after a while between the high number of aliens, the killbox nature of the ship, and the fact it is all the same map. I honestly wish I had more alien bases to do because those feel a lot more fun. I haven't gotten an abduction mission in a long time. Those quick missions would be such a great palette cleanser from the hour plus harvester grinds, I don't know if I am getting unlucky or they stop showing up at a point. I'd love a scout vehicle. Something that can fly and is very hard to hit but has limited offensive capabilities. The MARS is nice but I don't need vehicles to kill aliens, I have tons of soldiers who do that pretty well all on their own. A lot of this sounds like complaining but I am genuinely enjoying the game, keep up the great work.
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