Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/29/2023 in all areas

  1. Noted this by mistake during a tactical mission - not sure if this is a bug, but if a weapon has certain weight including the ammo when you equip it before mission, then unloading the weapon during tactical mission ADDS the weight of the ammo to the inventory! It should not, as the clip/ammo is already carried one would say... but it does! And it actually applies to all weapons... Example: While in inventory, the HEVY has a weight of 40 during tactical mission it has the same weight loaded - so the weight probably includes the ammo (even if some rounds are already fired).... BUT, as soon as the ammo is unloaded, the ammo weight is ADDED to the overal carried weight of the soldier, resulting in TU penalty, which is totally impossible. Moreover the whole weight of the ammo (16) is added to the inventory, even if half is already "gone." It seems to me as a mistake, the initial clip is likely not included in the calculation of the total weapon weight, therefore if unloaded, its weight is added to the inventory... I would like to suggest therefore, that the weight of the weapons is reduced for the weight of the ammo (empty rifle weight of 16, clip weight of 4, weight of loaded rifle = 20). HEVY weight of 24, loaded weight of 40 (or 32 if loaded with smoke grenades) and/or calculated by each item.
    1 point
  2. I'm a huge fan of the first Xcom game and this to me feels like a worthy successor even though it's not completed yet. I liked the overall gameplay although it was a bit too similar to the first Xenonauts. I only hope that the ending of XN2 isn't as bad as the first game, where the aliens were just toying with humans. There is a slight annoying simplicity to the game that I would like to change, like for example there is an abundance of first tier weapons and equipments and you can only research one thing at a time. I'll address some of these simplistic issues in my list which also will provide with some ideas that I've come across through my gameplay. Picking up a weapon in the available weapon menu makes the weapon follow the cursor not at its origin but much to the left which looks weird when trying to equip the weapon to a soldier's backpack. I’m missing the option for soldiers and aliens to go prone. It would be nice to have that as an option. Changing a research project shouldn’t reduce it to 0% the next time you want to research the same thing. The research done on the project should be stored. I miss having an overview of how many scientists I have in the research menu and how many are studying in what field. Ordinary weapons and equipment shouldn’t in my opinion be for free and come in an abundance. This should be something that you can run out of, buy and sell. In the missions where you can gather intelligence through interaction with computers there is a glitch that shows the computer glowing although it’s already taken. I think this comes after loading a savefile. I find it weird that autopsies are being performed and research being made and completed within a minute of a dropship landing in the base with the necessary research corpses/bodies. this should take some time to perform. It’s funny when I order a soldier to move outside, he chooses to jump through a glass window to get to a place outside instead of going out through the open door two squares to his left. Or when there is a fence with a corner and you order the soldier to move to the other side of the corner, the soldier would rather jump over the fence two times to get to the destination instead of just walking around the corner. The distance between the two routes is exactly the same but I think jumping over a fence or through a window would take longer time than just conveniently walking the same distance. Can we speed up the loading time a little? Typo in the text for alien abduction. “A soldier stood adjacent to an abduction tube can deactivate it.” Why can we see the exact health status of the enemies? Wouldn’t it be better to see some kind of rough estimate grade, like unhurt, wounded, bad, critical or something like that? Like a soldier could make a coarse judgment of the level of health the enemy might have after some time but it's pretty impossible to pinpoint the exact state of health thet each enemy has. And in the beginning of the game, or if you meet some new enemies, before you have any idea or experience about the enemy, you might not even have any idea of the status of this enemy. There is no sound effect when reloading a shotgun. It could be interesting to have different types of ammunition to choose from. Could you divide the loading menu into all that is autosaved and all manually saved points? When a soldier gets hit and a message appears informing about for example a bleeding, occasionally this message comes in the forefront of the number of hit points being deducted from the health of the soldier, blocking it out. It’s a bit annoying. Maybe you shouldn’t be able to close a door when there is an object or a person in between the door and the frame. Likewise moving through the space where an open door is between should either close the door or make the soldier lose some tiem or something, depending on the door's position. Transferring items such as alenium from one base to another is tedious if you don’t know that holding down shift or ctrl make it faster, since you have to click each unit instead of just holding the button in for faster transfer. Seems weird that soldiers with good acc can shoot an alien that is very far away and that is hiding partially behind obstacles with a 100% accuracy. No way ever should any shot be 100% accurate. You could always miss, even at very close range. There is a great need for more different types of maps. Make it more modular and ever changing. I don’t like that you can just equip jetpacks for no cost on any and every soldier. This should be linked to a production time and cost to produce. Also there could be a limit on how heavy equipment one can have in order for this jetpack to work. An idea would be to implement a restriction or have different abilities with the different types of weapons. To just upgrade your weapons to a better sort is kinda boring and uninteresting. This could be the different advantages/disadvantages with each weapon type: Ordinary weapons: Pretty average on everything from range to damage but cheap to purchase or manufacture. Enhanced weapons: As the ordinary weapons but with a boost in damage and range. Laser weapons: A big boost in range but doesn’t have any option for a shotgun model. A boost in damage against unarmored foes but is not as good against certain armours. Also no options for craft weapons. Gauss weapons: A boost of range and damage compared to enhanced weapons but gauss cannot use rapid fire. It’s more suitable to single-shot weapons. Plasma: Big boost in damage but range is less than gauss and laser. Upgrading a thing in the engineering bay automatically upgrades everything in the base connected to that. This is unrealistic. You should upgrade each thing separately, with a cost of time and money/resources. I would like not to see the endgame progress percentage number. It’s better to let it remain a mystery for the player of how far they’ve progressed. The same would go for the research bar/percentage. I would like to see a rougher estimation of the progress and not the exact number. In research it's hard to know exactly how long you have until the research is finished. The difficulty in this game seems skewed. I played at the normal setting and I’ve been playing for some hours and already it seems like I have progressed to the second half of the game. Enemies were really tough in the beginning, interrupting my soldiers all the time, getting impossible hits over and over again, but now when my guys have better gear/weapons and are more experienced, they kill enemies extremely easy. When a soldier shoots at a target for the second time, how can that shot have a less likelihood of hitting the target? Wouldn't it be at least the same or better since it's an consecutive action? It’s silly to see a solder with a jetpack on the ground level being ordered to move far away to a place on the ground floor, just to use the floating ability to get over an obstacle and then continue hovering an inch above the ground all the way to get to the destination instead of walking there. Through my 40+ hours with this uncompleted game I'd say my experience were enjoyable and would really like to play it again when the game is finished.
    1 point
  3. It takes less time to fly from Australian to England than these planes take to transfer from different bases. and that is with landing in UAE on the way.
    1 point
  4. Dear Devs, Some feedback from a new player after a playthrough. I have never played the original Ufo/X-Com games in the 90s nor Xenonauts 1 but both Firaxis X-Coms. And I absolutely love Xenonauts 2 already in its current state and I think that it has huge potential to become a truly amazing game. However, here are some observations/impressions/suggestions as to what could be improved going forward in my opinion: • Use of verticality could be extended (there are four vertical stages but most maps only use 1 or 2 of them) in terms of map design. • Cleaners require more background story and should “do” something • Certainly we need more “story” in the mid and late game • More versatility in terms of mission types (e.g. search and rescue, escort whatever) would be very beneficial • Obviously air combat needs a lot of love (but you know that already) • More versatility for weapons or introduction of weapon upgrades (e.g. scopes, bigger ammo magazines, more damage whatever) • More difference between soldier types and soldiers should promote more slowly • Perhaps have more than one research slot • UI: Improvements to the soldier bar would be fantastic (once I get to use 12 soldiers in the tactical battles due to the Dragonfly, it becomes very tedious to identify the soldiers. Please show small portraits or use color codes or role icons. • Civilian AI definitely needs improvement; usually it makes no sense what the civilians do • Some AI improvements in particular in terms of Alien cooperation/flanking/communication would be appreciated • There is a lot a friendly fire even if the soldiers are standing right next to each other. Perhaps that should be reduced a bit. • Money – I really like how there is never enough money to finance everything and that I need to prioritize things. However, some fine-tuning is still required. • There should be (more) ways to reduce panic levels. • I am not sure what soldier training actually does (at least I see no progress from training). Perhaps, it would be possible to choose having a solider train specific skills? • The Grenadier should be able to use RPGs or an “actual” grenade launcher (that fires in an arc) • Using a “normal” calendar rather than counting days? • Is there a way to transfer equipment/scientists/engineers between bases? • Fog of war could be improved • Perhaps I could choose on arrival of the dropship when the actual tactical battle starts (day or night)? • For night missions, there should be some additional gear such as night vision goggles I am really looking forward to how this game develops going forward. Thanks for making this great game. BR, titan1770
    1 point
×
×
  • Create New...