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Showing content with the highest reputation on 01/20/2024 in all areas

  1. I've finished playing 2.21 experimental on Normal Difficulty yesterday and before that I played on version 1.24 and would like to give some feedback Overall I liked my experience, it felt better compared to the previous 1.24 game I am not sure what to think of the current air combat balance, though so wanted to outline it further: From previous experience n Xenonauts 1 and Xenonauts 2 - 1.24 , Xenonauts are won on the airspace level first and foremost as UFO fly-bys can induce a lot of panic, so I was planning to build up secondary air-defense bases really quickly and expected to need many fighter jets to fight off the UFOs I went into the game without checking balance changes and turns out current planes are really costly - 500k for Angel and 800k for Phantoms. I barely managed to have 4 Angels and Eventually 7 Phantoms by the end. All Angels were eventually retired, while Phantoms were distributed to one for each base except of two for my main base Later I discovered that Phantoms actually have enough fuel to fly around the world and engage the UFO there. Frankly, this feels like an amazing way to counter far away UFOs if only we could spot them. Could you please consider adding a Radar payload and upgraded variant for it for planes so that we could send out long-range Interceptor parties to spot for UFOs in far away regions to compensate for lack of radar coverage there. I know there was an AWACS mod for Xenonauts 1 with same idea. On combat level - One fighter planes easily wins against current UFOs if they are equipped with latest armor and two cannons I'm not too worried about fine balancing, but I'd like to point out that, right now, the feel of the air game is very much reversed - a heroic lone fighter plane shoots down Alien's air superiority squadrons and escorted UFOs easily. Especially if armed with two cannons and some armor. It doesn't show humanity outmatched or on the defensive at all and I hope there will be further changes and considerations to this. I have one request - please consider expanding air groups to more than 3 by 3 participants. A proper fighter squadron is after all two by two planes. I would imagine, Aliens would be sending multiple UFOs groups to attack if we are winning the air combat hard. In connection to this, in XCOM 1994, we could send one fighter, have it tail the UFO without engaging and then engage with another 1+ fighters. Allowing simultaneous combat of up to 4 XCOM fighters against one UFO. I remember managing to bring down a larger UFO with 4 Interceptors armed with heavy missiles. In Xenonauts 2, only the engaging fighter can attack despite the number of tailing Fighter planes. To me. the feel of UFOs in combat is really wooden - they turn slowly, and actually don't show that high speed in tactical combat that they are showing in strategic layer. Alien fighters are relatively easy to bring down, but Alien Interceptors feel actually powerful if one doesn't switch to gauss blasters to win against them, My last is concern is how quickly Angel fighters phase out as they are not able to even catch the Medium sized UFOs. Would you please consider adding an engine upgrade increasing their max speed, range and maybe Payload by 1? I imagine similar upgrade would make sense for Phantoms when Ultimate Fighters (Marauder? Fury? or maybe a new name) will become available. On balancing side, I wanted to suggest a radical idea- in XCOM 1994, upgraded fighters used elerium as fuel. And right now, we are getting more Alenium than alloys, so why not make Alenium a balancing item instead of straight cash for planes? Something like 5 Alenium for 100% fuel for Phantom and maybe 2 for alenium upgraded Angel? and respectively fuel tanks would add 1 alenium fuel, increasing the range by respective amount? If Alenium is in short supply, we already can make some after Nanofabrication research. And the cost is appropriately high - 20k per one unit. One last request, could we please have Pilots be actual people and not tied to their planes? It feels a little wrong to lose a pilot just because we have to replace the plane.
    1 point
  2. Hi cewamartin, you have very good summarized the atm outcome from the Game. I can agree with you in that Points, what the Cleaner-Part, the special Missions in the Cleaner-Part, the Upgrade- & Refit-Process in Weapons / Armour etc., and after the Cleaner-Part with the Standard-Alien-Missions belongs. Thanks for assist with the Ideas for different Bases, Outposts, the Main-Chars (Chief Scientist, Chief Workshoper, Operations Manager etc.) and important Parts for Upgrades / Refits as well as on the World-Map. That we Beta-Testers and the Communty say the whole time already. To get more assistance for bringing in more Features to make the Game more interessting and make an big Difference to the direct Rivals (UFO ET-Row as well as Xenonatus 1) is very good. I aggree that from the first Gameplay-Test to Milestone 2 (as one of the big Founders & Betatesters) the Game get an very good Step forward. It takes time, but the Quality have to go over Quantity. More Quality like above announced is important. If it would be in some Parts like X-Com Apocalypse or Phoenix Point (with the different Base-Designs you have announced) then an other great Step is done. Let´s see what the Devs, the Publisher and the Freelancers bring in for Milestone 3.
    1 point
  3. I must admit, that I was surprised by this statement... I still remember my first tactical battle in Xenonauts 1, where a sebilan crew of a scout ship wiped out my entire squad with ease. There is no doubt, that the tactical skill of the player on the battlefield is decisive for the outcome, but crews on ufos are standard... as crews on aircraft is in real life. They are trained to fly an aircraft... not much more. UFOs with an assault team is also an option, but the total crew will almost be of some sort of standard size... depending of the mission. kindly Frank
    1 point
  4. I also remember my first fight in UFO:1 where several (2-3) surviving aliens completely killed my entire team of 14 soldiers. In Xenonauts 1, I had battles in which my soldiers completely destroyed themselves on their own. (Friendly fire, suppression, a grenade thrown at oneself and comrades' feet). Also in the game Xenonauts 1 there were very poor settings: the range of visibility, the range of weapons, which forced them to play very slowly and walk in dense crowds, exposing soldiers to the risk of being killed by "friendly fire". As a result: I continue to play the game with my own settings. As a result: the battles in Xenonauts 1 were difficult only because they forced the player to use boring tactics, and the greatest threat was not the aliens, but the player's own soldiers.
    0 points
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