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Showing content with the highest reputation on 09/10/2024 in all areas

  1. Hi! I have just played through the content for milestone 4 (got to the "there's no more content" popup) and thought I'd give my thoughts. I played ironman on the default difficulty and overall had a pretty enjoyable experience. There was no failed tactical missions, and only 1 or 2 failed interceptions, so the difficulty was not too much. Never had to do any tactical base defense, as 2 ufo defense structures ended up shooting down anything that tried to attack the base. I can highlight the two things where I struggled the most: 1. The first terror mission. This one was pretty brutal, over half of my squad was wiped out as I met a bunch of androns when I didn't have the highest firepower. Luckily I think half my squad had guardian armor. On the plus side, it made this mission very memorable and I got a special bond with the remaining squad members who got the "I participated in a 50% squad wipe"-medal. 2. There was a period where my radar coverage and amount of interceptors was not enough to shoot down everything. As it is pretty expensive and time-consuming to up your bases, this took a while and I had to do some sketchy manual battles where I barely took down the ufos. Also once or twice I lost a fighter. Very happy that this didn't mean I had to buy another one as my financials would be shattered. I ended up with a base system where I had 3 fighters in Europe, 2 in Asia and 2 in North America and radars in South America, Africa and Australia. In the end with 3+2+2 gemini fighters with fusion lances shooting down ufos was very easy. Things I like: The general feel is very classic xcom-like, so that is big creds. I like that a dropship fits a lot of soldiers, as you can send squads of f.ex. 4 xenonauts to different parts of the map. It doesn't make it as brutal if you lose a couple in a mission as well. While in modern Xcom losing 2 soldiers when you only have 4 you can bring can make a mission spiral out of control. The designs on the Xcom armors and weapons are very cool so that is also kudos. In modern Xcom I think some of the later armors or weapons looked kind of silly, which almost made it a bummer to upgrade. I like how you can choose to have light/heavy versions of every armor. Although, since armor is so important, I ended up using heavy armor always. Maybe 50% less armor for the lighter is a bit much. Or maybe the pros of having light armor is not enough. I like the modules, as well as armor bonuses like the +12 TUs from the vanguard suit. It makes it easier to field fresh recruits later in the game. At the same time, I had a tendency to use the same ones for almost everyone :P (plus strength, plus accuracy) The HEVY was very useful for destroying cover and something I used a lot. Also like how you can suppress with flashbangs and machine gun fire. I like how the colossus-suit can be upgraded so you can continue to use it as a sort of tank. Also fun how it can only be used for heavy weapons, it makes for a bit of change in how you play. The upgraded shield works pretty well. I do wish the pistols had a bit more range, since it's very short right now - on the plus side the fusion pistol does a fair bit of damage. Wishes: I kept wanting to have a way to see how long until next funding. Maybe it's just me, but I couldn't find it anywhere. In geoscape it just says "Day x" and there's no concept of what day of the month it is. Maybe funding happens every 30th day or something? I found it a bit hard to get a complete overview over how many armors and weapons I had available, as the stores won't list the ones that are being used by soldiers. I could go in the armory and see the amount of weapons, but for armors I had to count the ones being used (or unequip all of them). Just getting a count somewhere would help when figuring out how many more I should produce as I know how many soldiers fit in my dropship. Would love to see more versatility in weapons and armor the same way as how you upgrade the colossus for further use, as how it is right now most of the armors are pure upgrades, and the same can be said for weapons (even though lasers and magnetic weapons can kind of be used side by side because of armor penetration differences) I didn't use shotguns a lot since they are so limited in their range and have such a big spread. Was useful sometimes in the early game for clearing ufos though. So wish they were a bit more useful. Maybe you could get a TU boost when using them to promote running up close. The range of weapons in general is a bit annoying in how short they are IMO. I want to shoot at an alien if I manage to get line of sight, but many times it's there's no point unless you have a sniper rifle. And even with the sniper rifle you can be out of range, which makes it pointless to find a high vantage point for my sniper as I'll have to move them closer anyhow. I liked that I wasn't restricted by anything else than line of sight in classic Xcom. Maybe it should be more about damage dropoff and accuracy bonus for different types. Sometimes wish that the "line of sight" was more of a straight line from the soldier to the target, as the current sub-tile line can look and feel kind of wonky sometimes. Especially if my soldier is elevated, it can feel kind of random what you can or can not shoot over. I ended up only using the MARS once, since I felt it was very expensive to repair or when you had to build new ones. So ended up just using xenonauts - but that might just be my playstyle. I wish alien doors were more visible! I spent a lot of time on my first alien base mission since I simply didn't see some of the doors. I ended up hovering over all the walls until I saw the "open doors" icon. Would be fun if there was more to do in the geoscape other than shooting down ufos and going to missions, but not entirely sure what. Maybe if there was some faction / government things you could do. I wish unarmed civilians were a bit less crazy. They run around, barging into houses, running in the direction of the aliens. Instead of just chilling in the house they are, where there are no aliens. They're not very good at hiding/staying put :P The aliens aren't very sneaky. Not sure if this is a good thing or bad thing. But it means, I usually can be pretty sloppy in clearing houses or around UFOs, as if I haven't seen anyone on the approach, or nobody has come out of the house or up to the windows it means it's clear. While in 90's xcom, aliens could be very sneaky and hide in places where they'd ambush you (and sometimes hiding in super annoying places where you almost never found them) Less flat buildings. Some more verticality could be fun. Multiple entrances for ufos? (even in the top for when you have jet packs) Alien variety beyond humanoid with gun (could f.ex. steal the XCOM2 faceless concept and make us distrust the civilians we see running around as they can turn out to be an alien if we get too close) Conclusion: All in all, I'm liking it a lot - and the large harvester UFO does really feel very large!
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