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Showing content with the highest reputation on 09/09/2025 in all areas
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Overall, I really like M6. Please don't take the length of the 'nitpicks' as that I don't like it, just some ramblings about changes that I think could make the game even better than it is now. LIKES: - Love the QoL yellowish dots indicating a new engineering project or xenopedia entry - New Gemini 'Evasive Roll' is a really nice differentiator from the phantom - UOO Sabatoge & bridge assault are by far the best missions in the game. - Colossus armor is now much better with armor buff, no suppression and melee attack. If it gets the integrated automed I think it will be perfect. - No issues with reduction in squad sizes, in fact I did all ufos and alien bases (up to cruiser and large alien base) with only 10 soldiers. Having 12 for UOOs was just fine. DISCUSSION ITEMS/NITPICKS: Pacing for most of the game feels okay, there are nice difficulty spikes throughout the game, however, I noticed two specific "lulls" in the game that I think needs addressed: ~Day 55 through P2. Only had 1 ufo spawn/mission in that entire period (I think 1-2 addition ufos but those were on the other side of the globe and couldn't get to them. I would like to see a more climatic building up to P2 invasion as currently it just seems to come out of nowhere and the cleaner hq does so little that there is no rush to do anything about it aside from story progression with UOO. SUGGESTIONS: P1 ufo spawns should have a guaranteed flight path near your base. there's literally no way to have a second base up before Cleaner missions should be a buildup to Cleaner HQ/P2 invasion and should flow logically as in previous milestones (we don't necessarily need the visible progress bar but should be something that goes on behind the scenes). My recommendation is that the cleaner missions go as follow: soldier extract > Convoy ambush > VIP extract (has the intel for data raid) > Data Raid (gives the data for leader elimination) > Leader Elimnation (gives data for Cleaner HQ) > Cleaner HQ assault (causes +5 daily doomsday to force it and its capture causes P2 'invasion') Cleaner Data raid and VIP extract are still 2 of the hardest missions (at least on commander) given their place in the campaign and how generally weak your squad is. Moving the Data Raid back (in the above suggestion) may alleviate, however, I recommend either (a) removing 2 agents from initial spawn or (b) increasing the timer by 1 turn before reinforcements arrive. In my last playthrough I had such good doomsday control i completely skipped the VIP extract because the benefits didn't outweigh the risk of losing a soldier. P5/Post UOO destruction. This is mainly just waiting around for battleships to spawn. The chief scientist mentions in the post-uoo destruction "cutscene" that the invasion should be over unless the aliens have some other trick up their sleeve yet this is never really addressed. Would like (a) story/narrative that shows aliens can attack earth post waveform peak/uoo destruction and (b) monthlyish massive UFO raids (think 3-5 at a time)forces Endgame (maybe a mini-monthly waveform peak that infinitely allows aliens to spawn in big numbers of ufos). I was worried about the UFO delegation system in regards to not having enough resources or training for soldiers, but I didn't find that to be an issue on the playthrough. if anything money was the big blocker. SUGGESTIONS: I think more ufo spawns could do well to alleviate this Additionally, i think delegating a UFO to local forces should grant a small amout of OP points (like 5-10) Echoing a suggestion in another thread i think new bases should be cheaper and smaller. Either that or building a new base grants you a free radar & 1 hangar. I also think that angels should be cheaper (~250k) even if it meant more ufo spawns (see a theme here), but that could just be me because I love air combat and want more of it. Xenopedia entries for alien races should have empty/greyed out placeholders for the different variants that get filled in each time you collect that species corpse that gives a little blurb of how it differs from the base variant. Either that or there should be an entry for each level (e.g. pilot, scientist, officer, elite, praetorian, etc) that shows how its stats vary base variant. Mind shield is still underwhelming. It either needs to make the wearer completely immune to mesmerize/alien or (my preference) it acts like a med kit to break alien control as has been suggested previously. Stalker armor needs work. I never build it because on commander the net benefit isn't enough (due to alien 30% aim bonus) because usually by the time you get it they have fusion weapons and will just 1-shot anyone wearing it since the base armor is so low. I don't know how you fix it, but my thought is that wearing it makes the soldier untargetable from alien attacks unless the soldier shoots then it goes to its current effect. Either that or instead of a separate armor it is a 3x3 "stalker coating" module (that adds the stalker armor effects to whatever armor the soldier is wearing). the large size of the module could prevent from stacking with other modules since yes, it would be a very strong module. Eternals are somewhat underwhelming and i don't know how to fix it. I'm just not that scared of them. Maybe some sort of 10HP energy shield that recharges every turn to make them a little more tanky in addition to all their other abilities. Reaper AI needs fixed as they continue to be weak. It needs to be more suicidal beeline towards the nearest xenonaut, as currently they kind of just derp in and out of cover and are easy to pick off. Operation ENDGAME Pt1 is pretty good overall, the rush to destroy the beacons/gateways is cool. I just don't like hunting every corner of the map looking for the random alien hiding in a corner (maybe some sort of mini command/transport room in the big building opposite the dropship that once you destroy all gateways and occupy it gives you vision of the rest of aliens on the map as in the alien base Pt2 I'm just not that much of a fan of and is a bit dissapointing (compared to UOOs). It is just a slow grindy slog, clearing out each room, then killing the high eternal. No urgency, not memorable. SUGGESTIONS: Pt. 2 map should be smaller and more condensed (think more like the map from X1 endgame). I would like to see the throne room have the high eternal (buffed, ornate version of regular eternal) and 1-2 regular eternals. Optional: Small, periodic spawns OR some sort of Post-dead high eternal escape sequence (like a narrow corridor with a few weakened aliens and a limited turn timer).2 points
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