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endersblade last won the day on July 15 2018
endersblade had the most liked content!
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In the third month after the full invasion starts, I had my second terror mission. Wraiths, Androns, and Cyberdrones. By this point I had Accelerated weapons and barely researched Lasers. Three months. That's ridiculous. By three months, Sebellians should be the strongest aliens we should encounter. This is what I'm talking about. We barely have time to actually enjoy the newly researched gear before you have to scramble for even newer gear to handle basically end-game threats. First ~5 months of the game, fighting Cleaners and introducing Sectons - Terror missions with Sectons and Cleaners would be an interesting idea to give us more to do with them First ~3 months after Invasion starts, Mantids/Sectons/Psyons ~3 - ~6 months, the above + Sebellians ~6 - ~9 months, elites of these aliens show up ~9- ~12 months, Androns and Probes ~12 - ~15 months, Wraiths and Cyberdrones, and Andron elites show up, now starting to use mixed crews ~15 and beyond - Eternals and everything in between, more numbers, more ships, etc Terror missions - any of the aliens available per the above, plus Reapers, later months, the Elite Reapers (whatever they're called in this game) This would give us a comfortable 2 YEARS to fight, research, gear up, gain experience, expand our bases, and feel like we're fighting a proper war. Now, again, I have NOT completed the game yet. I have absolutely no idea what the end-game is like, or how long a full campaign takes. But from what I HAVE experienced, it feels very forcefully rushed. I'll keep playing and see how things go. But I feel that giving us about 3 months with each alien type is enough for us to adapt to fighting them, both in research/gear and tactics.
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In an effort to make all weapons usable throughout the game, and to keep our storage/inventory tidier, it would be nice if Accelerated outright replaced basic Ballistics, and Gauss outright replaced Accelerated. By that, I mean they become unlimited quantity and the previous tier is no longer available. Then we have Laser and Electroshock as specialty tiers of weapons. It would actually be cool to see the Electroshock weapon suite fully kitted out, with shotguns, LMGs, etc. Considering how many Robotic enemies we fight, having a dedicated tier to EMP weaponry would be neat. So basically: Ballistic/Accelerated/Gauss - Does high kinetic damage, slight armor pierce, but no armor destruction Lasers - High accuracy, low thermal damage, long range, but high armor destruction Electroshock - High stun damage, high EMP damage, no armor destruction, shorter range, high armor pierce As it currently stands in Xenonauts 1, you basically kit everyone up with Predator armor and Mag LMGs and just obliterate everything. Very boring gameplay. I haven't gotten to that point in X2 yet, so I don't know if that's still a thing. I mean, technically you don't NEED to give Electroshock all the other weapon types, the pistol and rifle would work...it would just be a nice QoL feature. This would make it so lasers are actually worth going into, because it stands, I always ignore them and just move right along to Gauss.
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The joys of being old as dirt is getting to see all the things you love crumble to dust...nobody makes games with love anymore, it's all about the cash grab. (I am by NO MEANS pointing that at GHI, btw)
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I totally get where you're coming from. But the problem is, I feel like you're catering to the wrong crowd. Those of us who are veterans of this genre, (albeit probably the minority, so I understand why you would focus on the majority) understand that these games aren't meant to be short. But people who either started with Firaxis XCOM/XCOM2/Chimera Squad (gods forbid...) and wanted to test this one out come here not realizing that they aren't the same game. There's a reason the Long War mods are so popular, and it's because of people like me lol. This shouldn't be the kind of game you sit down to and complete inside of a couple of hours. It should be something you come back to several times over the course of several days. A 'grand' strategy game, if you will. We are fighting a war of attrition against an alien menace hellbent on taking our planet from us. This isn't Independence Day where a couple of ships get taken out inside of a week, it's a full on invasion. I'm not saying this needs to happen now. I understand and fully support the road map you guys are on, as the content and patches are coming out at a phenomenal rate. I'm just hoping either you guys DO release that Extended Mode, or a modder makes a Long War mod for this game... Maybe I'm just expecting too much. It has just always bugged me that tech can be fully skippable, considering we honestly don't have that many branches to research, and the Firaxis games just feel rushed. The originals technically did too, but we weren't fighting against a doom counter, and we could play for as long as we wanted. Xenonauts 1 almost does this, but the number of ships that start showing up after a while just get unmanageable, and ratings start tanking. While not having an actual Doom Counter, you will lose if you play too long.
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Same. I've been screaming from the top of my lungs about this ever since they introduced the doom counter (the orbital laser, not the doomsday counter). I want longer games. Like, MUCH longer games. Realistically speaking, it is absolutely STUPID to think you can fight off an entire invasion, especially one that is so entrenched on our planet already, in less than a year in-game. It should take SEVERAL years to get to the final fight. On top of that, something I've also been complaining about, it's so annoying that research comes in so quickly. Warden armor? What for when I can research Guardian before I even have enough materials to kit out an entire squad in Warden? Why use Laser weapons when accelerated weapons (which really SHOULD just outright replace base ballistics) can last long enough to move onto Gauss? Why make...tier 2 interceptors, forget their names...when you get an engineering project that makes Angels move faster, and thus makes them useful much longer and for less than making T2 interceptors? It's just silly. All this stuff to research and implement, but not enough time to do so. Stretch the game out. Hell, 3 months of being stuck on the same gear means we have ample time to research, manufacture, and actually ENJOY playing with our upgrades.
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Currently, you can build new bases once and as long as you have the funds for them. This has been the case for every X-COM game since time immemorial. However, I just thought of an idea: What if, instead of bases, we could only build outposts, and only one per 'region' (which would need to be redefined in the case of this idea), and once we gain enough favor with that region, we can build a base out of the outpost? Outposts being something like Hangars + radar, for example. And, if the region's favor drops below a threshold, you lose the base and everything in it. Back in ye olden days, I loved having bases over the entire world, with squads of soldiers at every base. This gameplay style isn't functional in Xenonauts 1 or 2, you'll go broke in a heartbeat. So, playing along with the idea of having one 'main' base, where all of your soldiers operate from, and then 'interceptor' bases that cover globe, I thought it would be a cool idea if our expansion was beholden to how liked our group is. This could also allow more gameplay with the Operations in all sorts of ways, but I'll leave that for another thread.
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[5.16 experimental] New door system missing from barn doors
endersblade replied to Skitso's topic in Xenonauts-2 Bug Reports
I've noticed all sorts of bugs with doors - doors opening and closing getting out of sync (end of turn, the door graphic opens, but the door is actually closed, on my turn, open the door, the door graphic closes, but I can freely move through it), opening or closing a door and the door graphic disappears, as well as the LOS issue you're posting about. -
[5.16 Experimental] Crash on first Terror mission
endersblade replied to endersblade's topic in Xenonauts-2 Bug Reports
Verified cache, nothing was replaced. Started a brand new game. Hit my first Terror mission, and same exact thing happens. On an enemy turn, the enemies move/shoot/etc, and eventually you hear a biter, then the game crashes. -
endersblade started following [5.16 Experimental] Crash on first Terror mission
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Attached save it at end of my turn. During enemy's turn, you can hear a biter moving/attacking and shortly after the game crashes. I've tried reloading the save several times and it crashes in the same place each time. I've also tried reloading before landing at this mission, but eventually it crashes again after hearing the biter noise. bug_report_2025-03-16-16h53_gc_5.16.0_unhandled_exception_0.zip
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I for one much prefer the current armor inventory system/modules. It gives us more options than just a pull-down. If anything, I'd say come up with MORE modules for us to choose from. I love the idea of researching to make weapons/armor better/different. The first Firaxis XCOM had a bit of this, and I loved it. However, instead of just research, why not make it also something for the engineers to manufacture? That way it's not just research - poof - everything's magically upgraded, you have to research the idea and then engineers will upgrade everything. I haven't played X2 in a while, but aren't there already upgrade things like that? I think I commented on Steam about stretching out the weapon tiers to make them more meaningful and not so easy to just skip, and to go along with that, the upgrades idea is just perfect to add new life to a weapon tier to make them useful longer. I already like the accelerated weapons, it feels like a legit upgrade to your basic ballistics. So I definitely agree with moving lasers up as much as is comfortable. The upgrade tech can also just as easily be applied to armor as well, as mentioned. Having MORE options (i.e. for research, manufacturing, etc) is always better than having LESS. It means we have a lot to pick from, but we need to make sure we pick correctly for the situation. Our scientists and engineers need to be working round the clock to help us kick some alien butt in the most efficient way possible :-)
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This has been bugging me for quite a long time. After creating the Dart Gun mod posted elsewhere on this forum, it frustrated me that the shield doesn't show up while it's equipped. Switching to any other vanilla pistol will make the shield show. Why is this? I literally just copied the pistol stats for a new weapon and modified them. What do I need to change to make shields show up? I've noticed this with other mods on the Steam workshop where people are complaining about it too, but there doesn't seem to be a fix for it.
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Just verified the cache and started a new game again, and so far so good...
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So I started a new game. Attempted to fire the starting scientists, it wouldn't let me. Couldn't destroy the lab either. So I modded the starting base to have no lab and zero scientists. Built a new base, quarters and lab, once everything completed, attempted to hire scientists, lab space said 0/0 and wouldn't let me hire any.
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I have a base dedicated to research. I completed my first cruiser mission, started research on two things (I can't recall what they were), then got a terror mission. Completed the terror mission, saw the auto-research of the assault lander and the terror mission, remembered I needed to check on research...and the research tab is completely empty. The topics are gone, and so are the scientists! According to the base info I still have all of them, but none of them are available. I've waited two months just in case the research would eventually finish, but nothing so far. What happened, and can it be fixed? I can't delete the labs or the living quarters, I can't hire or fire anyone. At this point all of my autosaves have been written with this bug, so no save to go back to.