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redmage123

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  1. Does anyone know if Xenophobia 1.5.0 will work with XNT 6.0? -- redmage123
  2. Why does this matter? I'm attempting to provide honest feedback to you about what I don't particularly like in the mod, I'm not making sarcastic remarks about you or your team. Again, why dismiss me and recommend that I go play Wii games? This is really not a great way to respond to feedback. I'm not fully understanding your comment here. All I know is that every time I've used the flamethrower, every type of alien that I've used it on, as well as testing it by flaming Xenonaut team mates results in no damage (i.e. everything resists). No, it doesn't. My point was that the non-combatant aliens add no value, at least as far as I can see, to the game. In fact, they distract from the game because every time I move one of my Xenonauts they keep pausing because he/she sights yet another non-combatant which causes the Alien red symbol to flash on the screen and my xenonaut to stop moving. It's not about dealing with a little difficulty, it's about the fact that I hit a reaper with two missiles plus two car explosions and they don't die, or about the fact that I'm having to deal with aliens in the beginning of the game that almost completely resist all of the weapons that my soldiers can access. Not everybody plays mods the way you do. Please don't make the mistake of discounting feedback that controverts your world view. Ideally, it would be nice to give the player a choice as to what things that he/she wants out of the game. It would be nice if there was a configuration file of some sort that allowed me to, for example, disable spawning of the new alien types. -- redmage123
  3. I've been playing with it. Some things I really don't like: 1. The new aliens like the Viper and the re-purposed Reaper are vastly overpowered, especially at the start of the game. They are almost impossible to kill with the basic weapons. Even if I get an armored vehicle with rockets, I still have the same issue. I fired two rockets at a reaper who took the missile damage plus explosion damage from a nearby car. Probably 100+ points of damage taken. Still not dead. 2. The flamethrower seems useless. Basically, everything that I point it at, including the Xenonauts themselves,"resist" the weapon so it never does any damage. 3. The non-combatant aliens are pointless. They add nothing to the gameplay besides acting as bullet sponges (especially the non-combatant Caesians). I liked a lot about this mod, but I've removed it because the above three issues (especially issue number one) make it unplayable for me. I'd re-install it if I could somehow get rid of the alien modifications (i.e. ditch the non-combatants as well as get rid of the new aliens and just keep the basic ones with the original game). -- redmage123
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