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redmage123

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Posts posted by redmage123

  1. Mage thanks for you feedback but Im just wondering what kind of games you like,

    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.

    1. Reaper and Vipers in this game are just different. Viper are hard at the begining but add lot of challenge that force the player to use new strategies. Right now Vipers are weak... too weak... If you cant handle with a bit of difficulty go an play Wii Games, they are to easy. This mod if for hardcore strategist.

    Again, why dismiss me and recommend that I go play Wii games? This is really not a great way to respond to feedback.

    2. Try or learn to use flamethrower. The art of the flame thrower is hard but not impossible, in the first missions a single flamethrower can save a full xenonauts platoon. Is impossible for most of the aliens armors resist flames, is impossible.

    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).

    3. Read again, NON COMBATANT, and is possible that you dont test the Mod long enough to face a Alien Spine Thrower. And read again.... NON COMBATANT, that say something to you?.

    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.

    Is a shame that you cant deal with that little difficulty. In XNT V5.1 (Considered the hardest version released) I know a player that reach final mission.

    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

  2. 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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