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junker154

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  1. I wondered the same thing during a terror mission. Some rooftops are simply not accessible via the buzzard suit. Which is annoying because it would be ideal spots for my snipers.
  2. I had the same issue during a terror mission where one of my soldiers couldn't access the second floor. Although during the same turn I moved another soldier on the second floor without any issues. Still the second soldier wouldn't move, I thought that the first soldier might block the path but it looked pretty clear to me.
  3. This might be nice to the veterans who miss the logistics and more in depth base management in Xenonauts. Personally, I'm glad that they got rid of the tedious micro-management for a more streamlined experience. It's just less of a hassle and less time consuming.
  4. At first I only used foxtrots but they're ineffective against certain types of ships. Having a mix of condors and foxtrots seems to be ideal. Also Terror missions with Sebilians and Reapers are so intense, the amount of heavy armed Sebilians is really killing my guys. I always ends in huge firefights. I think I need more rocketlaunchers in order to destroy those buildings where they keep hiding.
  5. I have to say that this map pack is absolutely amazing, this is exactly what this game needed and your maps are nicely crafted and feel very natural. There is a great deal of detail and design behind them. This should be added in the Xenonauts launcher as an optional download.
  6. I'm always interested in your modifications because you're a great contributor to this forum and game, so I couldn't miss out on this thread as well. My intend was to politely state my opinion about this mod.
  7. This is really neat, I kind of dislike that image that keeps popping up during hidden alien movement. It just doesn't look that great.
  8. I don't know if you have seen female soldiers but in uniforms and equipment, you don't see woman with huge racks.
  9. That's true from a tactical point of view but it could make sense. The aliens are very different from humans in their self-perception and behavior. Sebilians are fierce and sturdy fighters that could easily break humans into pieces. A last charge would make sense for the aliens as they don't really grasp the concept of self-preservation. But you're right simply charging at you is exploitable at well. The ideal solution is that they would make the AI less predictable because at this point it's really easy to exploit. Adding more aliens isn't ideal because I already find it hard to navigate with all the stuff inside of the UFO. My main issue is that the UFO crashes always are separated into two parts. The first part is about hunting the roaming aliens down and the second one is to get to the ufo and neutralize the remaining aliens. Both parts feel to separate and isolated in a way. I would like to see that Aliens would retreat into the UFO or that the aliens inside the ufo would leave the vessel in order to support the other aliens. Right now there are two types of aliens, those left behind in the ufo and those running around. Both should act more dynamic in my opinion.
  10. After playing for an extensive period of time, I think that the AI should be adjusted and tweaked. They're far to passive in UFOs, it's so easy to exploit them. They need to be a bit more flexible or outright charge you when you're trying to make a breach. You can just put all of your soldiers in front of the entrance door and spam tons of grenades and simply close the door or you throw flashbangs and charge with stun batons. The issue is that this gets tedious really fast. The AI needs to react more properly or try new tactics or simply charge you. Also a second entrance for most ufos would have been neat as well. Right now the AI just sits there and occaisonly fires at you. But it's relatively easy to exploit. It always ends like this because aliens won't simply go out except for the few that actually walk around. But they will never really quit their ship. In this screenshot you see that there are 4 sebilians hunkered down, this should be a really difficult task but it all ended in the same turn. It's pretty awesome when you really succeed as storming a ufo but this process gets so methodical and identical with every ship. There should be more variety in the AIs behaviour.
  11. Honestly I always disliked the logistics and administrative aspect of the old Xcom, it felt like really tedious micromanagement. I'm really glad that they removed and simplified this aspect a lot in Xenonauts. I think that the economical aspect and the base management work really well in this game. Also in this game it actually feels like aliens are launching a full scale invasion with the abundance of ufos that fly around. It really enhances this "being overwhelmed against a superior foe" atmosphere. I like it a lot. But I understand your point, I think it's just a matter of preference.
  12. Actually, I'm quite surprised myself that Xenonauts gets such critical acclaim. It's kind of hard to establish yourself as an Indie developer, especially when you're trying to make an XCom inspired title. To be honest, the praise is completely deserved. The game is marvelous!
  13. I never actually noticed that I lost anything. But I haven't tested it all that well yet. I think if you loose soldiers during a battle, you can still retrieve the equipment of them when successfully completing a mission. But upon completely failing a mission, I believe that all the equipment will be lost.
  14. Well, since they introduced those cards I made about 20 euros or so over a year. By simply gathering cards by playing games and selling them, I didn't even buy games solely for the cards. I got Torchlight 2 basically for free and that game is a blast.
  15. Reapers instakill your soldiers and turn them into zombies, which will turn into Reapers upon killing them. Basically when a Reaper is in your face, you're pretty much screwed.
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