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junker154

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Everything posted by junker154

  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.
  16. Apparently it's not entirely clear what determines if a soldier is dead or simply critically wounded. Anyway I play on normal for now until I get a hang of the game and a good grasp of the game mechanics, I believe that on higher difficulties the aliens will be far more lethal anyway. Still it's always good to know about the gameplay mechanics.
  17. So if a soldier is killed in a less harsh/brutal manner, the chance of being revived is bigger? Basically if a soldiers gets a full plasma burst shot in his face, the probability of him being revived is really low? If this is actually true do I need to use my medkit on them to increase the chances? Thus far I'm fairly sure when soldiers are dead when they explode into a bloody mess by explosives or when they burn in some fire.
  18. I noticed a bleeding icon next to a few portrays and the game actually tells you that these soldiers while loose health to bleeding but I still need to figure out if my soldiers are still actually alive or not. Sometimes I waste precious turns to heal downed soldiers only to find out during the summary that they're dead. Or perhaps it's intended as a design choice, not knowing if your soldiers is actually alive or dead until the Zone is clear and safe from aliens.
  19. This is actually a really neat idea. I like some of the screenshots although the base management section looks way to dark for my taste. I really do enjoy the art and backgrounds of this game and darkening it to an excessive amount seems unnecessary.
  20. I didn't expect it to get such high scores to be honest but I must say that this game turned out really nicely in the end, I really lost faith in this project a year ago.
  21. First of all I want to congratulate the team for releasing such an excellent game. I have a few questions regarding the health state of my soldiers during the tactical battles when they go down or get hit by alien fire. My first question is if there are actually fatal wounds that you have to stabilize in order to keep your soldier alive until the end of battle. In the old Xcom, your soldiers could be critically wounded which ultimately leads to their demise, is such a mechanic in this game as well? I noticed that some soldiers actually bleed, can this be cured or is it random? Then I noticed that some incapacitated soldiers can still be healed with medkits. Sometimes I don't even know if my soldier is actually dead or just critically wounded. I can't see any difference until the very end of the mission where you get a summary. Also does it actually help to heal downed soldiers with the medkit? Basically from the 10 hours that I have played so far, I usually try to heal every soldier that I have once he gets shot or goes down. Even if the soldier lies on the ground I still try to heal him in order to "stabilize him". Now I wonder if this is actually useful at all and does it make any difference. Also how can I differentiate if a soldier is kia or just heavily wounded? Thanks in advance, I'm not clear about those mechanics.
  22. Including such a feature would be neat. Actually this is what the devs should change asap, there aren't enough maps.
  23. There should be a similar project but only with XCom Apocalypse. That game is awesome and has still tons of potential, a more accessible version of that game would rock.
  24. I'm trying this right now, this should have been already in the game by default if you ask me. Also does this work with older saves?
  25. I have to agree that the Geoscape and base building aspects are really lackluster. Although I love the tactical ground combat and I think they succeeded recreating the XCom feeling but in a different design, I think it's a very enjoyable experience. Although what I really dislike about the game is the difficulty spikes and amount of bullshit the game throws at you at times. Sometimes it's just frustratingly difficult and unfair towards the player. Also I dislike that the alien never really search for you and that you bump into them by accident. Also most council missions suck ass with the spawning thinmen appearing from nowhere.
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