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Alienkiller

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Everything posted by Alienkiller

  1. Downloaded and beginn testing now. @Kamehamehayes: We all don´t know that. There were many Changes, Refits, Upgrades etc. since the full working Betatests from Beta 5 or 6 on. We have to wait for Early Access-Phase, where such elments get the last yes or no for the Final game. @odizzido: Yeah, remembers on the first new XCOM from Firaxis with the 3 Terror Sites at once. But with the Difference that you can do with fast Troop-Ships and good Soldiers / Vehicles evtl. all 3. And that the Devs are working with the Community together and implement doable Idas which the Devs hadn´t thought. Like the new Fighter-Refit-System, Air-Fight-System or the Armor-System for Soldiers / Vehicles and what I have forgotten. That´s meant Teamwork to make a very good to great Game.
  2. Interessting Question and implementation with the 3 Raid-Zones. That´s a cool Feature which get implemented in the new XCOM-Storyline (XCOM EU / EW) the first time. I would suggest we test it the next days and see the result, because we have to do it anyway. Tehnn we will see it.
  3. Yep Thanks for the huge new Version. The 8 to 9 Weeks to wait for such was a good Idea after V.16.x-Playtesting. I will take a look at it, and make an small Testing. But with the upcomming announcement for the V.18-Version "We'll continue to improve the balance throughout the hotfixes in the next week or two." as well as other not finished Parts like the Aircraft-Upgrades an big Test makes no Sense atm. Therefore I think of to wait a little longer before doing a big Testing of this cool and big new Version.
  4. We all don´t know that. I have Open X-Com for the old X-Com-Row too (esp. for the first 2 Games). There are nice Elements in it, which bring the Original-Games in the directon of the Level from the first Xenonauts. But more important are the Fact, that all Specials, which were in the Demos are coming back.
  5. That´s why UFO ET, old and new XCOM, Phoenix Point (the latest of all) and all other Fanprojects of that Gerne and similiar Gernes haven´t implemented that for the Transports and on Geoscape. Only in the Ground-Fights it´s possible to make Groups (first seen in C & C, then implemented too in X-COM: Apoc in the 1990´s).
  6. Exactly Kamehamehayes. Therefore I like Games where the Costs and other Things limit the Troop-Size like new XCOM, Phoenix Point or in Xenonauts 2, esp. if you know that the higher Ranks with Experiance get more Payment for their Duty, as it is like in the real Special Troops / Elite Forces. 2 small Teams for such a Elite-Force is normaly enough, if they have 4 or 5 Women / Men in Reserve for Comrades which have a high Stress level or get longer out of Duty. Atm I play in that composition, but the Game Development isn´t finished yet. So we will see what surprises Beta 18 will bring.
  7. I don´t know that too how hard or easy such Elements are to implement.
  8. Yep if Komandos is playing Xenonauts 1 then he / she is in the wrong Forumpart. There is a seperate one for Xenonauts 1 called: Xenonauts: Strategic Planetary Defence Simulator
  9. @Komandos @MrAlex: Cool down, Breathe and listen. Xenonauts 1 is not Xenonauts 2. In Xenonauts 1 there were no other Way then to make Mission 1 to Mission 100.000 to get the Chance to finish the Storyline. Either Refits / Reworks or Bugfixes could solve the Problem. That was like in the Originals (like it was in X-Com EU / TFTD or UFO Extraterestials). Xenonauts 2 goes the Way the new Games are going. Lesser 08/15-Missions, more Specials and Secrets etc. what makes them great. And Xenonauts 2 bring in an Concept which is completely new. It´s a Hybrid (like the Alien-Humans in new XCOM or in the cool old X-COM Apocalypse) which combines old Spirit with new Elements. New Elements like Limitation from your Soldiers and Training-Abilitys, Building-Bonuses, an complete new Equipment-Management and much more what the new Games bring in already, but never thought to an End. Old Spirit means that the Gooseflash-Feeling come back, like in the Night Missions, limited Ressources and similar. Short said: You can´t compare Apples (Xenonauts 2) with Oranges (Xenonauts 1), which are completely differnt.
  10. They don’t make an exact Copy, they take the Ghost of the Original (without the big Failures the Original had) and combine it with good Features of the new XCOM and similar Games. you mean Xenonauts 1, which gone in the direction of an similar Gamestile as the Originals from 1993 / 1994.
  11. The Devs said already, that the Vehicles are only like in the Original X-Com, UFO ET and new XCOM Scout-Fire-Support-Vehicles (like the Robots in XCOM 2 / XCOM: Chimera Squad and Drohne Vehicles in XCOM EU / EW). I use 1 Dropship too to make the needed Missions (Terror, Alien-Base, needed UFO´s and such). Evtl. with a smaller second Base an other Troop if there is more to manage. But back to topic. If the Devs bring in an suggestet Team-Troop-System, then it will be so. If not, then it´s fully OK too. We made our suggestions, more we can´t do. The Decissions lay by the Devs now to bring or not bring it in. If they wanna bring it in, then as an Option and not as an must have for all, but if the Public (the Testers / Gamers which give estemate the Game as good or bad) after a medium / long Play means that is a must have then it´s the one and only Option.
  12. That was an other Time where the Computers learnd walking, not running. There were no other Possibilitys possible, 20 Years later are other possibilitys doable.
  13. Could be for an Improvement (the Airbattle or so). In the Version it comes in until V.15.End I had it. Maybe the Devs deactivated it for V. 16.full and V.17.full to make the Changes in the Airbattle at rest and had only the Standard-Airbattle active.
  14. Yep I had many attacks on then. It´s an Air-Battle where an UFO tries to fight the Outpost. Your Squadron (1 to 3 Fighters) and 3 Fighters of the Founder State try to shoot the UFO-Down to save the Outpost. In the Versions I had this attacks it was hard to win, but manageable. If you loose, you loose the Outpost completely incl. all Bonuses you get.
  15. It´s damage is cool, esp. for hard Enemys. In old X-Com I used it to to Crack the Lobstermans and other Hard Enemys.
  16. WolfPrrist95, exactly. That´s why all Games limit the Soldiers in Battle in all Games of that Gerne. The Old X-Com Row about 15 Soldiers incl. Vehicles as well as UFO ET are about 15 incl. Vehicle with the biggest Transport too. If I have that correctly in Mind. The UFO-After-Series are limited too, but I can´t remember on what Numbers (6 to 8 Soldiers if I remember there correctly too). That Number of Soldiers have the new XCOM-Row and Phoenix Point too to make the Game playable and not stutterable. You mentiend the slow down of the Game with to many People in the Battle Maps / Strategy Parts. Pery Rohdan is such a Game with to many Things in it as best example. I had a Friend which played it. He could make only 3 Turns per Day on Weekend and 1 Round per Day under the Week. If you don´t get in Limitations then you have very big Problems. Either the Devs get in there hardcoded Limiters (like in UFO ET, old X-Com, UFO After-Series, Command & Conquer-Series and other Games ) or they give you Modding Options where Modders have to limit the useable Numbers of Soldiers, Devisions or whatever (like in Stellaris, Hearts of Iron and other similar Games). You see that Limiters for Soldiers, Vehicles and such are a must have to make an Game playable, esp. on lower Systems. There the Devs are fully correct with the Money, Ressources and Personal- as well as other Limiters.
  17. Nice discussion, every Player is different. The one sees one direction, the second an other direction. It´s ok, but it´s the mix a Troop makes strong. I use everytime a mixed Troop to be prepared for every eventuallys. If someone will do the Missions only with Shotguns, Rifles, Pistols, Knives and an Grenade-Launcher, then he / she can do it. Sometimes the normal Shotguns, Rifles, Pistols, Knives and an Grenade-Launcher-Solution works for the first Aliens you meet atm. But we don´t know what the Devs have done in Ballancing, Armor etc. from the Enemys. What we know is the Effect from Alien Weapons to our exisiting Cevlar-Armors, Cevlar-Vests and unprotecable Standard-Clothes. The interessting Thing are the big enemys, where you need real Firepower with an Rocket-Launcher (Vehicle) / Canon (Vehicle), Grenade-Launcer (Soldier) and LMG´s (Soldier). The Grenade-Launchers have 3 Shoots per Clip, Standard-Grenades are only Single, Rockets have Maximum 6 or 8 Shots per Payload. The interessting Question is what do you if all of that is empty (Grenade-Launcher, Vehicle-Rockets, Explosive Grenades)? That´s the Question, which isn´t easy to answer with an light Equiped Troop. If you don´t have C4 left, it will be realy hard then. There you wish an LMG-Soldier to help the Troop out of Danger. But yeah, the RPM per Shot of an Human LMG is low. The Aliens can Fire more RPM with her LMG-Variants (Ballistics, Plasma and whatever). 5 Shots from you to 8 from the Aliens is not Fair.
  18. Then nobody will play the Game with Point 2. Let this away and all is good. You have more work with tactical Teams then to manage an individual Soldier. And you lose enough XP if such an Individual and good trained Soldier dies. What is possible that Soldiers can have a Friendship (like in XCOM 2: WotC) and make the Missions better if they are put together in an Transport. The best concept is the individual Soldier-Thing like in Original X-COM (Enemy Unknown / Terror from the Deep), UFO Extraterestials, the new XCOM Row or Phoenix Point. The Friendship from XCOM 2 WotC can be implemented, there we can talk about. But not as Combat Teams as the only Option. The most players wanna have individual Soldiers, which work together in the Missions. That is what you mean as Combat Team from X-Com: Apocalypse in the Real Time Mode, where to put a box on the Soldiers and Group them in Group 1, 2, 3 etc. That won´t and didn´t work in Round-Based Mode . Have played the old X-Com-Row fully through too, so I exactly know what worked and what not.
  19. What the Storyline belongs and how fit everything togehter we Testers / Players don´t know yet, which is very good. If we would know it, then we don´t need to test the Game. There are many Puzzleparts form R & D, the Archive, the first Alien-Base already in the Game. WE DONT WRITE ANYTHING FOR THE STORYLINE. That only do the Devs and this is HARDCODED from beginning on. NO SUGGESTION or SOMETHING ELSE.
  20. If you read the Storyline of Xenonauts 2 in the Archives and other Parts of the Game which emplyfy the Storyline you know why the new Starting-Soldiers beginn low. They get Recruted fast from Standard-Military or whatever. That´s and many other Things are not Mentioned yet. What is fact, that you get the last Base of Xenonauts with Minimum Buldings, Personal etc. to fully active Status after the Gouvernments noticed the danger and her Standard-Military, Security Agencys, Police Forces etc. can´t handle it. Short said: You as Commander of the Xenonauts get an in desintegration Organisation and have to give her the Glory of Old Days back.
  21. That was an other Time and Russia hadn´t had enough ready Ressources (Rifles, Pistols, etc.) to pay or assist the Ressistance. Maybe the Ressitance get later rewards after the War or the Progenys. The Theme is that we are a small Special Defence Force with extraordinary Soldiers, Scientists, Engeneers, Officers etc. which defend Earth. We don´t have 30.000.000+ Soldiers like all regular Forces together. Therefore such Special Forces must have extraordinary Stimulations. And the other Games of that Gerne show how to make it correctly.
  22. I was on military Duty and had to send 5 Comrades (draftees) in an not safe region from our safe Homeland. I and the others wasn´t asked. They were orderd for several days to give the good Payed Soldiers a Break. And the Draftees dosen´t get a danger Payment to the low Pocket Money we got. And then you should be happy, defenetely not. Is that Reason enough? Enough of that, if I remember back I get depressive. Let´s hope that V.18 comes this Weekend for Testing and looking what works to give the Public Beta an good Start.
  23. That have to be done if we wanna we wanna save Earth. You must have Money and Material for Base-Upgrades, new Equipment for Production, Soldier-, Scientists- and Enegneer-Payments, monthly Building- and Vehicle-Costs etc. There only work a limitation of Bases worldwide and different sizes. 1 or 2 can maximum Big, others have to be Maximum Medium Size. Like I said, I have testet it in several Versions and it don´t belong what you do, the Money and Material is low. If you have 3 big Bases you can´t build up more and half Earth is undefended.
  24. Im to tired for discuss anymore. Only so much: I played many Games of that Gerne. And the better the Soldier get, the higher the Salery, esp. in fights against enemys with overpowerd technology. You need an stimulation for the Human Defense against such an Enemy and the best Stimulation is Money or other privileges for the Defense Forces.
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