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Alienkiller

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Everything posted by Alienkiller

  1. Point 1 is a Feature, which is normal after you get back to Base after a while. Point 2 and 3 are switched. That shouldn´t be. In all my Gameplays with the Beta I haven´t seen that Problem.
  2. I don´t see it as a Bug, more an Feature. The Stun Gun is more an fast developed advanced Elektroshock Pistol from the Civilian-/ Police-Variant. To give the Special Forces (Xeonauts / Country Military) an better Chance to fight the Aliens and Cleaners from Distance to catch them alive for Interrogation.
  3. That belongs on the Crowfounders and Devs, which have made their Char on their real Form. And most of them seem not coloured. They are Hardcoded and not changeable (Copyright).
  4. Otsior, it´s good that you like the Demo. But an Game without an Storyline is no Game. You need an Storyline and when it´s like old X-COM, Phoenix Point, Xenonauts 1 / 2, Stellaris, UFO ET 1 / 2, Battletch, Jagged Alliance,or complete new in Terra Invicta, then everything is fine. Everything else of such Type from Games in that Gerne without Storyline is for the Trash. Exceptions are very little Games (about 1%) like Managers (F1 Manger 202x-Row Civilization-Row, Humankind).
  5. That´s no Bug, it´s a Feature. Aircraft Laser-Canons are not in the Game anymore. Therefore you get the Gauss-Cannons instead.
  6. Do you use natural Covering as well as Standard Covering (Walls, Doors, Boscase etc.)? If not, then it´s clear that you get that high hits, esp. on the Shield Soldier. What I do is to give the Shield Soldier an extra Plate for direct Hit protection if possible. Both (the Shield and Protection Plates) get upgraded with the Alien Fiber Material, which both get a reduced weight and give much more Protection. I don´t make the Shield Soldier to an Tank without Pistol / Stun Rod about the 0 learning effect. Later on that Soldier get as first the with R & D upgraded Suit which makes him / her much harder to hit and more flexible. 3 Points you have Mentioned and an 4th you have not noticed yet: 1. The Shield have already an seperate Armor-Level (sometimes it´s not shown, but it have) which is the big Difference to Xenonauts 1. In X1 it was more an nice Gimik. 2. The Shield get reduced like every Armor per hit in Protection, which is the second big Difference to Xenonauts 1. In X1 you get a hit and Armor / Shield get destroyed completely. Then the Soldier had only 1 Chance: FLEE! 3. The Shield is relatively soon upgradeable to an lighter and more protective Version as well as the Armor Plates / Cevlar Armor for that Soldier. That was doable in Xenonauts 1 too, but with the new Concept from Xenonauts 2 it´s much more effective. 4. The Shield Soldier, Heavy Soldier as well as Sharp-Shooters get very effective with the new Suit. Try it out in the next big testable Version. Where I give you right is, that some Parts of the Game need some more Adjustments here and there, which will come after all the Gaps (R & D etc.) are filled and the Main-Parts on the Geoscape get done. An mix between Xenonauts 1 and Xenonauts 2 is not neseccary, about destroying the new cool stuff. We have already enough elements from the Predecesssor in Xenonauts 2, which is enough to reduce the Development time for 2 or 3 Years. Xenonauts 1 were an good experimental Game for it´s time, but today you can´t win with that an flowerpot. There the 2006 UFO 1 ET incl. the 2010 Gold-Upgrade get more Features for Oversight, an better Damage System, upgradeable Vehicles, Weapons etc. and better Graphics then Xenonauts 1. And the Devs here try to come on an similar Level in that like the direct Competitors (UFO ET-Row and new XCOM) incl. bring the Feeling of old X-Com (Storage, Damage-System, etc.) back.
  7. @Kamehamehayes: You can´t double the Protection, dosen´t matter what you do. The Armour get wearing on the Torso and Head (Cevlar-Vest and Helmet, Warden-Vest and Helmet as well as the Guardian Armor and Helmet). With the Shield it´s the same. There you have the Protection the Material can give you. The only Possibility you can do is to give the Shield-Soldier differnent ° of holding like it get done in Tanks to minimise the Damage of an enemy Tank Cannon or Infantry TD-Weapon. But then you have the problematic (if he / she not kneeing) that there are more open Weakpoints to him / her. That an Shield-Soldier have an extra Protection-Vest is very unlikly (esp. the heavy ones like Cevlar and Guradian). With the lighter Warden it´s evtl. possible, but then you lesser Equipment. And what is doable with more Protection (Kneeing) to get harder to hit is integrated already. And you get later with Research an much better Suit, which make it much more harder. What more you can bring in? With R & D like the new Suit later on. And the full Game using the Brain and natural Protections too (Walls, Agrar, Natural etc.).
  8. It´s an new Armor-System like it get used in old X-Com, similar Fan-Projects and UFO ET-Series. Old is not bad, if it get integrated with the new technological Features correctly. Xenonauts 1 and the prevoius Beta-Versions (before that nessecarry new Armor-System get integrated) had 1 big Problem: You get hit and lost every Protection. Then your Soldiers had only 1 Chance and that you don´t wanna hear (FLEEING)! To make you understandable the old but very cool 1990-Armor-System with the best new Features here the shortform: 1. Xenonauts 1 = 1 Hit every Protection destroyed, 2nd Hit Soldier Dead! 2. Xeonauts 2 Betatests before Refited Armor-System: Same as Point 1! The new Protection System is working differently now. Read exactly the Weapon-Infos and the Armor-Protection Infos (Ingame-Feature). The Armor will everytime be lesser then the maximum Hit Potential of the Standard-Weapons / advanced Weapons, dosen´t matter you have Cevlar, Alien Fiber or whatever Material. That´s why you have to use all extra Second-Protection you get have to use (Nature, Walls etc.). You get the Hit which get absorved by the Protection / Protections first and then it belongs where you get hit. Legs, Arms, Torso or Head. If you get lucky you get only an light hit, if you get unlucky an hard or deadly hit. That fighting System is realistic, because you don´t use the normal Standard-Ammo which get blocked by Cevlar, Hardended Steal & Co. You use the Special-Ammo (AP-Breaking) to fight the Aliens. The same the Aliens and the Cleaners are doing to your Friends as well as own Soldiers. Means in Short: Your Shield / Armor-Vest / Armor-Plate reduce the maximum Damage the Bullet / Energy-Weapon can do. The remaining Damage hit the Soldier directly. With every hit the Armor / Shield-Protection reduce Step by Step too, which means your Protection is with every new hit lesser then before. If you get very unlucky the Aliens / Cleaners can destroy the Cover / Shield (Standard or Upgraded) / normal Armor (Standard or Upgraded) with 1 Shot. That can happen about the advanced Tech the Aliens have over you. I had that very seldom and the Soldiers get hit very badly or died.
  9. Yeah, the Game is in some Parts still unbalanced. That´s true. I made such an Report like you did with the previous Version and an fully 320 to 360 Days Gameplay. It´s very interresting. The new Demo shows the next Step forward (some cool Changes are integrated already) and at the End of the Month or in March we will get the next Closed Beta for Testing if I read the monthly Info correctly.
  10. Yeah, I know what you mean. I had the same Realistion-time for that highlited Text-Link. If it´s better highlited like in Civilization or similar Games it´s much faster to understand.
  11. Yeah, Autosave is strange in the Public Beta, esp. in the Ground-Combat.
  12. That´s strange. I didn´t had that Issues in my Tutorial-Game-Tests. Everything worked normal as it should.
  13. @Chris and Dev-Team: Very nice Public Demo. Esp. with the now integrated Tutorial and the whished Communication between the Main-Chars to give more Life to the Game. Very good integration: Tutorial. Tested it several Times and find that it works very good. I haven´t found Failures in there. Not so funny: In Ground Missions the Autosaves let you beginn in the Transport again. Dosen´t matter what Autosave you used. Not so funny: The Conversations between the Main-Chars are to fast and not readable. There have to be adjusted that the Gamer can pause them and read them in it´s own speed. That´s the Points I have found out in my short Testing.
  14. I like to use backer Soldiers too. You get more close bonds on them, which hurts hard if one of them die or get heavy wounded in Ground-Combat.
  15. Sadly Ruggerman, the Bot comes back with differnt Names. The only thing I can do is to inform, where it comes up and how many Pages it have taken.
  16. Haven´t testet that yet, but if it have that Effect, then it have already 2 effects.
  17. Tail UFO is usefull. In old X-Com (EU / TftD / Interceptor) f. e. that Option gives you the possibility to be in the Near and wait for Assistance. In Xenonauts 2 that Option have an similar effect. An big Effect that Option will have later on, after the missing Features from the Geoscape come in. The Tail UFO until over Land should be understandable from beginning on. That Option let the Interceptors wait to shoot the UFO down over Land either to make an Ground-Combat Version or getting Salvage-Money from the Country-Military.
  18. And that Asian (maybe Chinese) Bot is there again. Atm. it have 20 to 21 Sides of Off-Topic written with useless Stuff again.
  19. The Aircraft-Lasers are removed since V.25, therefore you will get the Gauss-Cannon later.
  20. Thanks asdfcyber. Exactly that Bots I mean. They have differnt Names, but create the same Post from what I can see.
  21. Skitso, without the Battlefield-Parts you can catch or look into, the Game would only half done. Not all is useable at the first look. But you can use it for anything else (like Tech-Upgrades, Weapon-Upgrades, Row-Materials or whatever later on). In UFO 2 ET you can use the Alien-Weapons after Research, but only that you find on the Battlefield. You can´t rebuild them. In new XCOM you get the Weapons as Raw-Materials (don´t remember the Name for it) to build up other Things or for Upgrades. In old XCOM-Row you can use the Alien-Weapons after Research and Rebuild them (OK it´s only Plasma or Sonic) but the Ammo is very limited. In Phoenix Point you have to make a good friendship between the 3 Habitats to get the Technology from them and Upgrade your own Technology with their Knowleadge (like Human-Upgrades etc.) Where I give you right is that the Main-Chars (Main-Tech, Main-Scientist, Main-Operator) in the Game come to short. We have to wait and see what comes in more from them. Chris said already, that there are Game-Parts which will bring the Main-Chars a big step nearer to the Player. The Tutorial is one of them.
  22. I wait for V.26 atm. Much have done in V.25-Versions incl. a lot of Bugfixes. Thanks to the Newbis, which have seen the Bugs and Problems we others have overseen or not noticed about the incapacity from long Testing from the first Beta on.
  23. Please stop the Bot. It has used 10 Sides and the End of that one from the Off-Topic with the same Chinese Bot-Scrap.
  24. The Maps sadly still have some Fields, which causes that Problem. You as Player / Tester can´t do anything to avoid that, esp. when the Dropship lands on such an Field. Then you can only try to finish that Mission with the remaining Soldiers, until the Problem is solved from the Developers.
  25. Seems the Bots are back in the Forum. 2 I found already here.
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