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Alienkiller

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Everything posted by Alienkiller

  1. You get enough enemy dead Bodys in Ground Missions for Research. That´s not the Problem. There you can switch from automatic Research to manual Research, that´s no Problem and get tested out in an earlyer Beta-Version too. You wont get an Option to kill the Enemys after interrogation for several Reasons. The Game should be sellable in the World to generate Money for more Upgrades, Bugfixes etc. and an evtl. Successor. The Translations which it will get is an important Reason too. @MARSHalMELLOW: Nice Ideas for and 3rd Project (evtl. Successor or an DLC). The Development-Time for the Early-Access Release is not long anymore and the important missing Features will come in with the remaining Programming-Time (Geoscpae- / Base- / Soldier- / Aircraft-Management) incl. all the Gapfillers for R & D etc. We (Devs and Main-Betatesters) already made an big Refit after the first Beta-Test-Versions which took with everything about 1 Year / 1,5 Years of Development Time about Features which didn´t worked correctly, broke the Game in differnt Parts etcpp.
  2. The small UFOs generate normaly an automatic timed Crashsite, where after the Timer runs to 0 you will get the Salvage. There you don´t need your Soldiers. The Xenopedia haven´t all Entrys yet, but will be upgraded Step by Step to fill the Gaps and missing Entrys.
  3. @Kamehamehayes: It´s very good that you give an Report to the V.26-Version. Haven´t played it yet fully (the Demo of course) to test the new integrated Features out. I made such an similar Report for an older Version (V.24 I think), but there I played to Day 280 and longer. OK now to your Points: 1. Ground Combat: - the Sniper is very precisse and an important Soldier. He / She can´t shoot as fast as the others, but the precisse Shoot and highest hit per Shoot makes the Sniper esential as Specialists like the Grenadiers (same Stats) / Shield-Soldiers (Close-Combat which is lighter attackable like the fast shooting Soldiers). It´s one of the first Soldiers (besides the Shield-Soldier) which gets the upgraded Accelerated Pistol and later Laser-Pistols first. There you have very less of them, which is the Disadvantage. You can´t rotate them as easy as the fast shooting Soldiers, which is the big Disadvantage. - the fast shooting Soliders (Rifle, LMG, Shotgunners) are very important too, that´s correct. They are the biggest Soldier-Parts of your Team, so you can circle them lighter then the Specialists. Yeah, they have fast shoots and special Abilitys with the Weapons (like Shocking with the half Time-Units for the next Round if you make salvos), but they are short and middle Range, which make them easy targets. That means they have to be equiped with more protection (Protection-Plates, Cevlar-Protection with first Warden-Protection-Upgrade and later the first full Protection-Armor), which means lesser Equipment or Ammunition. - Grenades you can´t use very often if you move your Soldiers. Otherwise you can use them twice if you stand still like with the LMG-Soldier and get an better Accuracy (LMG-Soldier / Sniper / Grenadier). In that Case you have the Option, which is good. - The TUs / Strengh is very important. If you don´t have the first, you can´t move, if you don´t have the Second your Soldiers are unprotected / unarmed. Yeah, the other Stats are important too (Shooting, Throwing etc.), but they aren´t worth if the both Main-Stats (TU / Strengh) aren´t enough. I testet that out several times an the Result was always the same: You lost either through no Protection or to less Equipment. Where I give you right are the following 2 Points in the Ground-Combat: - the Autopsy shouldn´t be an automatic Research; I like it too to research manually like in XCOM-Series, Phoenix Point and UFO-ET-Series; if that´s not possible, the Chief of Sicentist have to ask first per Autopsy - Yep that with the Medkit and the Reaction-Shot is strange. That shouldn´t be. The good thing is there, that this Part is still in WIP with new Upgrades, Bugfixes and / or Rework-Changes per Main-Version. 2. Cleaner Hub Mission: - you have played it in the first 3 Monthes after you had the Information. There it´s easy to manage. But if you make it later (4th Month+) it will be harder and harder. That´s already implemented in V.25. - you will get some light or bleeding Wounds, that can not be avoided. - the Trick here is to make that Mission in that more easy Timeline. 3. Cleaner HQ Mission: - the Point is that your Soldiers don´t panic. Use Cover and the MARS as Protection as well as attack only if you are Ready with your Soldiers. The only Problem are the automated Defensive Cannons, but if you use your Soldiers wisly (Sniper, Grenadier, LMG, Shields, Riflemens) and the MARS wisly, and make it Step by Step (means Room for Room incl. the Main-Floor) then you don´t come in the Misery. - you will get some light or bleeding Wounds, that can not be avoided. - we all had to learn that this is the first Mission which is very hard and adjust our Strategy / Tactic to it. If not you will loose. 4. Air Combat: - you can´t say that with the significant differences between Guns and Rockets / Torpedos all-inclusive. There are hughe Differences. - Torpedos: they are slow, easy to outmanouver from fast UFOs, have maximum 2 Torpedos and get fired as salvo; therefore they have the longest range and Damage-Potential - Missles / Rockets: they can be outmanouverd from fast UFOs, have maximum 4 Rockets, are not so effective against bigger UFOs and get fired as salvo; therefore they are fast and have an good Damage-Potential against light and medium UFOs - Cannons: they are the low-damage Weapons against UFOs, Close-Range-Weapons which make the Fighters vulnerable and the Ammo is limited; therefore they are fast firing Weapons and have the best hit Potential to shoot down the UFOs and break the Armour before Rockets get fired. - the Ablative Plating is the first Armor you get to have an light protection for your Fighters. The first 2 fighters have it already, but it´s buildable for more fighters (f. e. 4th Hangar in the Main-Base); in the Tests with the new Beginn R & Ds you had to research the Ablatie Plating first, which means the first 2 Interceptors were completely unprotected. - where I give you right is the Jump in the Air-combats like you announced. There everybody from us have Problems. But the good thing is, that the Air-Combat incl. the Parts behind it are still in WIP. That isn´t final yet and we will see more Upgrades, Bugfixes or an Rework there too. 4. General Geoscape: - there we are on the same Wave. I and an Comrade have annouced that several times too and give many proposals to make it better. - X-COM Apocylypse-Stile: there you will have some places to choose from and they are much smaller then the Main-Base for 3 Fighters, upgradeable Radar, upgradeable Defenses, Storage, Sleeping-Rooms, and either Researches or Workshops. - UFO ET-Stile: like the prevoius one, but with big limitations in Buildup (3 Hangars, upgradeable Radar, upgradeable Defenses, Storage, Sleeping Rooms and an big Hangar for UFO-Storage incl. R & D-Development) - Phoenix-Point Stile: Your Organisation had already outposts and you have to find them with reactivation (small Bases like announced X-COM Apocalypse stile). - Outopsts like the annouced UFO ET-Stile, which are moveable, if they are in to much Danger to places which an UFO can be storaged and R & D.
  4. As an Beta-Tester from beginning on I agree that the Game is very good after the Refits, Reworks, Upgrades and Bugfixes it get already. Now to your Points: 1. Yeah, the Balance for Difficultys get in since that Version, which were very important. Some light balances they still need here & there. 2. Yeah, the Warden-Armour-Upgrade and Guardian-Armour you get very fast for your Soldiers and are a must have for a long time. That´s cool Stuff, esp. if you combine the first one later with the upgraded Suit (Stealth Suit) to get the Snipers and other Specialists an more advancement. The Weapon-Upgrade to Accelerated- and Laser-Weapons is very cool too in the Beginning for your Soldiers, esp. the Accelerated-Upgrade for your Standard-Weapons directly in the Beginning. 2b. If you use your Support-Vehicles correctly, then you won´t loose them. Where I give you right is that the light Steel-Plating / Alien Armour-Plating-Upgrade gives not to much protection at the beginning. If you use the full Steel-Plating / Alien Armour-Plating-Upgrade you will loose some APs, but it can be used as an barrier for your Soldiers in open Areas. 3. Yeah, that´s an Problem, where we discussing and experiment for longer. Either the Weapon- / Protection- ect.-Upgrades for the Aircrafts are to cheap or to expensive. An Middleway we haven´t found yet, but we still looking for it before the Early Access-Release. 4. Yeah, that´s an new Feature. With other Features for the Economy in that Game it will get more Upgrades before Early Access. We will see what the Devs get done for it in the next Versions (V.27+). 5. Yeah, I play only with manual Air-Combat. I love that challange. 6. The Cleaners are very good Opponents too. That more of them get shown is not only the big Whish from the Community, it´s too an big whish from us Main-Beta-Testers / Crowfounders. We got already the Promisse, that the Devs will integrate more of them as Missions, Specials etc. on the Geoscape to make the Storyline we have now from the Aliens, Xeononauts-Organistion and Cleaners much more exciting. In that Upgrade the Cleaner-Base-Mission will come later too. 7. The MARS / ARES have atm 2 Choises for Armors. Either the light Version with more APs (f. e. Steel- / Alien Alloy-Armor) or the heavyer Version with lesser APs (f. e. Steel- / Alien Alloy-Armor). We have to see what there for Upgrades or light Reworks come up for that Problematic in the more advanced Versions (V. 27+). We already testet an other Version of that in V.23 or V.24 already, which was nice with the heavy Protection as Standard. Hope that comes back again with the remaining modular Upgrades and switching between the Armors (like it is possible for the Raven in UFO 2 ET). 8. The Maps are very good. If you have ever played similar Games (like old X-COM-Series, UFO ET-Series, UFO-Aftermath-Series, new XCOM with more Outside-Parts of the UFOs) you have to controll the Map or Outside-Parts first until you storming the UFO. That´s realistic. I suggest you play this announced Games first to get the feeling for it. You won´t get an shortation of the Maps or similar. V.26 will be similar to V.25 but with more Advancements as well as Gap-Fillers (like the Tutorial). Much more Ballance and Advancements we all will get in V.27 first.
  5. Then you seem to have big luck in that. Belongs on the Crew they have in the UFOs. Sebillians, Cesans f. e. are more often alive after a crash then the Mantids or Reapers. Such a Luck that you have to manage very little Alien-Resiticance after an UFO-Crash is very seldom.
  6. I haven´t used the Plasma- and Fusion-Torpedos yet, but that could be a Feature. The Plasma-Torpedos have mor Damage in Armour-Penetration and direct damage, while the Fusion Torpedo have more direct Armour-Destruction and therefore a lesser Armour-Penetration and direct Damage. In UFO 2 ET the Rockets have similare Features in their Stats. The one is better here and there (f. e. more Damage, therefore lesser Range and Hit Chance), the other here and there (more Rockets, Range, Hit Chance therefore lesser Damage per Rocket).
  7. Emily, you have right, that some Maps need an overwork. From what I have seen is, that the Biome-Map you show isn´t finished with the new Overwork yet. The Devs announced several times, that they are overworking the Maps Step by Step with special Differiations where possible and bring in more Variation.
  8. Point 1 an Feature. It´s to announced in the Mission-Screen. Point 2 is an Feature too, if you don´t in the Line of Sight / the Aliens aren´t in Line of Sight. Point 3 could be linked to Point 1. Haven´t used that about the direct Movement to the Rooms where the Aliens are sightet.
  9. 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.
  10. 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.
  11. 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).
  12. 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).
  13. That´s no Bug, it´s a Feature. Aircraft Laser-Canons are not in the Game anymore. Therefore you get the Gauss-Cannons instead.
  14. 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.
  15. @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.).
  16. 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.
  17. 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.
  18. 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.
  19. Yeah, Autosave is strange in the Public Beta, esp. in the Ground-Combat.
  20. That´s strange. I didn´t had that Issues in my Tutorial-Game-Tests. Everything worked normal as it should.
  21. @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.
  22. 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.
  23. 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.
  24. Haven´t testet that yet, but if it have that Effect, then it have already 2 effects.
  25. 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.
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