

Alienkiller
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Everything posted by Alienkiller
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We will see, maybe like in new / old X-Com with special Trainings.
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That´s no Bug, every Base have to fend for oneself for Soldiers and Groundcombat-Things as well as later for more. It´s like in good old X-Com (EU / TftD / Apocalypse). That was announced in an DevDiray longer ago and set in one of the last Versions (V.21, V.22 or V.23). If you wanna give Advanced Things to Soldiers in Secondary-Bases, you have 2 Possibilitys: a) use the Workshop in the Mainbase and Transfer the produced Things then to the Secondary-Base b) or build up an Storage and Workshop in the Secondary-Base with producing the Things you need there too
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I testet it too in all existing big Base-Versions and some Upgrades (Fixes) from them after the Beta-Tests begunn several Years ago. In the Night Missions the big Range from the Sniper-Rifle don´t have an big effect about the reduced sight. There only helps the SHIV and / or other Troops which coordinate the Shoot / Shoots with the Sniper. In Day Missions the big Range from the Sniper-Rifle is much better, but mostly you fight too in Villages, Jungles or similar, where the longer Range can´t be outplayed. In both Cases it dosen´t matter if you set the Sniper on a Roof or the highest Point you can find. If the Aliens know the Sniper Position they go in Cover or sent the big Robots to eliminate your Sniper / Snipers. You have to change often Position with your Sniper (like in Real) to get her / him allive. Short said: It dosen´t make sense to upgrade the Range, but it make sense to give the Sniper different Ammunitions and better night Abilitys (Laserpointer, Infrared or something like that) to make her / him the Specialist an Sniper is.
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I suggest we test it first as good as we can and if it works well an Upgrade of several of the Ideas can be done for one of the next Test-Versions.
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Great Job Dev-Team. That´s the Things we are speaking about since 2 Years or so. After waiting with patient these Features come in now. We will see how good they and all new secret Features work after V.24 can be Betatestet from us Backers. And how stable is the Game with the integral Features, done Bugfixes, Refits, Reworks from the prevouis Versions the Game work now. @ Kamehamehayes: The Tooltips would blow up the Research-Text if they set seperately. But evtl. they can be integrated in the Research Text, so that the People have to read it whether or not they want.
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Help Me Participate on Xenonauts 2 Beta
Alienkiller replied to Corporal Hicks's topic in Xenonauts-2 General Discussion
Hi, you can´t do anything to get the Beta. The Beta is only for Kickstarter-Founders. The only thing you can do is waiting for the Early Access. -
Sounds very good. If I remember me correctly, other Alternative-Endings were announced brought in to distance it from the 08/15-Standard-Endings [Win / Loose Military]. There Phoenix Point / XCOM 2 with the XCOM: Chimera-Continuation shows how such an Alternative can be. Or the UFO-ET-Series / UFO-After-Series with the Settlement to an new Planet for Humanity which give us similar Conditions like Earth or with Terraforming. But the Deviding in 2 Parts of the Final Mission is interessting. I have never seen that since if I have it correctly in Mind the first 2 old X-Com-Games [Enemy Unknown / Terror from the Deep].
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The Gaps get filled and the final Things come in, what is very good. So the Beta-Testers can make an first full run, if all goes well. The big but is, that more work is needed to finish the Basegame. We will see what more have to be done, fixed, reworked, refited etc. before it can go to the next Step, the finalising of the full game [Fixings, missing Integrations] in Early Access. Evtl. that can be at the End of this Year or somewehre next Year.
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[23.5b Strategic] Labs and Workshops
Alienkiller replied to Ruggerman's topic in Xenonauts-2 General Discussion
Exactly Ruggerman. We all have to wait for more advanced Versions of the Game to see if that Point in Research get reworked / refited / changed. -
[23.5b Strategic] Labs and Workshops
Alienkiller replied to Ruggerman's topic in Xenonauts-2 General Discussion
That´s no Bug. It´s an atm fix Feature for the Labs. It get discussed here in the Forum already and several Ideas to chance that get announced. The Game is not finalized in many Points, incl. Research. So there will be Reworks / Refits comming. In what Shape we don´t know yet. But I hope that the Outposts will come back, where the R & D-Part can dismantle and Research f. e. UFOs. -
I have read all the new Threats here. There are some new Things come in we hadn´t in Mind. The Torpedo / LMG-Discussion is for me unintelligible. First Torpedo: The Torpedo for Planes have changed and I play the Game on an high level (the 3rd one). The All the Air-Weapons have their Differences and you have to bring in different Weapons in an Air-Combat. That´s cool and I personaly love it. The best example is the Alien DD / Observer, which are both similar in Strengh and Armor. 2 Torpedos (Normal / Alenium) are not enough to bring them down. So you have an 2nd Plane with Sidwinders (Normal / Alenium). Mostly in Both Situations you need an short Close-Combat-Fight with the Guns to make an End. Second LMG: The LMG with the Belts are fully realistic. The Military Guys of us have used the stationary HMG and don´t know what an portable LMG with Ammo is. It´s with the Ammo heavy too, that´s true. But its faster useable and can be used like an HMG too. Short said: It´s Multirole. Air Combat: Yeah, a litte more Pep would be cool, like Clouds or similar, what get announced in Mind. The existing one is much cooler now, but it get more exiting. We will see what the Devs can do to improve it more until it have reached the limit for the Players / Testers and the Game itself. Autopsy of Aliens: If we wanna make the discussed change, then it have to be done like in the Predecessors (old and new XCOM / Phoenix Point / UFO ET-Series). There you can decide what Aliens you wanna introduce first with easyer handling and Integration. UFO-Research: The same with UFOs. The Dismantling and Research have to be the Option from the Player. From that 2 Parts (Autopsys / UFO-Research) I don´t like the Auto-Research. There the Kick is missing from everything. What were interessting as Auto is an first look and the Reports from the Soldiers / Pilots about the Aliens / UFOs. What the Testing belongs, we all Test. We all are there and give Feedback / Bugreports etc., but test different. Some every Version, some make Breakes between like Solver explained to have the Energy to test an more advanced Version with fully Energy. I personaly have found the Middleway to make my other Projects too and bring in some Ideas from the direct competitor.
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[23.6b Strategic] End Game
Alienkiller replied to Ruggerman's topic in Xenonauts-2 General Discussion
Guys, I haven´t seen the End Game yet, so I can´t say anything about it personaly. But I have read one of the last Dev Dirays (V.23-Part) correctly, you can play through fully the first time, belongs how fast you Research the Storyline-Parts without the other for me important other Researches to give the Best of the Best to your Troops and make your Bases much better. -
[V23.7 Strategic] Crash. Day 173. 01:10 AM
Alienkiller replied to Kalle's topic in Xenonauts-2 Bug Reports
More Info are needed. With only the Save and no more Data / Report the Devs can’t work with. Read the Bug-Report threat, then you know what is more needed. From your Main-Line I remember back, that we had such Date-Problems in the Past too. -
Nice Feedback from you all. Where I agree is that the Riflemen / Riflewomen and Infantry look the same. But what´s the Alternative? I personaly don´t have one with the Equipment we have at the beginning availible. Evtl. later on when the Tutorial get fully implemented. Atm. I change 2 Riflemens in Grenadiers and 2 in Shield-Protectors. Where I agree too is the Combat Ballance. There are very much missing Bonuses (Crunch, Lay-Down, Closed Combat for Shotgunners and Pistols). I have played X1 too, but I personaly confer it with the direct Rival the UFO-ET-Row, which is the only Game on the same Leveldesign in our Timeline. The Devs there have integrated that Bonuses direct in the beginning or End Alpha-Phase. Where I aggree too is that for Missions with Alternate Rules are missing some Info-Upgrades. Where I agree too is that some Features should come first after Autopsys and / or Interrogations. Like better Weapons-Research (Gauss, Plasma, Fussion), advanced Armors, Fighters etc. as Equipment and Helping for the Ground Combat. The Base-Missions are fully OK for me. I don´t like to much Terror-Missions and Base-Defence / Base-Attack-Missions or to much Loot-Missions, where the Team don´t have Time for R & D. That was the Problem in X1 and UFO 1 ET Standard / Gold and is one big with new Phoenix Point. That new XCOM soluted much better, where you have to time for R & D, Upgrading your Troops etc. The better soluted Way from XCOM is getting in for X2. The Airfight is nice too. It´s an upgraded Variant from X1 and atm the best we have testet with more cool Features. But that´s only the beginning to make it more interresting and more Features like Clouds or such are planed and evtl. come in for the next Versions. Otherwise the Airfight can be done like in the UFO ET-Row, directly on the Geoscape. The Day-Feature with the 24 Hour-Clock is an Ballance-Thing. We had to much Problems with the normal Date-Screen. Evtl. it get changed back later after the big Problem there get solved. With the Day-Feature the Game runs fully normal. What the R & D- etc. Points belongs, there are most which are in Rework / Refit / Finialising and in WIP. There are coming more Content / Bugfixes etc. Step by Step. I have many on my List, which get checked with every new Version if I get to the farest Point I have reached in an Prevouis Version. Short said: Not fully done!
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V23 General Balance Discussion
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
I find it not unrealistic, if you try to make your Weapons better (Rockets, Guns, Grenades etc.) for your Soldiers / Vehicles / Fighter-Aircrafts. Why not with the Ammo too. Like said, there are new possibilitys since the last Decade (2010+), which get XCOM 2 with the Extra-Ammo an big Upgrade as well as UFO 2 ET an immense success. And that´s only the beginning, so why not here too to give the Players more cool easy to implement Chooses. -
[V23.5 - Combat mission] Alien shooting thru wall
Alienkiller replied to Emily_F's topic in Xenonauts-2 Bug Reports
That´s true Emily_F. You and some others are real Bughunters in that Part and others in differnt Parts of the Game. -
Why does MARS-1 panic?
Alienkiller replied to hadesloridan's topic in Xenonauts-2 General Discussion
Yes it is and can´t be paniced. That Problem we had in prevoius Versions too in the Betas after upgrading etc. some important Gameparts. It´s something more complex to finaly getting it fully bugfree, but with an Hotfix it was gone. -
V23 General Balance Discussion
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
Yeah Chris, I can understand what you mean. That´s not easy to ballance and to bring in. But more advanced Ammonation for the Standard- / Gauss-Weapons were good. If I have that correct in Mind in the competitive Product the Upgrade is atm in 2 Steps. An similar Rework it´s doable for the Standard-Rounds. For Example the following Thinking: 1. Step: AP-Breaking-Head or other Upgrade for an better Standard-Ammo as Prototype or so (to advance it with the Weapons-Upgrade); you can still use the normal Standard-Ammo if you wish 2. Step: advanced Standard-Ammo with Poison- / or similar Refit to give normal equiped Soldiers an Chance (that one which can´t equiped with more Advanced Weapons yet [Laser]) On that Research for the Standard-Weapons the Gauss-Weapons get more important, because the Lasers incl. their more advanced Versions have some Disadvangages (like the Engery Cell, not so good AP-Breaking or whatever), that the Gauss-Weapons get the next Step until that Problems get solved. Combined with Interrogations, Basic-Researches, Plans from the MIB-Agents and so on that Research-Part could be very interessting. Not only there in other Parts too (like UFOs, Scanners / Radars, Base-Upgrades, Fighter- / Transport-Refits in the Ground-Structrue to advance them and whatever I have forgotten). Then the Aliens use Plasma / Fussion-Weapons and you have to upgrade yourself again Step by Step in the Weapon-Tech / Defense- etc. Tech. -
V23 General Balance Discussion
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
Gauss Weapons are the next Step from the Standard-Upgraded-Weapons. That is explained in the new XCOM-Series (XCOM 2). Why not for Xenonauts 2, which are an later Upgrade for our Upgraded-Standard-Weaponary as an Refit with an longer R & D-Phase like we have now. They have to be much better then Upgraded Standard-Weaponary (lesser weight, faster Ammo, higher Penetration etc.), but not the Main-Advances like Lasers (accuracy, high heat Penetration and so on). That are for both Laser Types Standard and Modernised. From what I have heard and read is that the Worldwide Military with the most Budget are working on both Weapontypes since Years or minimum 2 Decades. An cool example is the old Star Wolves-Row I play. There you have 4 Weapon-Types: Standard-Kinetic-Guns (Standard, Advanced with up to 4 Types in SW 3); Fast-Fireing-Rotating-Guns (Standard, Advanced with up to 4 Types in SW 3); Lasers (the same) and Plasma (the Same). You get them earlyer (Black Market) or later (Trading Post) in the Storyline. The same is here or in other Games of that Series like Xenonauts, where you get such Equipments with R & D. All have advanced and disadvances (accuracy / fast firing or lightweight / heavy weight etc.). -
Real time passage mode please.
Alienkiller replied to krylite's topic in Xenonauts-2 General Discussion
Oh I know now what you mean. You mean that Function in the tactical Screen. That not Fish / not Meat Function is fully OK for an Game where you have no World Geoscape and only an big Terretory (like in JA 1 incl. Add-Ons and 2 incl. Add-Ons / JA 2 New Version on Steam). There you need an fully Real-Time-Game on one big Map with that Function (f. e. Stellaris, the Mafia-Strategygame from PDX or the Jagged Alliance-Series). In an Strategy Game where the Geoscape and tactical Maps have to be linked together (old X-Com, UFO-ET-Series, new XCOM / Phoenix Point), which is nearly impossible that this work passable, the Whish you have wont work. There never an Game comes on the Market. Several big Comapnys / medium Companys tried it and lost completely since the Gaming Branch exists. So you have only the Options: 1. An Geoscape / tactical Map (like X-COM / XCOM / Phoenix Point / UFO-ET-Series / Xeonauts-Series / UFO-Aftermath-Series) with RT and TB or RT and RT-Parts 2. An big Map with the Main-Game-Features incl. tactical Features (like the complete JA-Row, Diablo-Row, Warcraft-Row, C&C-Row) where you can bring such an Function in. Either that or that. Nothing else is choosable and possible. Maybe it will be possible in the next 100 Years (2125 or so), but not in the 2000-Century. -
V23 General Balance Discussion
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
I haven´t played V23 much, only the Main-Version and Upgrade 1. Then I have been waiting to the Upgrade 5. What I can say from my Playthroughts with all previous and the first V23-Versions (Main and Upgrade 1) is following: 1. The Sebillians are Close-Combat Fighters. But I have to give Emily right, that the Sebilians are in some Points to good for the Xenopedia-Description (Shooting / Refelexes), esp. from the Distance. 2. Some Problems on the Maps aren´t fully solved yet. Esp. with the Explosions where it have to explode (Gas-Train-Things, Fuel-Train-Things ect.), where Emely is correct. 3. The new Armor-System seems to work correctly. I haven´t seen a Problem with it. But I could test it only short in V23 (Main and Upgrade 1) atm. 4. The Night-Fights against Cesans and esp. the Glowing-Aliens are nice and heavy to win. There you see the Advantage from them against your Troops and Vehicle. 5. The Ceasans, Drones, Robots and Glowing-Aliens seems to work correctly in the Day- / Nightfights. 6. The Sebillians work correctly in the not falling down to fast. They are Strong, good Armored and have the advanced Stem-Celles for Self-Healing (they are remembering me on Picollo in DBZ). 7. I had very seldom the Laser-Upgrade for my Bases and my Fighters / Vehicles in the Past Versions and Version 23 (Main and Upgrade 1). So I can´t say anything to the Base-Defenses or Weapons. I had to start begunn upgrading my Combat-Troop with Lasers (Sniper, Pistol, LMG etc.), but I couldn´t test them in V23. 8. From what I can say that the Rocket Defense works very good and shoot down 2 Attacking UFOs on the Main-Base (Destroyers). I have to say that I ever build up 2 or 3 Defenses like Emely did. That the UFO don´t show up on Radar is the sign that the Aliens don´t wanna get Intercepted before the Attack-Target is reached. The same you have with Terror-Sites (small / big ones), Alien-Base-Buildups and similar. That brings flavour in the Game. I hope that Chaos Concept (UFO ET-Series) brings in such Elements too in the Refit from UFO 1 ET and the DLC for UFO 2 ET. 9. The Stun Weapons from the Beginning work like they should. They are modernised Stun Weapons for the Xenonauts, which are in use for the Police / Military / Public (Stun Pistol / Stun Batton). They are perfect for Standard-Aliens (f. e. Cesan-Engineers, Cesan-Soldiers [male the smaller ones, female the bigger ones], the Brain-Thing, unarmored MIB-Agents, unarmored Sebillias). Therefore you have to research Alien-Specific-Upgrades like it´s in the Standard- / Gold-Version from UFO 1 ET to catch the more Advanced Aliens, which are better Protectected agains Standard-Weaponary from the Humans. 10. The Ballance from the Base-Costs and Base-Buildup are better then in the Prevouis Versions, but I hope you take the Idea with old Bases / Outposts from the Xenonauts over the World, where you have to bring the Bases Step by Step online again. 11. The Idea with the Sticks in the MIB-Bases are a cool Idea. Sadly you couldn´t go in all Bureaus to take them all, because the Reinforcements from the Cleaners are to heavy. Dosen´t matter what you do and how fast you do it. 12. The Geoscape is good, but more cool Features would be better. Atm. it´s looking like every 08/15 Geoscape (old X-Com / UFO-ET-Series). There the Outpost-Feature we tested are a must have (f. e. UFO-Analysis, Prototype-Development-Testing for new Fighters) and / or Features which bring in Firaxis (Support from Materials, Agent-Training-Centers or whatever) are heavyly needed again. 13. The Geoscape don´t get all Crashsites (Bombers and Fighters f. e.) to take the Materials like from the Drone and similar, which don´t need an Military-Operiation. 14. The Basemanagement is good, but the Features you have announced in V23 with more People send there to get an Boost (f. e. Radar / Powerunit / Hospital) or whatever I haven´t seen yet. If that comes in, it will be cool and give the Game more Pepper. 15. The Advanced R & D should have the interrogation from several Aliens (Engineers, Soldiers, PSI etc.). That´s the cool Feature from new XCOM and UFO ET. Here the Stun-Weapons are a big Point again. That is used in the UFO ET-Series / old X-Com-Series / first Game of the new XCOM-Series to get the Storyline Step by Step forward as well as better Equipment for your Troops, Vehicles, Transports and militrary Air-Fighters. 16. The Airfight with the Refit is an cool thing. But there the Rockets / Torpedos get shoot to fast. In Salvos like in Real it would be cooler (see old X-Com / UFO ET-Series / Star Wolves). Where Xenonausts 2 have an big Advantage to all other Games of that Gerne are the follwoing Points: 1. the Radar-Buildup-Technolgy: here it is with the classic X-Com on a similar line [Xenonauts 2: Radar, advanced Radar, ultimative Radar and later X-Ray-Scanner; classic X-Com: Radar, Longwave-Radar / Sonar, Longwave-Sonar and the X-Ray-Scanner] 2. the Weapon-Upgrade-Technology: here it is with the new XCOM-Game on a similiar Line [Xenonauts 2: Standard-Weaponary, Accelerated Weaponary, Laser-Weaponary, Advanced Laser Weaponary (an Upgrade from the already existing and used Weapons to make them lighter, more effective etc.), Gauss-Weaponary and the ultimative Plasma-Weaponary; new XCOM: Stanard-Weaponary, (with Mod Laser Weaponary before Gauss), Gauss-Weaponary and ultimative Plasma-Weaponary] 3. the Armor-Upgrade-Technology: here it is the new Benchmark, I haven´t seen something similar in all my about 35 Years of Playing Games. And I have seen everyting in that Part in Mediteranen-Games, Pirates-Games, RPG-Games or whatever. The new XCOM and JA-Row is going in an similar Direction, but what Goldhawk is doing is something complete new in that Part. They should get patented that. 4. the Aircombat-System: It´s the old one from Xenonauts 1 (which is the best we have tested for Xenonauts 2), which isn´t bad and brought in complete new / fresh Ideas. If the Specials there could brought in, it will be an great one which will be long time unbeaten. In similar seperated Aircombat-Systems other Devs are either Realtime-Based with lesser Options or Turn-Based The big but is comming in now! Where the Xenonauts Game integrate old with new Style as atm unbeaten Best of the Best, it have an small Deficit. Here the UFO-ET-Row make the Run: 1. Standard-Weapons and new Weapons can be upgraded with better Ammunition 2. Armors have different safety (Stun, Gas, Energy, Ballistic, EMP) and / or similar. I like both Games and some Differences are a must have (like Storyline, Enemys, Specials and so on). Evtl. there are Things here in Development and Ballance-Work with it in the Background which we Founders / Betatesters don´t know yet. More I haven´t seen yet, that´s from the Game-Status I have played as best I could get in with the Tests in Xenonauts 2 and the other Games [classic / new] I have played. But it seems that there is something in the Ballance-Things to do for V.24 / V.25 from what I read. I never had Gauss-Weapons in the Betatests. But they have to be much stronger then the Laser-Weapons (Standard- / Upgrade) and the upgraded Basic-Weapons.