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Alienkiller

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Everything posted by Alienkiller

  1. Weima, the Devs have informed us in this Developer Update, that this won´t be posible, until the more important Parts of the Game are done (Bugfixes, Storyparts, Tutorial, Maps, Missions, Research & Devolpment, Translations etc.). I suggest you read it correctly again and not only overflow it.
  2. That´s correct Dren608. Carmody, if you wanna see more Conent, then you have to play the unstable Version. That´s the Version the Main-Beta-Testers from Day 1 and Freelancer-Beta-Testers since the last normal Beta-Versions are playing. I only warn to be hyped about the remaining Conent you will evtl. see about the Reasons the Devs have already announced for the public Early Accees-Version.
  3. The Cleaner-Rifle you can only use for the Infantry (you see it on the Ammo-Mag on it´s side). That it show up here now is very strange, esp. when that Bug didn´t show up in the Betas before the Milestone-Outcome.
  4. I say it directly: The System is good as it is and for everyone since the last 3,5 Decades understandable (from the Veteran to the unaware Gamer). That´s why this System didn´t get changed since 3,5 Decades as it works perfect as an famous quote give us: "Never change a perfect running System." That System get used for all Strategic-Games of different Gernes with the same Basic-Component (no 100% HP again if you don´t have Hospitals / a long Healing-Rest etc., with every hit the HPs reduce to evtl. RIP and you can only heal what is left); the big difference is that in more realistic Games the HPs are not limited to max. 75% HP Combat-Healing and for the Anti-Alien-Gerne are limited to maximum 75% Combat Healing. You can spin it like you whish, you will ever get the same outcome. The Soldier get his Wounds healed, so that no Blood runs out until she / he didn´t get hit again. The big difference from Xenonauts 1 / 2 and JA-Row to all other Games is the following: The Soldiers can heal themselfs, which you can´t in old / new XCOM, Phoenix Point and the other Games which are to much to list. Short said: In differnent Games you have the best Healing-System since the 1990s. An better one you won´t get, dosen´t matter what the Developers over the last 3 Decades have tried already and still try in such Gernes during Development!
  5. Cman1983, that´s an great Idea, which makes the Maps in special Earas more interessting (Polar, Dessert, Jungle etc.). In JA 3 you have that Element´s too with Hyanes or what the animals get called.
  6. Raffik, that´s correct with the Laser-Weapon-Example. Humanity and esp. the Military-Part of it are working on Laser-Weapons and the usability of it since several Decades (the Anti-Atomic-Missle-Satellite-Shield and for Ships, Tanks etc.). In Xenonauts 2 you get it with the R & D from Alien-Materials and the Pre-Work from the real R & D-Efforts of Human Military, which get announced in the Xenopedia. Plasma Weapons are evtl. possible, but not before the Mid or End of 21st Century / Beginning 22nd Century, before you get Phase-Cannons and then Phasers. There Star Trek with the investigations (Weapon-Techs and similar) and foreboding (not the good things on Earth) isn´t wrong. The correct Way in Weapon-Tech is: Standard, evtl. Accelerated (which is done in Xenonauts 2) / Ammo-Refit (like it´s done in UFO 2 ET: Battle for Mercury and hopfully UFO 1 ET-Refit), Laser (in both Games), Laser-Refit through Alien-Plasma-Weapons-Research (Xenonauts 2) / ????????? (UFO ET-Row), Gauss Cannon & Advancements (Xenonauts 2) / ??????? new Engery-Weapons (UFO-ET-Row) and then it belongs to the played Game, what Tech you get as best one. Like said, in Xenonauts 2 you can´t use alien-Weapons and if you can use them theoretically, your Soldiers will die before they can make the first shoot. Therefore you can Upgrade / Refit your existing Weapons, which can be used from Humans. And evtl. earlyer or later the Ammo too, like you can do it already with Explosives. So don´t discuss about things, which you can´t change, think about things you can integrate (like upgradeable Ammo for existing Weapons and whatever the Engery-Magazine-Things for Energy-Weapons get called).
  7. Of course you can change that, to integrate an Field-Doc or similar. But why the Devs and Main-Beta-Testers should do it? To exclude the ocassion / normal Gamers and only make it for Experts / Veterans. That´s not our Stile, we wanna have every Gamer in that Game. So the existing System is very good like it was in old X-COM and is in UFO ET. So every player have to use his Brain with following Infos: - The Sani-Bag is already heavy and TU-Consuming. - Not all Soldiers can carry it already (like the HMG, Grenadiers, Shields f.e.) - And you can make an Medic Soldier already manually if you whish
  8. Xeroxth, I have played X1 too as an Stopgap until new Games (XCOM 2, Phoenix Point, XCOM: Chimera Squad etc.) of that Gerne and an Predecessor (Xenonauts 2 incl. the first Beta-Years) come up. Since then it´s out of the HDD. I´m not an Programmer and Graphic-Desinger for Games, but have played all older Games of that Gerne and know why the old X-Com-Row get no big Vehicles anymore after the first 2 Games. If the Devloper-Pros / Veterans from Firaxis (new XCOM-Row etc.), the Phoenix-Point-Devs (old X-Com-Row) and all others make 1x1 Vehicles in different Sizes, then it will have big Reasons. And I know what Chris mean, if you play the old X-COM: Enemy Unknown / TftD and in the 2010s Xeononauts 1 with the 3x3 or 4x4-Tanks as last try of that.
  9. Raffik, UFOs will come more and evtl. some more cool Enemys, Transports, Fighter-Crafts. That´s in the To-Do-List from the Devs integrated. What the Devs already announced is the Fact, that there won´t be movable 2x2 and 3x3 Vehicles / Enemys anymore in X2. They tried it and if it were possible, we would have it already in the Game. Therefore you have the MARS with Adjustments (later an ARES with Adjustments), the Aliens Robots and different 1x1 Size-Fyling-Tanks / Helpers. As Static Vehicles (Tanks, Army-Scouts) it could be possible. Like in the City-Terror-Maps with the big limitations show us as unmovable improvement (Busses, Standard-Cars).
  10. Dubblesculls, that´s an excellent detailed Tech-Tree you have done with your Gameplay so far. That´s what you get in the Beginning-Part (100 Days to 150 Days) and Midgame (from Day 150 on). In the Endgame-Part you get some more nice Techs, but that are not much anymore at the Moment. But there should come more for the Beginn- and Midgame-Techs, there were a lot more tested, but flow sadly out of the Game (like Fighter-Advancements and similar). Let´s hope that´s not all for the Beginn- and Midgame we have seen as well as you get more cool Endgame-Techs in the more advanced Early Access later on, then all Beta-Testers could test out.
  11. The Alien Weapons, if you read the Xenopedia correctly, have an imperative Security-System. They are only useable from the Aliens themselfs. Have you ever seen the Movie "Shoot Em Up" with Cleve Owen. There you see what an Security-System for Weapons are meant. An other Weaponpart, like in new XCOM (XCOM Enemy Within) are the Human usable Weapons from the Cleaners. That Weapons you can use, if you whish. And from them you could make evtl. with R & D some cool Variations (like the UZI, MP or whatever) for your Xenonaut-Soldiers. Like said, you can´t use the Alien-Weapons for 2 good Reasons: 1. The imperative Security-System. For that you have cutting of the Alien Hand / Hands. But then it´s not said that the Weapon work and if it theoretically would work on Field Conditions it will be very unhandy. That´s the worsest Situation an Soldier in Combat can have. 2. Like from the Chief-Sientist said you can test them in Laboratory-Parameters (which get done from the Scientists to Research the Alien-Weapons in all Parts) and find an Solution to Upgrade / Refit / Rework your own Weapons & Ammo. It dosen´t make Sense to do an Copy & Paste from other Games (like old X-Com, UFO ET-Series or similar). In the UFO ET-Series you will get an big unhandy-discount.
  12. Very good Ideas Raffik. 1. Point Radar-Towers: Nice Idea, that was suggested too several times. That could be upgraded to an small Outpost. The Outpost Idea was already implemented in much older Beta-Tests and were an interessting Content / Feature for the Geoscape. 2. Point UFO Dissasembly Yard: Yes, exactly that is an Idea too, which I have in Mind. Such an cool Geoscape-Content / Feature you have in the begunn, but never finished UFO: AI (Fan-Game). There they have an very cool new Protection at the beginning too, which overflow the Cevlar-Armour. It´s called something like Silk-Spider-Armor. The only difference is, that you can there either Dismantle the UFO or sell it. 3. Cleaner Base: Yes, an excellent Idea. That would make the Cleaner-Part more impressive and give yourself an Base I have in mind too. 4. SAM-Sites: Very excellent Idea, combined with the Point 1 Outposts it would give the Geoscape more pepper. 5. Alien-Moom-Base: An cool Upgrade for the Game. Let´s hope they can Integrate someting like that later on as DLC or as Base-Game-Content / Feature.
  13. As Crowfounders and first Day-Beta-Testers we could play the final Mission after the big Problems to get there get solved after a very very very long Beta-Test-Time. Atm. It´s like in every Game of the Gerne with 2 Endings: 1. Ending (the good one): Go there, hit the Aliens in the Back and destroy their Command-Center with the Main-Brain / Computer or whatever they have in that Games. 2. Ending (the bad one): Try to defend the Earth to the Time Limiter and the Aliens will raise the Panic with an hardcoded implemented Orbital Bombardement on the big Citys or whatever similar in that Games. Other Options like in Phoenix Point (with the 4 or 5 Factions you meat there and have to Choise then) aren´t implemented in Xenonauts 2 yet. There could be more too, but the Devs couldn´t integrate them in Xenonauts 2 during the big Alpha- and Beta-Development. The Idea with more differnt Endings (like in Phoenix Point or better then there similar to Terra Invicta) are still planed. What Endings, we can only speculate. I personaly think there could be 2 with the big Nuclear-Nations (Win / Loss), 1 Patt-Situation (the 2 Nuclear-Powers combine their Arsenal with that of the Xenonauts) and / or something else with more cool Things we haven´t in Mind yet. With the 2 Standard-Endings there are about 5 / 6 more thinkable, 3 I have written already.
  14. That´s an second personal insult. Last Warning to neglet that on an Main-Founder and first Day-Beta-Tester, which know what is for the public playable and what not. If the personal insults are going on, this will have big Consequences (f. e. an Forum-Exclussion). To avoid that, neglet the personal insults.
  15. Happystrawberry1, the Game have an Endgame. You normal Gamers don´t see it about several good reasons yet, evtl. it will come with Milestone 3 or 4 a bit nearer. The Devs and we Main-Supporters explained the Reasons already several times. Short said: It´s nothing for the Public yet, until the big remaining Jobsites (Beginning / Midgame / AI / R & D / remaining overseen small, medium, heavy Bugfixes / etc.) the Public Gamers find and found with the Beta-Testers in the minimum Milestones 1, 2 and 3 aren´t done. What the DLC belongs, there I give you right that it´s much to early. We aren´t finished with the Base-Game yet and the interssting Points the Devs show in the To-Do-List (Rework, Refit, Upgrade or whatever) on the Game-Starting-Screen have a lot Points open too for the Base-Game.
  16. As an long-time-player (Beta-Tester from the first Hour) we had Tests with similar Parts a long time. Short said: It didn´t matter what we have done, it will kill the Gameplayfun, esp. with the Medkit-Part. 1. What the announced Moduls belongs: a) Dedection Module: Interessting Idea to make the Shield-Carriers / Shotgunners more interessting as Scouts or similar. b) Stealth Module: That you don´t need, you get an Stealth Suit later on, but Advancements to that Suit would be nice b) Targeting Module: That you have at the Beginning; that´s upgradeable and there the Idea from interrogated Aliens are very interresting c) Medical Module: That you will get later on with R & D; therefore and after that Module comes out Medikits / advanced Medikits are essential if you don´t wanna lose the Game in the first days (Fact: In all of that Games since old X-COM-Series over UFO Aftermath-Series, new X-COM and Phoenix Point which play in the timeline of about 1990 to 2080 you don´t have such an Technology and if you get lucky you will get it from the Aliens later to upgrade your Troops; the same is in Xenonauts 2 in the same Timeline, which correctly let you beginn as underdog and with R & D you will get more advancements) The other Idea with Researching such Moduls, Upgrading / Modernising existing Moduls with advanced Alien-Tech through Alien-Prisoniers-Interrogations (Engineer, Chief, Soldier etc.) / dead Aliens (like it´s now and get better) we had in mind too, but couldn´t bring it in fully. That System we could bring in belongs in Parts of that. 2. Mantids / Sectons and the Strengh of them: Yeah, it´s not fully ballanced yet, there I have to agree. On that the Devs are working. But we Beta-Testers can confirm the Strengh of that Alien-Abilitys more or less. I had such Situations with the Alien-Bonuses already. And mostly with the weakest Armour / Suit without or very less cover. You only saw the shoot and after 2 Hits you had an dead Soldier. My Suggestion: Don´t underestimate the Sectons / Mantids. 3. More Alien Auxiliers: I know what you mean. It´s not so easy to find an ballance in that. The same Problem still have old X-Com and other newer Competitors of that Gerne. Either that Missions were to hard or completly unplayable with the existing Aliens in Betatests for Xenonauts 2. We tried it in Beta-Tests like you announced with an LMG for the Aliens and similar, but it wasn´t good so far. Evtl. that can be adjusted in the more Development, when everything else is more stable and done. What the more Auxillerie-Aliens (Robots, Drones etc.) and the Alien-Teamwork belongs, there I can agree. They bring in more fire in the Game and aren´t so easy to beat then. In some Cases like Terror-Maps or Special Maps the Teamwork from all Aliens is good, in normal Maps it need more Adjustment. An similar Discussion we Testers had already with the Devs. The Developers are aware of that an work on it. The Chryssalids instead is good to be reduced drastically, with to much from them on the Map you had only the complete loosing Option. And we had in Tests with a lot of them in one Map, so it get decided to reduce them, otherwise you would have only an Earth with Chryssalids. 4. Cleaners: Yeah, fully right. That we Beta-Testers have announced too and give that Feedback to the Devs. That the Cleaners are integrated as an big Refit against Xenonauts 1 belongs to us Founders / Beta-Testers to bring in more Content / Features. The first Step is done and we all hope that there comes more like you announced already. The Cleaner-Part is still to less. We will see what comes in more of that in the Early Access State and later on to give them more Potential. The Intro and Tutorial brings them in already and explains them as an big threat to the Alien-Patrouls.
  17. Yeah, the Civilians are in the atm Waypoint-Form a little bit stupid. On the one Hand we all wanna have such Games best realistic (Standard-Civilian Panic etc.) on the other Hand you wanna save them in such Terror- / Catching- etc. Missions. That´s no easy to sovle about 2 important reasons: 1. Standard-Civilians aren´t trained like Police / Military / Special-Troops to pear down Panic. That´s the running around with their time units. That´s the Main-Point for about 80% of them. Have you spoken fully normal to someone which is in Panic?! Do it and then we can talk again. 2. Otherwise the not paniced Standard-Civilians wanna see what´s there about human curiosity and for armed Civilians help the Police / Military / Special-Troops against the Unkown for the about remainin 20%. Have you spoken fully normal to someone of them?! You can do what you want and the Curiosity-Persons do anyway ignore the orders to catch an view to the unkown for satisfy their curiosity. You see only with an 24 Hour Narcosic-sledge you can distract them from getting moving the incorrect direction or doing stupid Things. I have an Solution, but that doesn´t appeals everyone. To avoid the 2 announced Points make an similar Standard-NPC-Rescue like in XCOM / XCOM 2 to Terror-Missions / Catched & Rescued-Missions and similar after you are in the near of the Civilians.
  18. As an long-time Gamer of that Game (from the first Beta) the 1x Refits of Modules and similar to an upgraded Version with dead and living-Aliens and Alien-Tech are great. For more advanced Versions of the upgraded-Versions is clear that you need more of that Parts and captured Living Aliens for different Techs. Captured Living Aliens as extra Helpers to integrate Alien-Techs to Standard- / Upraded Human Techs sounds very interessting. That Idea was in the Game already, but flow out for several Reasons (but that wasn´t the Idea of the Testers). Let´s hope that such an great Idea comes in again, esp. after the most Community-Part whish that. What the announced Content / Features the Comrade belongs I aggree with that. After the first Gamers of the Community come in some older Ideas from us Beta-Testers / Developers to make Xenonauts 2 great come up again.
  19. That´s not an Bug, it´s an Featurecontent to use manually fight, where you can take controll over your Fighters. Automatic is not the best Option, there the AI uses the best AI Fighting-Procedure. With the lighter UFOs your Fighters will win, with the bigger UFOs the UFOs will win.
  20. Yeah, sometimes such an lay-down Thing to the existing Standing / Kneeing would be nice. That we discussed and announced in the Beta-Tests too, but there nothing have done in that sadly.
  21. If they create complete new ones with the Soldier-Designer or wanna change the not hardcoded fictive-Soldiers they can implement / change what they want. That is meant. Existing personaly Soldiers which get done personaly in hard work from Founders / Beta-Testers / Developers (like the Soldier from Emily_F, Developer Chris other Developers etc.) are property. That are your own Chars in the Game and an Change to them from strangers are an private intervention. And that nobody wanna have, so they have to be hardcoded.
  22. @happystrawberry1: If there is an Wiki we Founders / Betatesters from the first Day don´t care of then correct us friendly and not with such an personaly malicious insult. If there don´t come an friendly exusse to the personaly malicious insult it will have Consequences.
  23. The Text is correct. We longtime Beta-Testers can only agree with the Laser-Weapons and the Description of the Xenopedia. They give what they promisse and if the Tooltips describe that Special-Feature too. It´s an Feature of that Weapon-Type. Esp. for One-Hand-Using Soldiers (Shield-Soldiers) and for Soldiers with not good Shooting-Skills. At an high Shooting-Skill-Level you won´t get the Bonus anymore (70 or 80). That Special-Bonus the Accelerated-, Gauss-, Plasma- and other High-Tear-Weapons don´t give to your Soldiers. That´s the Special of that Weapon-Tier and with the later Upgrade you get second Specials too, what the others Weapons don´t give.
  24. There is no Instruction Manual, you get Tooltips in the Game instead. I suggest you go bit by bit over the Buildings, Weapons etc. like in the tutorial described and read the Tooltips. Therefore they are implemented in the Game. That´s the new instruction Manual of the Games today.
  25. Mag-Weapons comes in the Mid-Game somewehre (Mid-Mid-Game to End-Mid-Game). They are the big Guns in the normal Weapon-Tier as the next Step to the Accelerated Weapons. Sadly you can´t upgrade / refit the existing Accelerated Weapons to them later. You can play without Laser-Weapons, but it´s not adviseable. You can still use the Accelerated Weapons for the Infantry, Support-Vehicle, Fighters, Standard-Defences if you wish, but then don´t cry when you make your bloody lessons. That´s only an good Advise from us Beta-Testers of the first Hour. You can use that Advice or make your own bloody lessons instead. Like said all Weapon-Techs have the existence-warrant at a special time.
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