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Alienkiller

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Everything posted by Alienkiller

  1. Is fixed with the today Hotfix-Version with some other reported Problems and cool new Implementations in the Research-Outcome-Part to fill the Gaps.
  2. Let’s hope that the Devs have filled the remaining Gaps (Research, Interrogations & Co.) to that Time as well as that we (Main-Beta-Testers) get this 60% to 70% best tested to get for the Public an stable & bugfixed Start- and Mid-Game. What the other done Parts since V.24 to V.27 belongs, did the Game a big Step forward. And more of that as well as interesting cool already tested Features / Contents will come back.
  3. Smoke Grenades work exactly like you described. It makes your Squad / the Enemy harder to hit. And it have an other Effect too. You get Stunded with Time (Inhalation of Smoke). That works for the lighter to catch Aliens perfect, after you reduced their Health. Against Baricades this Grenades help too as well as the Shock Grenades.Belongs in what Situation you come. The other Grenades you mean are Breach Grenades. That’s Grenades to destroy Cover / Armor. Very good to destroy enemy Cover-Points in Houses / open Aeras and medium / big enemy Armor (like Robots, Drones and similar). The last big Explosive you have is C4. With that you can make more entries if Nesecarry.
  4. You will have in every Game of that Gerne a Time-Limitation. 2 (720 Days) or 2,5 (850 Days), evtl. 3 Years (1.080 Days) is the Option you can get. That’s the maximum Time you will get in such Games with a big Research & Development-Tree as well as very good Storyline. Or you play Games like the Sims / Diablo / Managers like Motorsport Manager / F1 Manager where you have unlimited Time. The second is doable later on with Mods after the Game is fully stable with the Endgame-Parts. But there will be the hard coded Limiters for the maximum Time / maximum Bases / Story and similar which haven’t to be touched.
  5. You choose your Options of light, medium, heavy or extreme Gameplay directly in the Beginning. Therefore the new Custom-Choosebox get in in the Difficulty-Seting since Beta 26 / 27. There you can choosse your Starting Money, monthly % income and much more. More then 18 to 20 Soldiers aren´t needed for the full Campaign. An similar Soldierpool I and others have too for the complete UFO-ET-Series.
  6. You don’t need to raise Soldiers in Xenonauts 2 in to high Numbers (Keyword: Limited Resources and high Personal Costs). The much better Solution is to have more R & D Personal, which can create (especially the Engineers in secondary Bases daily income) as well as faster global Research-Speed. Like Komandos several times explained from the Devs and important Main-Beta-Testers you can have to many underdogs of Soldiers (Quantity with bad Equipment / Weapons) and loosing the Game or you have specialized Soldiers (Quality with best Equipment / Weapons) incl. MARS-Vehicle-Support (with big Upgrades in Weapons / Armor and later on a big surprises for them). Doesn’t matter what Difficulty you play the 12 beginning Soldiers with 1 (Skyhawk), later 2 (Dragonfly) MARS-Support-Vehicle are for the Beginning and most of the Mid-Game enough. With the next Transport you get, you can transport 16 Soldiers and / or 14 Soldiers and 2 MARS-Support-Vehicle / ARES-Support-Vehicle. To hold your Soldiers alive are 5 easy Points important: 1. use Cover (Walls, Doors, Trees etc.) 2. use different Armor (Shield, Plates, big Armor / Armor-Suits) 3. make an Mix of Soldiers with different Weapons (Long-Range, Medium Range, Short Range) 4. use the MARS-Support-Vehicles / ARES-Support-Vehicles (the first will be very long your Support-Vehicle with a lot of Upgrades) 5. use the limited Resources you have wisely (your Airforce and Base-Upgrades need them too) The best Thing is, that you can make the Crash-Sites / Terror Sites / Enemy Bases / Special Mission directly again with the same Transport, which have Lift off from your last Mission. That’s an big Advantage to Xenonauts 1, old and new X-COM-Series, Phoenix Point and the direct Predecessor the UFO Extraterrestrials-Series.
  7. Maxm222, you see it when it´s finished. And it isn´t finished until I can test much more with the next Hotfix / Update. The next 150 Days+ are important, after I can get on. Atm. I´m at day 150 / 160 or so and can´t get on with the remaining Misson until the awited next small Bugfix-Upgrade is there. CaptainSPrice, such unimportant fun Posts don´t help and unnessecarry. I make such an big Test Report (my 2nd) to give an complete Feedback what an Ocassion- / Standard-Gamer later on will have and what need to be adjusted before Early Access & more important full Game-Release . That uncheated Gameplay with an complete Report is hard work and time consuming. Skitso, thanks for the Praise. I did an first one long time ago (I think it was V.23 or V.24). The Other Main-Beta-Testers from beginning on help to make the Game better and all we find out to make the already integrated Features / Content in the Game get Upgrades, Overworks / Reworks and Refits. Not all is done so far of that, but some of them get done until now.
  8. mclang, that can too confirmed from the Testers. And the Changes to the Predecessor are not finished yet to make Xenonauts 2 great after the Line get found after 10 Beta-Test-Versions with V.17 / V.18 comming up Step by Step. In some Cases it overflows Contenders of that Gerne (esp. old and new XCOM) with the Equipment-Upgrades / Vehicle-Upgrades [Aircrafts are still not 100% done, there is still a lot of Potential] and here & there [like Graphics, more flexibility and using Alien-Matierials for Upgrades / Modernisation / new Consturctions etc.] to direct Contendors (f. e. UFO ET-Row, Phoenix Point). Short said: Yes, it will be great for the Base-Game with the existing Features / Contents which get in and come in as well as with the complete Refit / Rework of integrated Predecessor-Contents to reduce the Development-Time.
  9. Yeah, that dead Alien-Poses after an Load I and the others have too. Looks a little bit strange after Loading, but it´s not Gamebreaking. You can play fully normal the whole Game until you get the first Alien-Base. About that Fact the dead Alien-Poses are Minor Prioroty and can be done short before / during Ealry Access.
  10. That´s strange. I could do it fully normal and get all the Recovering.
  11. Yeah, I can announce that. Have the same CTD.
  12. Yeah, that’s Minor-bugs which get done later in EA-Progress. They are not Game-Breaking.
  13. Yeah, that Memory-Problem you have more or less with all Games, Working Programs and especially with some older Windows Versions (like Win Vista, Win 8 incl. Upgrades for it). They’re only help in this Cases an Ending of the Program/ Game complete and reload the last Save again. Or if you wanna go full savers an reboot from the PC. That’s why the Devs announced to Save, Ending and Continue with an Reboot of the Game.
  14. Hi Guys, this is again an Gameplay-Feedback from an Main-Betatester, which begunn Beta-Testing the Game from the first playable Beta-Version on with many other Main-Betatesters. The Beta-Version 27.5 is actually the best fully playable one, with many new cool and interessting Features / Content integrated. The Game is running fine so far, after the problematic Bugs / CTDs in that Version get solved (it still have some Issues left, but the CTD´s and other big Problems from previous Versions get reduced drastically again). There are still some CTD´s left (like throwing Grenades / using the Grenade-Launcher in some Maps / Map-Areas). In the Experimental-Version you have now some cool new Content / Features integrated [the Cleaners with an great Sidestoryline, lesser UFOs during the Gameplay (therfore they get adjusted with how many Interceptors you attack them) not to get overstrained, as great delicacy the integration of your Main-Chars here & there, more adjustment in the Main-Screen and too in the Difficulty-Setting for Xenonaut-Career-Start]. That´s the very good and big Steps forward. The Devs said too, that are more big Jobsites are still open and they working on it. One of the big remaing Jobsite is the seperate Airbattle-Screen, which is atm. an Stopgap in the actualy Status. That´s an Reason why in the Tutorial only the Autoresolve is activated. Other big Jobsites are the still big Gaps in the Archive [R & D-Reports with missing Texts, Infos and Pictures], more Adjustments for the AI, integrating the remaining missing Contents / Features on the Geoscape and Base-Managemet [f. e. Transfer the Pilots to an better Aircraft like from the X-25 "Angel" to the research- and buildable "X-55 Phantom" or from the X-2 "Skyhawk" to the advanced Transportship "X-3 Dragonfly" etc.] and in that Case an Up-to-Date-Adjustment for the HQ-Parts / Geoscape-Parts which aren´t refited yet as well as have more Potential for more Advancement-Reworks [like the X-25 "Angels", Fighter- and Transport-Pilots]. Lighter Bugs, which are not Gamebreaking, will get fixed etc. during the evtl. this Year beginning Early Access-Phase later on. Before and during the first 3/4 of the Early Access-Phase the big Jobsites, filling the Gaps and testing the Translations in other supported Languages as well as the correct running of the Game up to the Midgame / Beginning Endgame for the Public (60% to 75%) have Priority. Good, after that long intodruction let´s get startet: In the first 100 Days [Day 1 to 100] you have to build up your first Secondary Base. That Secondary Base like all bigger Secondary Bases later ones have to contain 1 Access-Lift, 3 Hangars, 1 Radar (sadly you have to build 2 more Waste-Radars linked with the first one for the full Radar-Efficency about not having an better Solution yet integrated), 2 linked Power-Generators, 2 linked Rocket-Defenses, 2 linked Storage-Rooms (combined with the Access-Lift you get Bonus-Storage), 2 linked Living-Quaters, 2 linked Workshops (Workshops are in every Base independed, but have more efficency later on, when they are linked together) and 2 linked Labs (they get linked too together to get more Efficency and work as a Unity with all other Labs you have). Before that, you have to build out your Emergency-Main-Base (the regular Main-Base get lost for the excellent Storyline-Improvements). The normal procedure for it haven´t changed yet. I personaly advance it with 3 more Workshops (all linked with the existing in a Square), 3 more Labs (all linked with existing in a Square), 1 Hospital-Station, 1 Training Center (later an 2nd one which get linked with the first one), 2 linked Rocket-Defenses (to get the best outcome), 2 more Power-Generators (linked with the existing first one), 2 more Storerooms (linked with the exisitng first one and the Access-Lift) Don´t feel to certain, that this Base-Building will be forever, there are esp. for the Main- and Secondary-Storyline much better Options, which aren´t integrated yet on the Geoscape and HQ-Management. So that´s an pinch of salt and can change very fast in the Devolopment (Early Access-Refits / Reworks) and / or Game-Upgrades (DLCs, Patches etc.) like it get done serveral Times therefore [the cool Ant-Base from the first Betas f. e.]. The first important Thing in this 100 Days is to advance your Ground-Troops, MARS-Vehicle and Fighter Jets with upgraded Standard-Weapons [Accelerated, Alenium Grenades, Alenium-Rockets / Cannon for 1 MARS instead the Standard-Rockets if you whish] and upgraded Standard-Armour [Warden, Alloy-Platings]. The Alenium-Explosive-Upgrade-Research you get after the Half-Time at about Day 60 / 70 with the first Terror-Mission, which is not so hard to win. The Generator-Upgrade-Posibility with Alenium-Chrystalls you get in the first Half-Time. The Alloy-Plating-Upgrade you get later too in the first Half-Time. An first Advancement for your Fighter-Jets / Transport-Helicopter come earlyer or later too in that first 100 Days. There you get the X-3 "Dragonfly-Dropship" and the X-55 "Phantom-Fighter-Jet" as Research-Projects. I personaly use the X-2 "Skyhawk" until the X-3 "Dragonfly" can be produced and replace the X-2 for several good Reasons [faster, more durability, smaller, a little bit more Troop-Capacity and / or 2 MARS-Support-Vehicles with different intereur instead the only 1 from the X-2]. An similar first Advancement you get with the X-55 "Phantom" [more Range, Speed, Maneuverability as well as an directly light integrated Armour, therfore 2 Gun-Slots instead 1 Gun and 2 Equipment-Hardpoints (in most Cases Air-to-Air-Rockets- / Torpedos) against the X-25 "Angel"]; I personaly suggest (and there other Main-Beta-Testers agree with me) to have in the Secondary-Bases 1 X-55 "Phantom" as an 3rd Jet-Fighter [Experimental-Hybrid-Fighter] and 2 X-25 "Angels" as well as 1 X-25 "Angel" / 1 X-55 "Phantom" in the Main-Base as Main-Standard-Fighters with the best Upgrades you can have for them. An second important Thing in this 100 Days is again to advance your Ground-Troopers, MARS-Vehicles and Fighter-Jets with the first Energy-Weapons [Basic Lasers]. The handheld Laser-Weapons for your Ground-Troopers are lighter then the Accelerated-Weapons (similar in Weight like the Standard-Weapons), give some Bonuses in Accuracy for the untrained Reserve-Soldiers / still not good Accuracy for the existing Soldiers; there I personaly Refit the LMGs and Sniper-Rifles with the Laser-Variant first, because this you see in Weight-Reduction directly; the Pistols, Rifles and Shotguns come later about the to much reduced Ammo (5 Energy-Shots against 8 normal Shots for an Advanced Shotgun, 5 Engery-Shoots against 15 normal Shots for an Advanced Pistol, from the Advanced Rifle-Ammo-Reduction we don´t need to talk about) for the Basic-Infantry-Lasers. That´s why I personaly have with the Weapon-Change in that the first time an mixed Infantry-Troop with Accelerated Weapons [Pistols, Shotguns, Rifles] and Basic-Laser-Weapons [LMGs, Sniper-Rifles, and 1 or 2 preproduction Laser-Pistols, Laser-Rifles, Laser-Shotguns] until you get with more R & D the advanced Laser-Weapons (with the light recharchable Engery-Ammo) as well as more Damage-Output. For the MARS-Support-Vehicles, the Fighter-Jets and the Rocket-Defense-Stations you get with an additional Basic Heavy Laser-Research the biggest Upgrade, esp. for the next 100-Day-Decade. In the Meantime you should got some automatic Basic-Researches from some Alien-Autopsies, the first UFOs (small Classes), UFO-Fighters (light), Main-Storyline [Aliens] and evtl. Secondary-Storyline [Cleaners] as well as for the important Upgrades Alenium- / Alloy Plating-Knowledge [f. e. an new developed Infantry-Armour] Very good is in that first 100 Days to do some Interrogations of the easy to catch Living Aliens and the special Enemys (Sectons, Mantids, Sebillians, Cleaners, Wraiths) to unlock some more cool Stuff or Secrets you can use to reduce the Alien-Advantage a little bit [f. e. advanced Medikits and advanced Infantry-Lasers]. The next 100 Days (Day 101 to 200) you need an Advancement in the Main-Storyline [Aliens] and Secondary-Storyline [Cleaners] as well as in Upgradings of your Bases / Equipment / Fighter-Jets and MARS-Support-Vehicles. In the first and second Timeline of that 100 Days the Main-Base and first secondary-Base need to be upgraded in the Generators [from Diesel to Alenium], the Defences [from Rockets to Lasers], the Workshops [from Standard to Nanotech] and Laboratorys [from Standard to Quantum]. In the second halve ot that 100 Days the MARS-Support-Vehicle and Fighter-Jets need the Upgrade from Alloy-Plating to the Reinforced Platings; that Platings are advanced Researches from the best light UFO and first medium UFO the Aliens have. Until the Alien-Plasma-Weapons show up more & more (Pistols, Rifles, LMGs) the normal Alloy-Plating from the MARS-Support-Vehicle aren´t strong enough anymore; from that case the Alloy-Armour-Upgrade is a quickly must have. Your Troopers, which get a mixed Armour-Combination from Warden / Alloy-Plates (LMGs & Snipers), Warden / Shield (Shield-Soldiers) and Guardian (Shotgunenrs & Riflemens) are the best example of Protection for the Moment. That Protection the MARS-Support-Vehicles needs too and that´s why the Reinforced Platings are a big must have. Your Jet-Fighters should have that Reinforced Platings too, esp. the X-25 "Angel" to get an similar Protection the X-55 "Phantom" have already with the Alloy-Plating-Upgrade and from beginning on Construction-Platings. Your Troopers should have already the Advanced Lasers, which you get with the Research of the Alien Plasma-Weapons and the Resulting Workshop-Project-Upgrade. The Laser Weapons, esp. the Advanced Version get for medium Time your new Standard-Weapons for the existing Troopers. Esp. for the new Troopers which you wanna evtl. bring in the Main-Basse or an new Secondary-Base profit from the Advanced Laser-Weapons (Accuracy-Bonus and light Weight). An 3rd Base should constructed too with the atm. pressent Base-Building-System. That should be similar to the first Secondary-Base about the famous fact in that Gerne to reduce Costs (lesser is better). I build up such an Base with 1 Access-Lift, 3 Hangars, 1 Radar (with 2 more Radars later on; Explenation is already in the first Secondary-Base / Emergency-Main-Base), 2 Alenium-Reactor, 2 Living Quaters, 2 Nanotech-Workshops, 3 Storages and 2 Laser-Defences. The 3rd Base is an small Outpost to close the Gap between Main-Base and first Secondary-Base. The Emergency-Main-Base I personaly create either in USA or Sowjetunion (both are in the Game still in the Cold War), and the Secondary-Base is in either USA or Sowjetunion, belongs where the Emergency-Main-Base is at Gamestart placed. More Equipment-Upgrades for the Infantry are availible too. First the advanced tatcital Module (an advanced Accuracy-Bonus) and second the Buzzard-Jetpack (more Movement-Options which wasn´t possible therefore). The Tactical Module get automaticly from beginning on assigned to some Soldier-Classes and shouldn´t be removed. The Buzzard-Jetpack is an additonal Special-Equipment, which can be attached to the worn Amour / Suit. In that 100 Days your Troopers should be Upgraded too, about the advantage in the Armour-Protection from the reinforced Platings and the R & D-Improvements. 1. Shield-Troopers: Upgrade the Shield (from Combat Shield to Assault Shield) as well as the full Protection (Tactial Suit / Warden-Armour to Stalker Armor) 2, Snipers: Upgrade the full Protection (Tactical Suit / Warden-Armour to Stalker-Armour), the upgraded Alloy-Plates remain 3. Heavys / Grenadiers: Upgrade the full Protection (Tactical Suit / Warden-Armour to Stalker-Armour), the upgraded Alloy-Plates remain 4. Riflemens / Shotgunners: Upgrade the existing Protection (Guardian Armor to Sentinel Exosiut-Armor) As well as Refit your Soldiers with the next better Weapons you can have: Gauss Weaponary, which you get with more Resarch from advanced Alien-Tech and the already known Accelerated Weapons. The advanced Lasers are very good, but they are at their Potential-Limit and can´t with the existing Technology upgraded anymore. Your existing 12 Soldiers should now Step by Step Upgraded with the the Gauss-Weapon-Technology and the ones which don´t have Stun Weapons yet, with advanced Stun Weapons (EMP-Grenades). Instead the Standard-Stun-Weapons the Troopers, which have already Standard-Stun-Weapons get Upgrades (from Stun Battons to Knifes / from Stun Gun to Stun Pistols). If you wanna have the biggest Stun-Weapon produce the Elektroshok-Rilfe, which is an Rifle. The 2 MARS-Support-Vehicles should have 2 differnt Weapon-Designs. 1 MARS should have the Alenium-Rocket-Launcher (or if already done the Plasma-Rocket-Launcher) with either an Auto-Rifle (that Autorifle get upgreded to Laser-Autorifle) or Rangefinder and the remaing 1 Mars an Cannon (that Cannon get Upgraded to Laser-Cannon) and Smoke Launcher or Rangefinder. In the Meantime you should got some automatic Advanced-Researches from some Alien-Autopsies / Robotic-Dismantles, the first UFOs (medium / big Classes), UFO-Bombers (big), Main-Storyline [Aliens] and evtl. Secondary-Storyline [Cleaners] as well as for the important Upgrades Reinforced Alloy Plating-Knowledge [f. e. Armour-Upgrades for Vehicles / Jet-Fightes] Very good is in that second 100 Days to do some Interrogations of the last easy to catch Living Aliens and not done Integrations (Reapers, Psyons, Cleaners etc.) to unlock some more cool Stuff or Secrets you can use to reduce the Alien-Advantage a little bit [Mind Shield, Actuator Module, Sentinel Module]. The next 100 Days (Day 201 to 300) are atm. the important ones. In that Time your last unproblematic Days have begunn. If you need more Time, you get about 60 Days more, then 1 full Gameplay-Year is done. But with the remaing 60 Days you have to make the Endgame, or you loose (Orbital Bombardement from the Aliens). That´s an atm. Status, because the big Community from X1, which is whatching the X2-Devolpment (Steam and here in the Forum), isn´t satisfied with the 360-Days-Limiter. The best Way to make them Satisfy is to give them Minimum 720 Days (2 Gameplay-Years), better 1.080 Days (3 Gamplay-Years). The direct Predecessor UFO ET 2 and the Refited UFO 1 ET is doing exactly that. In the first and second Timeline of that 100 Days the Main-Base should have her 4 Square-Nanotech-Workshops, 3 Quantum-Laboratorys, 1 more Radar [to get the Maximum Radar-Range, until an better Solution is found], 1 more Alenium-Power-Generator and first Secondary-Base 1 more Storage-Room & several Sentry-Guns [1 I have already stationed there]. The 3rd-Base, if not already begunn, will be placed between the first 2. The 3rd Base should exactly an smaller Outpost like the first Secondary Base [1 Access-Lift, 3 Hangars, 3 Radars, 2 Alenium-Reactors, 2 Living-Quaters, 2 Nanotech-Workshops, 2 Quantum-Laboratorys, 3 Storages and 2 Laser-Defenses). An 4th-Base as small Outpost you should place in the highest panic Level [thats in my Game South America] with 2 Alenium-Power-Generators, 3 Defensive-Batteries of the newest Standard, 1 Radar, 2 Living Quaters, 2 Nanotech-Workshops as well as 3 Storage-Rooms. The Reason with the Workshops in the Secondary Bases are simple. If you have Space in the Storages, they generate dayly a lot of Money. 2 Standard-Workshops about 500 / 600 $ per Day, 2 Nanotech-Workshops 900 $ per Day. 6 of them in the Secondary Bases as Nanotech-Workshops create dayly 5.400 $ for your Tresure-Box. In an Month it´s 162.000 $ without moving your buttocks. That sound monthly not much, but it´s a lot. In an full Year you would theoretically get with that about 1.944.000 $ without moving your buttocks. More the Quantum-Laboratorys will bring out, but they are linked worldwide together and you need them to hold up your defense and later attack on the Alien Homeworld. There you get with 2 Standard-Laboratorys about 800 $ per Day, 2 Quantum-Laboratorys about 1.600 $ per Day. 6 of the Quantum-Laboratorys in the first 3 Bases create dayly about 9.600 $ for your Tresure-Box. In an Month it´s about 288.000 $ without moving your buttocks. In an full Year your would theoretically get with that about 3.456.000 $ without moving your buttocks. In the first halve ot that 100 Days the MARS-Support-Vehicle and esp. X-25 "Angel" Fighter-Jets should have already the Reinforced Platings; the Reason is already announced and the Aliens should have an much more Meneace then the Plasma-Weapons and better UFOs in the Sky. Your Jet-Fighters X-25 "Angel" are in need from that Reinforced Platings already and the Alenium-Warheads should already upgraded to Fusion-Wearheads for the 1 Torpedo and 1 Missle as well as since longer the Accelerated Gun to the Laser-Lance. Your Jet-Fighters X-55 "Phantom" should now get the Reinforced Platings, about the Fact, that this Fighter is the famous Target in Airfights from the UFOs; it will get too an extra Armor-Upgreade like it have now. The Weapons are Laser-Lances, but should be upgraded to Gauss-Cannons. The MARS-Support-Vehicles will be upgraded too. The first one get the Fusion-Missles (if not already done) and Gauss-LMG (an Upgrade from the Laser-LMG) and the second one will get an Gauss-Cannon-Upgrade (from the Laser-Cannon) and evtl. an Change from the Smoke-Launcher to the Rangefinder. The Sentry-Guns get automaticallly Upgraded to the newest Armour and Weapon-Tech you have (in my Game the Ceramite Plating and Gauss LMG). Your Troopers should now get slowly an Upgrade to the Gauss-Weaponary, because the Advanced Lasers are on their Rework-Limits. The remaining Upgrades in better Grenades [Plasma-Grenades], technical Helping-Instruments like Mind Shield, Sentinel Module and Armours should be done too in that time. As well as some of your Soldiers, which don´t carry the Electroshok-Pistol / Electroshock-Rifle should now have 2 Electroshock-Grenades too as an advancement to the exsting Standard-Equipment (Smoke / Flashbang / Explosive). In the Meantime you should have Researched the atm best Interceptor, the X-120 "Gemini". It can carry the same Equipment like the X-25 "Angel", but outdates the X-25 "Angel" in all other Parts. It costs the same Price as the X-55 "Phantom", but the Resources it needs is not of this World. Therefore you need big Storages from Alenium and Alien Alloys. But it can act in Range, Armour and Speed with the upgraded X-55 "Phantom". More modern Equipment-Upgrades for the Infantry should availible too. First the Actuator Module (an Module, which creates Strengh for the untrained Soldiers or your from beginning on Specialists which are still to Weak). Second the Mind Shield Module (an Module which creates Bravery for the untrained Soldiers or your from beginning on Specialists which have still to less Bravery). Third the Sentiinell Module (an Module, which gives an 360° Vision Angle, very good for untrained Soldiers and your from beginning on Specialists with fast Reflexes). And fourth the Automated Module (an automation Medikit which gives 25 HPs to untrained Soldiers / your beginning on Specialists back every turn as well as removes bleeding Wounds). The Problem with the new Equipment is, that you have to Refit your Soldiers completely about the Fact, that you have an limited carrying space. You need the Weapons, Ammo, Armour, in some cases Armour-Plates and then the Special Equipment. At about Day 240 to 250 you should have Researched the atm best Troop-Transport, the X-4 "Valkyre", in the Prooduction called X-4 "Pegasuss". It is an again upgraded Transport like the X-3 "Dragonfly" and can carry either 16 Soldiers or much better 12 Soldiers and 4 MARS-Support-Vehicles / 4 ARES-Support-Vehicles. That will be the Transport with you doing the Final Mission later on. It´s very expensive and the Ressources you need are similar to the X-120 "Gemini". Your existing 12 Soldiers should now Step by Step Upgraded with the Fusion-Weapon-Technology. Only the EMP-Grenades from the Stun Weapons remain, after you get all Aliens you need alive. For the last Mission you Refit your Soldiers with the new and upgraded special Modules (belongs on the Soldier), bring in 2 of the new ARES-Support-Vehicles with the biggest Armor they can have (1 with Missle / Fusion LMG, the other with the best Gauss- or Fusion-Cannon / Rangefinder), Upgrade your MARS-Vehicles an last time to the Weaponary the ARES-Support-Vehicles have incl. maximum Armor, give the Soldiers enough Ammo as well as Grenades. The 2 MARS-Support-Vehicles like already said have now like the 2 ARES-Support-Vehicles 2 differnt Weapon-Designs. 1 MARS / ARES have now the Fusion-Rocket-Launcher with the Fusion-Auto-Rifle and the other 1 Mars an Gauss-Cannon (the Fusion Cannon can´t fitted in about the last Research CTD) with the Rangefinder. In the Meantime you should have the remaining automatic Advanced-Researches from the last Alien-Autopsies / Robotic-Dismantles, the last UFOs (big and giant Classes), Main-Storyline [Aliens] and if not done Secondary-Storyline [Cleaners] as well as for the important Upgrades ultradense Alloy Plating-Knowledge [f. e. best Armour-Upgrades for Vehicles / Jet-Fightes] Very good is in that second 100 Days to do some Interrogations of the not so easy to catch Living Aliens (Leaders) to unlock the important Stuff you need for the final Battle. The final Battle (2 Staged like some Missions were in X-COM Terror from the Deep) is not to hard, if you have the correct Equipment and Weapons and 4 Support-Vehicles. Nice Things in the 270 Days I have played to the final Mission: - the accelerated Fighter Cannon+ get unlimited after the Cannon-Upgrades (yeah finaly) - the advanced Medikits get unlimited after the Medikit-Upgrade (yeah finaly) - the Alenium-Power-Generators get unlimited after the Power-Generator-Upgrade (yeah finaly) - the Alenium-Rocket+ / Alenium-Torpedo+ get unlimted after the Sidwinder-Rocket-Upgrades / Avalanche-Torpedo-Upgrades (yeah finaly) - the MARS-Alenium+ Rocket-Launcher get unlimited after the MARS-Rocket-Launcher-Upgrades (yeah finaly integrated after an to long time) - the Alloy-Plating+ get unlimted after the Steel-Plating-Upgrades for the Fighter-Jets / MARS-Support-Vehicles / Infantry (yeah finaly) - the new automated Module-Medikit get unlimited for your Troopers after the Worksop-Project get done (yeah finaly very good integrated for the outsourced Under-Vests) - the MARS-Laser-Cannon+ get unlimited after the MARS-Cannon-Upgrades (yeah, finaly) - the MARS-Laser-Autorifle+ get unlimited after the MARS-Autorifle-Upgrades (yeah, finaly integrated after a long time) - the Grenade- / Demolition-Grenade get unlimited after the Alenium & more advanced-Upgrades (yeah, that is an great Strengh of the Game) - the Laser-Lance get unlimted after the Workshop-Project get done (yeah finaly) - the more advanced Equipment like Sentinel-Module, Mind Shield, Acutator-Module, Automated Module get unlimited after the Workshop-Projects get done (yeah finaly) Not good Things in the 270 Days I have played to the final Mission: - the existing Defender-Armour can´t get upgraded to Warden-Armour (that have to be integrated very fast in the next Main-Version; you loose to much Money and Time to produce only the upgraded Variant for the existing Troopers which are already equipped with the Defender-Armour) - the existing Stun-Gun can´t get upgraded to Electroshock Pistol (that have to be integrated very fast in the next Main-Version; the Pistols differ in some Functions, but the Size, Weight and Ammo-Limit is the same; so it should be easy to make an Upgrade of it) - you can´t upgrade or change your existing accelerated Weapons to Gauss-Weapons (that´s an big must have to outdate the older and to heavy Standard-Weapons after the Gauss-Weapons are availible) - you can´t upgrade or change your Guardian-Battle-Armour / Warden Combat-Armour to Sentinel-Exosuit-Armor (if not possible, make them with the Project Nanofabrication / Ultradense Alloys either dismentleable or otherwise upgradeable to give better Protection and make the Guardian lighter) - 2 Ressearches (Alien Anti-Grav-Emitter and one more I have forgotten) didn´t show up in the Archiv - the Heavy Fusion Research do an CTD after the Research is done, that´s the only one I couldn´t finish - some cool Stuff from the prevoius Tests are Missing (like the Research-Outcome from the Alien-Surgery-Tables) - the ultradense Alloys don´t let you upgrade the Aircraft-Armors, the advanced Alloy-Plates anymore (only the Vehicles get an last Armor-Upgrade) It´s in the Gameversion [V.27.5] the first time, that you can test out about everything in the atm. Limitation to the 360 Days. Thats all so far Folkes from the complete (besides the last Research I mentioned) first fully playable Beta-Version. I will make an other Report, after the Game grow much more with the Translations, missing Content / Features and so on.
  15. That´s Strange. I will check that with the next Ground-Mission I play.
  16. That´s for your Soldiers not unusal. Seems you have done with one of the Heavys the Main-Work, so that Soldier / Specialist get the most Upgrade-Points. I had such an Soldier / Specialist too in one Mission. Happens very seldom, but if you get such an tactical Full-Time-Job for one of your Soldiers and he / she survives before the others come up you are big Tallent.
  17. Yeah, that´s nothing new. We have that Problem since several Beta-Versions. Seems an Minor-Bug and will be done shortly before or during the Early-Access. Otherwise the Devs would have fixed it already. Like in an similar Thread already said, it´s an Minor-Priority. You can play fully normal without limitation.
  18. Yeah, strange. There are still some Map-Parts which have Problems with Grenade-Explosions / Smoke Explosions and similar. Hope too that the Devs can manage that before the Early Access start in one of the bigger Full-Version Numbers (V.28.0 / V.29.0 etc.). There are still some Maps which have to be finished and adjusted. In that Part that Problem can be looked into too.
  19. Yeah, that´s nothing new. We have that Problem since several Beta-Versions. Seems an Minor-Bug and will be done shortly before or during the Early-Access. Otherwise the Devs would have fixed it already. You can play fully normal without limitation.
  20. Game is running again. Tested it yesterday Evening with the 2nd Cleaner-Base-Save. Thanks Chris & Dev-Team. Keep up that good Work.
  21. I had an Cleaner-Agent in my Backback and there the Aliens didn´t shoot at the Comrade in the Backback. They tried to stop the Xenonaut-Soldier transporting the stunned Cleaner-Agent. The same seem to be happen here. The shoot seems to come from the Rear of the Xenonaut-Soldier, which hits the Backback and killes the stunned Cleaner-Cell-Leader instead. That´s the only logical explenation.
  22. Thanks Chris. Let´s hope that this Problem get solved completely in the upcomming Versions.
  23. @CaptainSPrice You got the Problem some days later then myself. I canceld the Attack on the 2nd Cell and tried it later after the Cleaner Base showed up. There I did 3 different trys: 1. an attack on the Cleaner Cells (same CTD) 2. an attack on an Alien Crash-Site (same CTD) 3. not doing Missions of that or Terror etc. (game runs fully normal) And I tried 2 different Things before the Cleaner-Base show up: 1. an Attack on the Cleaner Cell or an Alien Crash-Site before the Cleaner Base show up (same CTD) 2. not doing Missions of that or Terror etc. (game runs fully normal) With that Tests I done several times yesterday, the only best outcome wasn´t to make tactical Missions anymore to avoid that CTD. The Devs are working on it and let´s hope that this CTD is gone with the new Hotfix, which should come today or the next days. We are not the only ones, which have that strange CTD.
  24. The existing Stun HPs are great enough. Have you tried to Stun an Alien with 80+ HPs directly at the Beginning. You need minimum 2 Stun-Baton-Soldiers. If you don´t Stun him / her very fast, the 2 Stun-Soldiers are Dead. The Upgrades for Stun-Boost you get later on with Tech-Advances, but I agree that they comes in the Middle of the Game. Therefore you should have catched the lighter to catch Aliens and Enemys (Cleaners, Secton, Reptilian, Crabby and evtl. an Mentarch) already. With the Smoke I understand your Thinking. You can´t see good inside / outside it. The Game is showing that very good so far (best tested with an Sniper or an Shotgunner). The most Aliens which get affected from that don´t hit you and you have if you don´t have an lucky Shooter the same. So I personaly don´t see why that should get an another Refit / Rework again to scare of the Early Access Buyers.
  25. I hadn´t had that Problem in my small Playthrough with V.23.2 / V.23.3. There I used normal Smoke Hand-Grenades and the MARS / ARES-Smoke Grenades. But the Grenade-Launcher I haven´t used yet, until the Soldiers get more Strengh from Training and Missions to use them.
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