

Herr Kodax
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Posts posted by Herr Kodax
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I assume the symbiote autopsy is there to add to the lore, which is always welcome.
I agree with Skitso on the door change. I remember having to take a completely different and more cautious approach when I could not simply shut them again. I'd leave it like that on base defence missions though, since it is your base and you are supposed to have control over it.
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I doubt weight is in kg in-game, think of it like game units, not kilos or pounds.
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MARS is awesome, especially with the cannon and rangefinder. Huge weapon damage and decent accuracy combined with sniper rifle range (30 tiles) makes it an excellent threat removal tool without the need to constantly have it up front drawing fire.
Still, when the time comes, it's better to send a MARS (preferably armored) through some smoke to draw reaction fire than one of your soldiers. Even if it gets hit, it will most probably survive, it will not bleed and it will not panic.
Rockets, I find unreliable so I never use them. i wish we had more options to choose from though, like a .50 cal or even a regular machinegun for suppression. Its art (portrait?) show it armed with a machinegun anyways, not a cannon or rockets.
Love my MARS.
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1 hour ago, Xeferah said:
Again, same turn. The wraith cloaks again AFTER getting hit! I think the cloaking is reversed.
It is, read the patch notes man.
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One thing I would like changed is to see the role icons instead of the soldiers' weapons on top of the screen in ground combat.
Mostly because I believe it makes it easier to select different specialists who carry the same type of weapon (mainly rifles).
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As soon as I end my turn, the 'enemy turn' message keeps flashing forever. I'm attaching the save file.
Edit: If it helps, the reason that bug would occur was because a symbiote had spawned in the same tile with a mantid. Soon as I threw a satchel and got rid of the symbiote, the enemy turn would flow as usual.
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Oh yeah, getting rid of the 90% load freezes will definitely help get rid of a lot of frustration.
Time for a new game I guess.
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Hello,
Since I did not see something like this listed as a feature, I assume it is a new bug, so here goes:
In the armory screen I used to drag smoke grenades to the HEVY equipped by my grenadier so he would start the mission loaded with smoke grenades instead of HE. The carry weight would also go down since smoke grenades are lighter than HE ones.
In the newest version it does not work. When dragging the smoke grenades it looks like a screen flashing for a split second, and the HEVY is not loading,.
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I'm in favour of limited ammo/reload mechanic for aliens, just so they're playing by the same rules.
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If I may throw in my 'request' as well.
If possible, please, consider adding dialogue ('voices') to the soldiers under the player's command. Stuff like 'Enemy spotted', 'Target down' etc. It doesn't even have to be top notch (everyone who played Men of War remembers the allied dialogue), just to exist. More importantly, make said dialogue easily moddable, so we can create our own voice packs.
I'm sorry if my post seems to be 'just asking for stuff', but this idea's been floating in my head forever, mostly because I have created voice packs for other games in the past, and it gives so much more variety.
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I always ditch the extra stuff in the begining of each mission, so many times the first 2 turns (disembarging) are also the most important.
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Darnation! I though so. Thank you for clearing that up though, now that shard of hope can finally die and leave me alone.
Looks like the extra luggage has to be shared.
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Hello,
First post here (after looong stalking), to ask something that's been bothering me for ages now.
Would it be possible to add an inventory to the dropships, so you could load stuff in them before missions (extra ammo, demo charges, extra guns) so you can pick 'em up whenever you want during ground combat (like picking stuff from the ground) with your soldiers?
Also, it is not so much asking, as it is dropping an idea around, since I do not know anything about modding the game.
Milestone 5 STABLE Balance & Feedback
in Xenonauts-2 General Discussion
Posted · Edited by Herr Kodax
Colossus could maybe use more hardness, better handling for MGs and ability to carry items for others to use (like a pack mule). Narrow vision should stay as is (if not narrower or maybe a little shorter). Modules would make it too powerful in my opinion, with the exception (maybe) of an integrated medi module, but unable to be healed by the medkit.
Sebillians need to be more durable and maybe harder to suppress. Also, as soon as they are suppressed, they are essentially locked into position, making dealing with them even easier.
Air war seems a little too easy.
Wraith cloak. Whatever you do, lore wise I am sure it can be explained. My experience is this: Before the update on how the cloak works, Wraiths would terrify me. It also forced me to carry at least a few grenades in order to effectively deal with them. After the update, I find fighting them quite easier. Scary, still, but easier. While harder, I preferred the old way. Fighting each race felt different, while now dealing with Wraiths is somewhat the same as dealing with Sectons/Psyons. As for the camo and not being able to tell ranks apart, it was also part of the charm. Also, you either have hp/armour visibility on and you know what you are dealing with, or off, so you shoot to kill and the first hit reveals what you are up against.
Cyberdrones are just fine. Tanky and scary, but not an artillery nightmare anymore. No prob with them being able to shoot from farther away, we can do the same with our MARS platforms or snipers.
Gas masks should at least get a vision penalty for all the good they offer.
Mind shield item breaking the mind control (but keeping the 0 TUs state for the released soldier) is an idea that I would very much welcome.
One thing I would really like added is more info on different ranks of aliens added in xenopedia. Maybe requiring extra captures too, so you have to work for it.