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Juan

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About Juan

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  1. I'm not a bad person, but I hope my team die frecuently and I still may be able to beat the game. Winning (with some deaths) 70% of missions should be enough to beat the game, at least in normal difficulty. The other 30% of lost missions could be dissaster were you retreat or one or two soldiers survive.
  2. Indeed a short campaign can solve this QOL problem too. Also increasing the rate which UFO appears and increasing reparation, healing time and resources per mission while keeping everything else.
  3. With all due respect, I'm not here to discuss if you use the brain more than other people or you are older or prove anything. I'm doing this suggestion because I prefer spend my time in quality moments instead in lose countless hours in something that doesn't provide enough satisfaction. In War Thunder you don't lose your "campaign" (there isn't) if you lose a battle. In Xenonauts you do. That's why I ask for a shortest campaign being able to optionally autoresolve any unimaginative ground fight with some basic parameters. Any person which appreciate quality over quantity will understand this. Optional means you may do or not do it.
  4. With this option, Ground battles would be still be the main part of the game. You would play more quality and significant ground combats, instead lots of bland missions without other purpose that recollecting some materials. That's the only difference. And it would be optional, you may choose to play any combat you want, in the same way we currently do with air interception missions.
  5. Playing two/three 30-hours campaigns with less tactical combat, instead a long 80-hours one with lots of combats. That, and being more strategic, are the points! I love ground combat, that's why I supported the game, however I wish the campaign would had less interruptions. I don't know about you, but when I have already 40 hours in a campaign I start to cheat (loading / saving) because I don't want to lose all my progress or I am lazy to continue it with 'more of the same'. Ironman isn't the solution for me for a long campaign that you can lose in just one or two battles. Ironman is the solution for me for a short campaign, tho!. Airstrike is welcome, but doesn't risk your soldiers and it doesn't allow you to get some resources. Of course, special missions like capture an alien should always be played.
  6. Yes, sometimes I want to play only in the strategic layer, and others I prefer micromanage the combat. It was just a suggestion, and I think it would be a nice addition with some risks (your soldiers may die). The autoresolve may have even some sliders about how you would wish your soldiers behave, agressive level, try to retreat as soon you have X casualities, etc. The idea is you may still playing all the battles you want, in the same way we do with air combat now. Of course, the game should have a good strategic appeal to do this
  7. Yes, I know this may sounds like an heresy, since this game is built around tactical phase. But I'd love a DEPTH strategic worldmap and auto-solve button for ground combat that just say the battle summary depending on individual soldier stats/gear vs aliens ones. This would allow to play this game as a 'management' strategy game. I know that there is a safe airstrike button, but it's not the same! I didn't played too much yet to X2, I'm waiting for the final version, but here some suggestions for a strategic layer if they aren't already done: - Paint zones in the map where there are rumours from alien activity (you must send an interceptor to investigate or similar). - Some countries declares war to another (maybe because alien influence). Maybe one of them could request from you stop to support the other one. - Some countries may be against you and all the countries that supports you. - If you assist too much to one alliance (ie NATO) the other one may suspect you work for them. - Another organization is performing activities against aliens. And maybe better than you. Some countries could start funding it, so you will be soon in problems. - Being able to perform political influence on countries (break alliances, stop wars, start wars, increase funding, embargos, spy other countries, perform searchs in their territory for ufos or mutual enemies...) - Having cheap units that you may place in some areas to look for alien activity or any evidence of their intentions (spy). And one for the tactic layer: - Being able to play these missions where you are rescuing an engineer or scientis, etc.
  8. Juan

    Your Xenonauts 2 wishlist?

    This is a very nice QoL feature.
  9. Some faces pictures have small glitches, due to armor / face paint preference. This happens, at least, in ARMORY tab. I don't know which faces have this problem, I was just testing a random game to see the progress in V10.
  10. Bad luck or balance need? In my ground combats it always happens the same. I move the first soldier to the closest cover I can see (see circled red soldier) and some allien react killing or hitting him. Since he was still alive, I tried saving him returning the fire, they were pretty close to the transport and I should have a lot of fire power. However, after moving a couple of soldiers they almost depleted their TUs, and I only could shot fast shots with a 20/50% accuracy (depending on the shot mode). In this moment I should have released a couple of smoke grenade and let them die since aliens seems to have a greater accuracy. But I tried to save them, after all, they were 10 soldiers vs 2 aliens, they should be able to hit at least twice each enemy. Result: 2 hits from 10 shots, alien were still alive. Next turn results: 4 soldiers die, one still wound. I wish I could walk a bit more to reach a cover and fire or get a bit close before firing... 4x-5x TUs soldiers seems pretty useless, and in my games, they won't survive the whole game to trust a team with 7x-8x TUs.
  11. The %TUs to shot seems more natural for me. It was not normal that one soldier were able to trigger the same weapon faster than others.
  12. Juan

    Mind war balance

    If at least you could see which soldier was going to be controlled due to a progressive lost of moral... then maybe it would be fun.
  13. Juan

    Mind war balance

    Mind control is the worst feature of any XCOM game saga, imho. It's just luck. And you cannot do nothing about it, no cover, no tactic, just luck. I don't like it at all, frustating and unrewarding experience. If I can, I will turn off it.
  14. I'm totally agree with the general idea in this thread... that was the biggest problem in X1
  15. I'm sure it's fantastic. Until now I tried using one of the F17 to bait the small UFO, and another one to look for UFO's back - it's a very fragile balance, any minor mistake and you lose the chance, because UFO seems to turn fast to the closest plane. Once I had some success with this tactic with the plane that was behind, but I hadn't enough firepower to make that UFO crash. I did somewhat 10-15 attempts last weekend and since I did not kill a single UFO I desisted atm while I'm doing a new run in X1CE classic. The ground combat, while tough, was more attainable.
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