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Everything posted by Juan

  1. I'm not sure if this is a bug or something to may be reworked, but definitively you should teach soldiers that they can trow grenades in a parabolic way. Take a look to attached picture. The grenade can be blocked by that tiny wall, but not by the car which is taller that the former. None of them should block the grenade... unless you pretend doing damage with the collision of the grenade ignoring the fact it will explodes Also, in my general opinion, the range tends to be short, and the general presition is low too.
  2. Juan

    Grenades problem

    Maybe creating a new value for every terrain tile with the chances of grenade block. It should be relative to the soldier position, ie, if he throw a grenade 9 tiles away, the tile 5 (the half) would have the bigger chance to avoid the obstacle, since the grenade would reach the higher point in the middle of the trajectory. I know, from my own experience, when coding it always sounds easier to say it than doing it
  3. Juan

    Grenades problem

    Yes, I'm not in the Military that why it has little sense for me... without any training I can throw a 4kg medicine ball a bit further away than that soldier
  4. I wouldn't like too see godly mind-control aliens or soldiers (if this is easily modable, I will disable it). I'd like to see 'modular' aliens (like one riding another one), and when any of them is lost it has some effect.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. Juan

    Your Xenonauts 2 wishlist?

    This is a very nice QoL feature.
  13. 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.
  14. 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.
  15. 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.
  16. One of the things I loved from X1CE was the ability to select a soldier loadout from the soldiers list. I'd like to be able to see & choose the loadout in the Soldiers & Armory tab directly, without going to soldier profile. The reason is very simple: sometimes you have few soldiers with wounds or you lack some gear, and you need to force other soldier to other loadouts. In the soldier list, in the same way you do with training, since you see the stats, you may see better which one should go to which position. And when you hire a new soldier, you can see which role you are lacking easily. Going to each individual profile and change them is very tedious. Save us a lot of clicks with a simple combobox! It would be nice if you could see stats in the Armory tab too.
  17. 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.
  18. 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.
  19. I'm totally agree with the general idea in this thread... that was the biggest problem in X1
  20. It happens the same with X1. These games (X1 and X2) have a high CPU/GPU usage, even when X1 is not "thinking" in its turn. I remember in my last run in X1CE one year ago with my old laptop (ASUS) that it was getting temperatures of 80º-85º while playing X1. With other games (FTL, Don't Starve... etc) I was getting 60-70ºC. I had a very warm winter while playing X1 <3 My new laptop (MSI) have similar problem when I compare X1CE and X2 with other similar TBS. X2 have a bigger impact than other similar games. Even more impact that other 3D-real time-role playing game. Maybe this happen because X1 was poorly coded and X2 is still a beta - but in case X2 have the same background coding with everything "enabled" in your code, please, consider shut down non-essencial threads or task while they aren't need. I know this request may sound simplistic for a complex code (I'm a long-term software dev too), but consider doing it if you have the chance. Edit: I'm not sure about the frame rate, but a frame rate limiter may be a cheap solution to avoid this problem in X2.
  21. 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.
  22. Thanks, I looked for it last weekend, but unfortunately that video have some problem with all my devices (PC / Android) and the video turn into a green screen. Weird! Anyway I'm doing another X1CE run to warm up, when I finish it I will play the fantastic X-Division!
  23. I tried X-Division one time and only several hours, and my heart still beats hard when I remember the scene where I was approaching an UFO and few spider-ish unknow melee aliens opened the door and came to eat my soldiers. They were ambushing me. I decided played X-Division later anyway because the early air combat was too tough for me, and I didn't see a single video about how someone can win it. I still enjoy X1CE with only few mods already named here, like 120 degree view angle, blood, other with real faces, and other which isn't named here (and I dont remember it's name now) about ambience sounds. I also used lots of new music.
  24. About balance in just one sentence: I think the game could be won with rookies soldiers with all levels of difficulty, the ranks should be an extra only. This will prevent being a save / load addict, and enjoy the experience more, instead being stressed because you lost your two best man in a mission and you cannot win the game anymore. You should only lose because your are losing countries, or you are doing very bad in all missions.
  25. That was the #1 reason why I played X:CE instead vanilla! Thanks for noticing it! Edit: A picture for everyone that doesn't know what I'm talking about