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Juan

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Posts posted by Juan

  1. 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.

  2. 8 hours ago, Charon said:

    This implies that the aliens get faster and shot more accurate too ... hm ...

    As a result you want an action paced game with effectively smaller maps, where the first to shoot wins, and missions are over faster ... hm ...

    I think this would move away from the simulation aspect, and more into the action genre.

     

    Edit: but 30/47= 63% for one burst seems a bit exorbitant. And that is a Rifle, not an HMG. Burst shots should be inbetween snap and steady shoots, so inbetween 14 to 20 TU. Maybe the problem lies in the Weapon modes ?

     

    Yes, maybe that's the problem, that there isn't any scaling. If you want to burst, you only can move few 2/3 tiles, in the fortunate case your soldier isn't crouched. I do not pretend change it to an action game, but come on, you should be able to shot twice and move few tiles, or move 7-8 tiles w/crouch and do a medium accuracy shot with any low level soldier. After all, usually, my high level soldiers do not last too much...

  3. I've only played a couple of hours to X2 because I don't want to spoil my self. While it seems promising, I cannot avoid to complain a bit about 'TUs'. TUs are the "action points" on this game of each soldier in each turn.

     

    I feel they are too limiting at the moment of move a soldier. I know you try to mimic the original UFO: Enemy unknown (which I played countless hours!), but I think the times have changed a bit. Being able to move and shot with at least a 40% of chances to hit, would give another feeling to the game. Now you only can move 4-5 cells and then do a quick shot. The most of turns you have to think if moving or firing, or leave some TUs for reaction. This also do the game very (VERY) slow, and missions can become repetitive pretty soon.

    In my opinion, the good thing about XCOM: Enemy unknown / Enemy within, is you can move enough distance, and you can shot with great accuracy. This does the missions very fun, and they are far from being tedious! I replayed that game several times and I don't find it boring, I do again and again the field missions because I feel they're pretty dynamic, and the music is pretty good too!. While with Xenonauts 1, I only played it twice, because it gave me that 'lazy' feeling about the missions (fortunately we had airstrike!). That's mainly because Xenonauts 1 move system.

    I'm not asking you change your system about TUs, but you could do it a bit more dynamic, doing the movement would be more easy. Take a look to the picture. I just spotted an alien, moving 6 squares to take advantage from a cover eats all my turn! (almost, I would have 12 from 47 TUs, which are pretty limiting and boring). This forces me to do weird things, like firing without cover with my 8 soldiers to try to kill the alien - bad thing because aliens have better aiming and damage!

    btw: In early stage of the game, I find rifles have pretty poor performance when you compare them with shotguns, which allow you can move more and have more chances to hit! and harder!

     

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  4. 16 hours ago, Chris said:
    • Strategic Operations: Scientists and Engineers are now resources that must be collected on the Geoscape rather than hired at your base. These "strategic operations" are Geoscape activities that you can send soldiers to in order to earn rewards; right now you can just send a soldier out for a few days to "recruit" some scientists / engineers for your organisation but we're planning to expand this system a lot and I think it has a LOT of potential (you can read and discuss my ideas here).

    I love that idea! I didn't read the link you provide, but can imagine some of the scenarios this could lead.

     

    16 hours ago, Chris said:

    Skyranger Translocation: Alien teleportation technology is key to the story of Xenonauts-2, and the Skyranger has been reverse-engineered from this alien technology - indeed, the fact the Xenonauts are the only people who can instantly respond to alien activity anywhere in the world is the main reason why the rest of the world needs their help. As such, the Skyranger no longer appears on the map directly; the ground combat missions just begin immediately after you choose to deploy troops to that location.

    I do not like too much this one. I would prefer that you need to escort the Skyranger because it may be discovered & shooted down by an intelligent alien ship. In all XCOM games (I think) you can send your Skyranger alone without any fear.

     

    Thanks for the update!

  5. It's a miracle I noticed the launcher new, but I'm really happy to hear this. I purchased the first version twice because I loved it. The only problems I find in the original game are the poor soldier management in base (solved in Community Edition, where you can pick their roles in both screens) and the boring music (solved changing the .ogg). It has been one of the best purchases of my life togheter with FTL and I will support the second version for sure! You make my day! :)

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