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Bobit

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Everything posted by Bobit

  1. 1) Self-destruct doesn't exist irl because explosives are worth less than the enemy capturing it. This is clearly not the case here. 2) Direct escorts aren't the proper way to deal with a large number of fighters. You can't get a large enough fleet. Better to kill all the fighters in the wave then send out the ranger. It's definitely possible to balance it in an interesting way but it would require a rework.
  2. It's certainly possible. But why not just download X-Division which is balanced around that idea?
  3. Maybe block chance should be 110% effective for obstacles the target is taking cover in, and 125% if crouching? E.g. a crate has a 40% chance to be hit if the target is not near it, 44% if next to it and standing, 50% if next to and crouching. Would make a little sense. A final "hunker down" stance could be neat, but adds complexity for only a little more depth. I also would prefer some smoke that deals a little more or armopiercing/DoT damage so you do more interesting stuff than just throwing it on the most exposed soldier.
  4. Problem with advanced geoscape air tactics is that then you have to micromanage that. They already have instant skyranger because getting downed by fighters was not very interesting, you basically just retreat the skyranger until the airspace is secure. I say leave the tactics to the tactical level. In Xenonauts the only drives toward aggressive play are: The chance you'll get ambushed Limited smoke (as Charon points out) (X-division only) civilian casualties The fact that aliens smell you through walls in a radius so the only way to ambush them first is to move fast Would be nice to see a little more for sure. I hear original XCOM has unconscious enemies revive if you take too long, which sounds pretty crazy.
  5. Realistically the crafts would self-destruct instantly upon crashlanding. Or the aliens might nuke the site. In many games the lategame tech is like 5x as powerful. The aliens would do everything they can to prevent humans from getting it. Meanwhile their soldiers are completely expendable. Unless you take a weird interpretation like FiraxisCOM's "they wanted us to win, it was a test". So thematically none of the UFO missions really make any sense. Mechanically, yes it would be interesting to see a few more timers, especially ones that play into the airgame and/or result in increasing enemy forces as in LW2 rather than instant loss as in XCOM2. But this definitely seems like a more complex way to do it.
  6. I think the air combat can work so long as they add some depth with weapon and aircraft types, and multi-plane fights. As-is there's basically no depth and the battles are just 2 minutes of tedium. I suppose it should also be shortened as well, in the original xenonauts an air fight could be over in 10 seconds.
  7. Well in FiraxisCOM you're supposed to know whether the enemy has overwatch prepared. If they don't show an icon, all they're doing is making you lose cuz you didn't understand LoS. In Xenonauts reaction time is based on TU and reflexes which are meant to be hidden. GOTCHA was a really good mod and I'm glad that Xenonauts 2 has already implemented some features from it (specifically shift+ctrl+aim).
  8. I agree, there wouldn't be much point. But they got it to work in X1, don't see why it would be more difficult in X2. At worst they could always have queued movements wait until the other movements have completely finished.
  9. Better as an option, but this should be the default imo.
  10. Lots of people requested this feature, this is just a reminder. Just a little one on the bottom of the screen would be nice. Of course this is only relevant if there is a capture system and if only the first capture of each type matters, so I regret posting this.
  11. This change makes it very difficult to move all of your soldiers quickly. Before it was just 12345678 and you click in between. Now you need to refocus the camera on where you want to move the group to. It's a lot more work, it seems like if you want to move the whole group to the same place, it now takes 15 seconds instead of 5.
  12. Correct term is probably Development version. But then again no term will have a ton of significance since the mod's considered in beta even after 1.0. And calling people who don't understand it stupid is pretty stupid, maybe they just are stupid this one way, or maybe your english is not perfect o_O Anyhow it doesn't seem like the sort of stuff that would have a ton of bugs, I'mma play with it and tell you if I find anything. Though I will be playing on ironman mode because I like the autosave behavior. Maybe suicidal but so is everything else I do in this gloriously impossible mod.
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