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Ufomeister

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Everything posted by Ufomeister

  1. Just because I've only recently started posting here in regards to testing, doesn't mean I haven't backed the game long ago. Honestly, I've been avoiding the forums because of you but whatever
  2. You don't get the point at all and on top of it, you sound quite pretentious - sorry to put it that harshly Seems like you see everything through somewhat rose-tinted glasses and that's fine but if some game mechanic is outdated, I'll call it out as that and don't defend it as something "important to keep the spirit of XCOM alive". Like, come on, dude. It's 2022
  3. In my humble opinion, 5 abduction tubes are enough to keep going - any more of them don't really feel rewarding to me but maybe that's just how I see things I still think it'd be awesome and fun if you could rescue abducted civilians in more than one way - even during normal missions. Just imagine, it'd open up possibilities for recruiting too: Maybe the rescued civilian turns out to be a good engineer/soldier/scientist so you could hire them to work at your base or something like that. The way it is right now, I just feel like the game doesn't make the player care about the civilians enough - they're just annoying set-pieces, whereas they could be useful workers, which would, in return, make the player care about them more.
  4. Hi there, I love Xenonauts 2 so far and think it's a nice improvement over the first one but those abduction missions just annoy me to hell Not sure if I'm the only one who dislikes them that much but in my humble opinion, it's quite boring to just rush to 5 abduction tubes and open them. It'd be awesome if the player had to recover unconscious civilians from the tubes and then carry them to the Dropship with a stretcher (which would have to be carried by two soldiers) or maybe, a bit of a more simple method, by putting the unconscious civilians into a soldier's inventory. While carrying a civilian, it'd only be possible to use the secondary weapon; or the main gun with a heavy accuracy handicap. That way, the suspense would increase enormously (in my humble opinion) because, not only would you have to protect the soldier/soldiers who is/are carrying the civilian but also be short on one or two soldiers because they'd be busy carrying the unconscious civilian to the dropship - it would be kind of a similar approach to the data stick missions but I think, it'd make me care for/about those civilians a bit more than in the current abduction missions. ...plus, maybe you could add some benefits, like getting some intel with each rescued civilian - for example, the civilian could tell you how the aliens are operating during their missions which could make future missions for the player a bit easier or something like that.
  5. First off about the Dropship Soldier Numbers not updating: I was rearranging my soldiers (and the MARS robot) within the dropship menu (see attached screenshots) to different positions but when I did that, they didn't change to the appropriate number. For instance: CPT. Petra Hallas is on no.1 in the soldier list but when I switch that soldier's green symbol to position 8 in the dropship, her position doesn't update appropriately in the list. Not quite sure if that's intended or not but I think it was definitely updating automatically in X1 Second bug I came across: During ground combat, I had a 0% hit chance multiple times and could still hit the targets by doing the manual shooting via CTRL+left click.
  6. I accidentally clicked on that GOG button as well because I was thinking it would enable me to choose what kind of key I wanted. Instead it just told me I successfully changed my steamkey to gog. So, please add me to the list of "clicked to decide between but wanted a steam key actually" list as well. ;)
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