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Rusknight

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Posts posted by Rusknight

  1. Anyway the problem with several generations of fighters will still exist while the next generation is better than the previous. Just make a look at it as a new player who knows nothing about the game yet and knows nothing about all these generations so he cannot plan his progress in the game in advance. He starts playing, finds that he needs fighters, invests money in them (a lot of money probably) and then... Get a new generation, boy! You invested money in the wrong thing! You are an idiot! Try again maybe? :p

    If it was one basic fighter with further upgrades - there wont be such a problem.

    At least the game should inform player in some way from the start that there will be new generations of fighters later. And maybe let players actually sell old fighters for 50% of their price instead of just removing them without compensation. 

    • Like 1
  2. Falcons become obsolete now by June with any weapon upgrades due to their low speed. So buying 6 falcons and then realizing you have to replace them all with other fighters is quite unpleasant surprise and bad experience for player.
    I wish there was only 1 type of the fighter in the whole game from the start to the end but which could be upgraded and modified in diffirent ways further. So you could always adjust it to your current situation  

     

  3. On 3/19/2020 at 1:20 AM, Chris said:

    The setup of the game is that the aliens are demanding the unconditional surrender of the nations of the world, and the humans have chosen to fight instead - but there's no point fighting a war that you're certain to lose, and if enough of their population is so panicked that they are demanding they surrender then they'll do so. Honestly, I think it's less realistic to expect a country to march every last citizen to their death before admitting defeat.

    I'm not even sure we need to set the game to have an auto-loss condition once you lose X regions like XCOM does because with the orbital bombardment mechanic your game will end rather quickly once most of the world has already surrendered.

    Well, if Soviet Russia people thought "I think it's less realistic to expect a country to march every last citizen to their death before admitting defeat." then Hitler would won the war at east front in 1941 already but in fact that war continued till 1945 and ended with capture of Berlin instead of Moscow. 
    I demand Soviet Russia fight alliens till the last citizen in game while others surrender. Just a joke. Or not...

  4. 2. Lack of money - nope, there are a lot of money! 
    I played till july, built 3 bases with 15 advanced interseptors (phantoms and furries), gave everybody in my squad advanced gaus or plasma weapon, mind shield and exo armor.
    Just dont bomb UFOs! Assault them and sell the loot - 1 captured fussion rifle cost 100k or so and you can get many of them...

  5. 24 minutes ago, Max_Caine said:

    I've never been able to get past March, the weight of bugs seems to always drag me down, but I've got to say I've never had a real issue when Mind War was used in Raids and Terror sites. Seeing as I have a full turn before a mind-warr'd soldier is affected, I drop that soldier's gun and have him crouch in position. As there's never - to me at least - any more that two soldiers affected at any time by Mind War I can't see the problem other people are having?

    Mind war is not a problem before May actually. Then it becomes really strong as the number of psi aliens increases and mission difficulty increases either in other ways. Before I gave mind shield to everybody I had a situation where on terror mission (a mission where you cannot waste time or civilians will be killed and mission failed) I got 2 soldiers in panic and 2 under alien control at once so I had to fight further with only 6 soldiers out of 10. Worth to mention that all my soldiers had bravery around 60 then.

  6. 31 minutes ago, Max_Caine said:

    Well, I think you've probably reached the end of available content. Operation: ENDGAME is in theory the final mission, with a custom map and all, so if you can't get that, it's because Chrs hasn't designed it yet!

    OK, thanks, I see

    Long story short - my impressions from the beta  v12.2:

    Good: I like ground combat. I had a lot of fun battles (low variety of maps and mission types in beta but it will be solved later I hope)

    Bad: I dislike air combat (it just lacks any tactical elements now)

    Good or bad: I dont see much difference between Xeno1 and Xeno2 - looks like the same game with better graphics
     

  7. I am in july now
    Have fury interceptors, advanced gaus\laser\plasma weapon and exosuit armor (the game became quite easy with all this tech)
    Wiped several alien bases and shot down several battleships - captured alien leaders there
    Have nothing to research anymore and no clear task.
    So is it the end of beta content at the moment (v12.2) or should I play further to see more?

  8. It makes useless soldiers with bravery below 60.
    And even with bravery 60 and more half of my squad is panicked or under alien control in later battles (May and furter)
    So the only option is to give mind shields to everybody but it means no secondary slot for weapon anymore

    I think mind war shouldnt work for the whole map but an alien should see the target for it directly - this way it will be ok 

  9. On 3/30/2020 at 2:21 AM, Chris said:

    This is the second hotfix for Beta Build V12 that fixed . You'll need to be on the Experimental Branch to access the build.

    Changelog:

    • The game should no longer crash once your interceptors close to interception range of a UFO if there is an alien UFO on an Air Superiority mission anywhere on the Geoscape.
    • Units (particularly the MARS) should no longer die at the end of a mission if they have +HP gear equipped and end the mission on low HP (they were going negative when this bonus was stripped off in the return to strategy and dropping dead as a result).

    Please let us know if you encounter any further issues with V12. If you do, we'll consider putting out another hotfix before we push it out onto the default branches. Just as a warning - I'm off on paternity leave now so this build has only had very minor testing! :)

    nevermind

  10. 28 minutes ago, Bobit said:

    The problem with air combat in all XCOM-likes is that regions don't do anything special. You're fighting over a blank map, so your air strategy should only vary so much.

    I agree. The same air map (no map at all) is one more reason why air combat is dull - battle conditions are always the same

    • Like 1
  11. Speaking about the balance I feel that repair time is too long. In april I have 2 bases with 6 falcons each = 12 falcons total and most of the time all of them stay damaged as they dont have enough time between battles for repair to 100% (350hp)

    Another problem is how fuel burn in combat. You engage most of combats with 70% fuel or so and have almost no fuel\time for any tactical maneuvers there as you stay without fuel 15-20 seconds after combat start - there should be 60 seconds for maneuvers in combat at least

  12. Ground combat is good enough already even in the beta - I like it! What spoils the game for me now is an air combat. 

    I am trying to understand whats wrong with it. I like bases and fighters management in general, so I want air combat to be in the game but something totally wrong with it now and its not even balance but smth else.

    Its about lack of tactic elements maybe. In ground combat I can win a battle against stronger enemy if I use my soldiers wisely but in air combat its all about raw power - I have enough power and I win, or I dont have enough power (my fighters are damaged or low of fuel) and I loose. I can do very little about it even in a manual mode. Air combat is just something which is out of my control.

     

    • Like 1
  13. A side note: It would be nice if test build had some cheat to force aliens turn end via some hotkey. Its not the first time I see this bug with alien turn hang on terror mission - it was in v11 or v10 already (dont remember exactly but I reported it then) and it prevents me from further testing of the game then and now again

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