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andy079

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andy079 last won the day on December 21 2022

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  1. Hi there, Just dropping in to say that it's really great that most of the text in the game isn't purely white on a purely black background. Thanks! Even something like light grey on darker grey helps a lot, especially for those of us with astigmatism.
  2. Hi Chris, for a second I thought we had to first select the number of units we wanted, and then press "start production" to actually begin manufacturing them. I wouldn't really worry about it, it was just a dumb brain fart.
  3. Just had a scenario where I couldn't target an adjacent soldier properly for healing. The reticle centered (screenshot 1) on the soldier said +0 HP Moving my mouse around, I got another reticle (screenshot 2) on the wall that said +14 HP. That seemed like the right one at the time, but when I clicked on it nothing happened. There was a third reticle at the soldiers feet that I assumed was for the dead soldier? Both soldiers were next to a wall and the soldier I was trying to heal was also standing on top of a dead soldier. See images attached.
  4. Hi there, first of all I just want to say that I'm very impressed with X2 so far. While playing for the first 2-3 hrs I really had to slow down and think hard about suggestions because there are no major problems! Here's a list of some pretty niche things. I'm sure as I play more I will have more to say about the core systems and progression Visuals/animations Huge step up from X1, they really add so much. The wobbly tracer behind shots looks a bit funny. It does make them much easier to follow but I don't think the wobbling is needed- just the tracer is enough A lot of the text is white on a black background (that includes this forum haha). Not many games accommodate for this, but this text+background combination is super hard to read for people with astigmatism. Here's an article talking about it: https://www.levelaccess.com/blog/accessibility-for-people-with-astigmatism. UI/UX Excellent, everything is where I expect it to be and is instantly intuitive as an X1 player. It should be very clear even for newbies I think Tooltips are very helpful I was really surprised when the demo charge detonated instantly after being thrown, really looks like a remote activated sort of thing Same problem with grenades as X1- is the green area around the nade the area of effect or where it might land? Confusing for newbies Not sure how to unreserve TUs Start production button in the Workshop menu added one unit to the construction queue instead of starting production like I thought it would Tactical layer Well done, super tense and pacing is on point (veteran difficulty) I feel like bleeding injuries happen too often. We can't zoom out? Nooooooooooooo I feel like the current view is too zoomed in Narrative Again, very nicely done. All the research reports I've seen so far are well written The intro about the lead scientist I thought was pretty compelling I was relieved to find out quickly that the Cleaners aren't just regular humans supporting the aliens- FiraXCOM bored me to death with that idea The Cleaners office raid felt weird, attacking an office building in broad daylight. Where are the local cops? Have we been cleared by the government or are we basically committing a terrorist attack? haha Performance (GTX 1660, Ryzen 5 3600, 16gb ram) Stutters happen often, usually when spotting new enemies or being spotted
  5. For me, its not so much how each individual thing like planes look, but on that note I think the artwork itself is just amatuerish. Boring backgrounds, no effects and the fact that theyre completely static makes it look even worse. That's just a preference thing though. I'd like bases to feel more like bases, instead of a series of modules snapped together, even if that is what they are. Maybe blend adjacent modules together a little so they it isnt just a jarring grid. When players want as much clarity as they can get (eg when planning their base) they could toggle a grid overlay or something. A 2.5D approach could look a lot better and actually convey a sense of depth within each module. By that i mean keep the 2Doverhead grid view but 2.5D for the modules. X1 was outdated but acceptable for the time, I'd have thought base building was a no brainer place for X2 to make significant visual updates to.
  6. I think outposts are a good idea as well. We need more new mechanics around base building than just adjacency bonuses. And visually speaking they need a complete overhaul. I mean c'mon, it already looked outdated when X1 released
  7. Yeah I agree with this, the whole point of scouts is to collect information. What good is that if they charge into fights and get themselves blown up? I'd expect the aliens to at least send their cheapest fighter/interceptor if they wanted to test the combat capabilities of xenonaut aircraft
  8. I'm quite impressed with the steam festival ground combat demo actually. I think it's great, that's why I didn't list it in the things that haven't seen any improvements. Though I'm a bit disappointed that we still have the chunky "drawn in paint 400% magnified" targeting line (someone in these forums described it like that, and I think its hilarious, not in a malicious way or anything). Not to mention the way that ballistics and grenades work. I think they're the same as X1? At least they feel identical.
  9. In my opinion having antfarm bases is more valuable than having an exact copy of your base for base defense. But I wasn't there when the y'all tested them so I respect the decision. I hope it can at least look better
  10. So I know that the original Kickstarter idea of having 1 "antfarm" base like FiraXcom has been abandoned. But why can't antfarms be used in the current (X1) multiple base system? Especially now since facilities have adjacency bonuses, antfarms are a better representation of that. In any case, I hope it doesn't stay/look like X1 base building. It's been 6 years, surely there can be improvements there? Sorry if I sound frustrated, but X2 is more like X1.25 or X1.5 so far. There has been no improvements in the projectile system, shot targeting, hit feedback, base building, air combat. But that's getting off topic What do y'all think?
  11. Please allow us to bind 'cancel shot/targeting' to a mouse button, preferably right click. Its a bit of a hassle to click on the weapon or grenade again to cancel, especially since the weapon thats currrently selected isnt highlighted that well. I know that right mouse is currently bound to selecting shot accuracy, but I cancel shot targeting more often than I select accuracy. Apart from that: - Portrait sizes could be reduced a bit - Targeting line should be a straight line by now cmon guys - I dont think Hidden Movement should be removed, but make it a bit smoother - Placing the TU bar under the weapon is a bit weird. As a new X2 player I confused it with ammo, TUs to take a shot etc. Of course I'll get used to it very quickly but it doesnt feel right Another thing is the grenade % to hit system. I'd hoped that this would have been changed from X1. So if it says 60% to hit, what if it misses, does that mean it will be outside the green square area completely? Its a bit confusing for new players. Grenade misses in general look very goofy with soldiers missing by a mile. It just feels frustrating. But this is getting off topic
  12. Hi Chris, thanks for the detailed response. You should totally take your time with Early Access, but I was wondering if I could buy into the pre-EA closed alpha going on currently? Probably a silly thing to ask though, and a waste of development time to set up.
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