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andy079

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Posts posted by andy079

  1. 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.

    1.png

    2.png

  2. 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
    • Like 1
  3. 13 hours ago, zolobolo said:

    Do you mean they would need a fresh paint or different models?

    PP is a good example of more effort and higher pixel count does not translate to a more satisfactory result :)

    I am happy with whatever is done (can be even drawn by hand for all I care) as long as:

    1. Quality for that display method (drawing, 2D image, 3D model) is decent (it can be a drawing but I wouldn't be able to draw nicely enough for most people to accept it :))

    2. Building types need to be clearly distinguishable

    I found the looks of X1 acceptable as far as base went: lots of redundancy visually as mentioned above and didn't like the white plane image

    So far it seems like they are going for an iterative improvement to the same method (whatever it is)

    • I like the radar dish and white plane image much better in the new version and the bit higher wall elevation seems to be working well so far
    • Hangars are very empty but I guess they will place some items laying around eventually - I dont mind if the white guiding lines are gone as they didnt lead anywhere anyhow so needed to get used to them in X1 :)
    • Those two buildings on the upper right corner dont know what these are (maybe laboratory training center?) - these need some clear color coding and props to clearly identify its purpose

    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. 

  4. 6 hours ago, Kamehamehayes said:

    I don't think adding more 2x2 buildings to the game is a good idea (unless you add some other system that supports more 2x2 buildings). If you look at MrAlex's screenshot you should see that the base is almost full, and that he hasn't placed some of other buildings like labs, storerooms, missile batteries, etc. You probably wouldn't have any room if you added more 2x2 buildings to the game.

    MrAlex and Alienkiller have been proposing outposts for awhile now which would help alleviate the issue if it worked kind of like a mini-base. It would be very restricted in what you can build (you couldn't build extra labs, workshops, or improved radar) and it would be pretty small (4x4 compared to the 6x6 of the main bases); however, you could use it to build extra hangars and storage spaces so it could make 2x2 hangars work (otherwise there wouldn't be enough space in the base to build other things if you have 4 or more 2x2 hangars). 

    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

  5. 6 hours ago, Kamehamehayes said:

    I would assume the aliens would not underestimate the xenonauts and assume that the angels can take out the relatively ill equipped scouts, so instead the scouts would retreat trying to keep the valuable information on earth's major regions (like their development, population distribution, general panic level, etc) that they acquired throughout the scouting missions. 

    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

  6. 13 minutes ago, Chris said:

    Yeah, as Alienkiller says the main reason is that you can't do a proper map for a base defence mission. There's also logical issues that become more obvious like Hangars not being connected to the surface etc, but they're less important.

    Making "improvements" is a tricky to balance to find given we've got to preserve what made the original game good. A lot of people would consider not having proper base defence missions a major downgrade and would be very annoyed if we ditched those just to get a cosmetic upgrade to side-on bases. We've added a power system and an adjacency system and several new buildings to the base system, but it seems like it still feels "old" to you because the visuals are largely the same - but then we've updated the visuals in the ground combat without hugely changing the mechanics, and it seems like that also feels old to you too.

    Not a criticism, just pointing out that it's not true that there's been no improvements to quite large areas of the game and I suspect that "this is old" feeling is actually coming from elsewhere. Possibly the fact that UI is currently looking very similar, etc. Hopefully that feeling will fade as we continue to add new features and restyle the UI.

    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.

  7. 2 minutes ago, Alienkiller said:

    @andy079: Yep that the new Base get disbanded is sad, but for the connections of Geoscape, Base-Attacks / Base-Defenses etc. nesseccary. We tested it very very very long and tried to fix the Problems, but the only fixing to get the connections stable were to downgrade from that to the older system. It´s like the Airbase System an interim Solution, because there are not all Features etc. in it yet.

    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

  8. 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?

  9. 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

  10. On 10/31/2020 at 4:20 AM, Chris said:

    I think we'll be announcing an Early Access date in the fairly imminent future so hopefully this won't be necessary.

    Also, although it sucks for people like you, it makes sense for us to maintain a certain amount of pent-up demand for our Early Access launch because the main driver of whether you get featured on the Steam front page these days is how many people are buying your game, so we need a bunch of people buying the game on EA launch day to ensure we get some kind of frontpage feature (at which point loads more interested people start seeing the game and buying it).

    Roger that

  11. Hi, so I know that y'all closed purchases because you'd be launching into early access in the "next few months". But it's been more than a few since then and I think we're still more than a few away from EA at the moment?

    I don't really mind because we all know game dev is a finnicky thing. Plus COVID is a pain. I just wish I could purchase the beta so I can help test the game. Would it be possible for me to give you my money?!

    Anyway, keep up the good work.

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