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Comte Pseudonyme

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About Comte Pseudonyme

  • Rank
    Rookie

Converted

  • Biography
    I needed the help of the devs to get passed the question "What type of invasion are you trying to defeat in the Xenonauts games?". All my answers were valid, but none were the one expected. I'm proud of it, for some reason.
  • Location
    France
  • Interests
    Stories, history, mankind, video games, board games, etc.
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    History student
  1. I'm not sure I would call that a bug. It's more a case of "throw like you like if you life was depending on it" kind of thing. I hope it stimulates the troops in the face of impending doom / endless enslavement. That lame joke being said, I really like the idea. But how would it affect TU, range and accuracy ? Would it be some kind of firing mode for grenades, akin to those that exist for guns ?
  2. Comte Pseudonyme

    So, who wants more cool aliens?

    I really feel like the eye thing has been done over and over in other games (hell, even in D&D : it's an old trope), and the game already have flying units. That being said, the idea of a psi-mind-bridge is realy, really nice. In fact, expending on the behavior between aliens and how they work together could be the way to go to make them feel more 'alien' (whatever that means) or distinct at least, without having to make more art. Maybe it's because I do not play the latest builds (or haven't played enough : what I am saying is that I could be mistaken) but the aliens do not feel that different. The andron are cold and stupid "I have to kill machines", without care for cover or friendly fire. Because of that, they are the more distinct I think, not because they affect you in a new way, but because they affect the other aliens. So yeah, sure, compared to the caesans, the sebillians seem to be way more aggressive to the point that they seem crazy at times. The little caesans are sneaky flanking guys. There is the glowing in the dark dudes and the terryfing I eat your face in one go spider. They all have their quirks, but I'm not sure what they do impact what the others are doing that much. It's more a "nice detail thing" as far as tactics are concerned than a game changer. On that subject, killing the officers could have an effect beside ending mind war. As an example, some soldiers would just freak out and run for a bit, or some would just panic where they are. A kind of reverse mind war, if you will. Depending on the settings of each alien, it could give some very weird results. It would be nice to have some aliens freaking out being even worse than the mind war. Imagine an alien that officers have to micromanage, or else it just starts eating everything with way more TU that is reasonable. It would be a terrifying foe and a potential hasard for the aliens, thus, an objective, a tool for you to use, just as the andron or tanks could be both bombs you can use and very dangerous threats. Another idea would be to have the zombie making spider stop on the cadaver of fallen comrades (or Xenonauts) and eat them in order to heal. That way, they are not just brainded screeching creatures, but really predators barely domesticated that the aliens somewhat control in order to maintain order and punish in their ranks, as well as eating your face off. Without officers, sebilians could throw caesans or the weaker sebelians in front. That kind of thing would make the aliens "society" really oppressive and brutal, it could tickle the player curiosity and reading Dr. Arrogant Smart could shed some nice light on this. So yeah, having more cool aliens is nice, but making sure that the aliens have more to them would also be nice. (That being said, having alien tanks, mutating alien things, alien beastmasters of some kind, or hell, even alien eyes of floating brain-plants would be really nice, but in so far as it's not just a new asset with new stats and slightly different behaviour.)
  3. I think Fritz refer to the state of the sighting in the stable beta. The doors tend to be very clunky and angles of fire are not handled very well. For example, if you are on the side of a door and not immediatly in front of it, all your shots can vanish into oblivion, sometime without any popup to explain why (100% obstacle in way for example). There is also hilariously terrifying instances of smoke grenades appearing as C4 packs once throwned. They behave normaly when exploding, but give you a heart attack. @Fritz1776 The experimental beta, has fixed most of the issues you seem to refer to (those that I have pointed out at least). There is a post here that explain how to change the version of the game you play on.
  4. Hi. The problem : For a night mission, the game simply stoped loading the crashsite at 98%. Windows do not complain that the program do not respond. There is still CPU usage, but barely any drive usage. The game stay like this for several minutes. I did not count exactly, but at least 10 minutes in this passive state before I just alt F4. Prior events that might be relevant (?) : My game was barely going. Barely made some buildings and an antena, deployed an agent, changed the loadout of my unit to my liking. The fight that resulted in the crash site was not an auto fight and I managed it poorly. Outside of that, I don't realy know what to tell. I did not had any programs in the background before the "bug" occured (I started some programs and began filling this report after several minutes). auto_strategy_after_intercept-2.json auto_strategy_before_combat-3.json auto_strategy_before_intercept-1.json Edit : damn, that shortcut got me again ! I posted earlier than intended. ^^' After Alt F4 and a "continue", the game loaded just fine.
  5. Comte Pseudonyme

    Weapon Asymetry

    That would be nice ! A few ideas : Tacer rounds for combat at night that would leave "ray" of light instead of the X1 splash of light of the flares. Smoke grenade upgrade that block line of sight completely. Supressing 'screaming' rounds that could scare the non mecanical / untrained aliens with fewer shoots, but could not realy hurt them, especialy if armored. Different burst for you weapons, 5 rounds instead of 3 for example, or lock your weapon in a certain kind of stance that eat more ammo, cost less TU per shoot but is less effective with each individual shoot. By the way, I never got far in my X2 runs for the moment, is the incapacitating gaz grenade in the game ? Is it planned ? I agree with you. In X1 I often had a soldier that was just "the artificer". He/she had C4. A lot of it. A pistol, also, but seldom used it.
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