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MrAlex

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Everything posted by MrAlex

  1. In the night mission, the flashlights have a pink textures. user_pink_flare-13.json
  2. The description of the fighter when approaching the camera does not indicate what the numbers mean: Name, HP, fuel, etc. After increasing the range of the camera, information about fighters and UFOs disappears and no longer appears even if it is reduced again.
  3. Yesterday I played several air battles in a new patch. I decided to create a topic to discuss our impressions of the new balance of air battles. I'll start with useful innovations. I liked the idea of separating the HP armor and body. I'm glad that sidewinders have become relevant, and that the player can choose which weapons for fighters he needs. What I didn't like: - The angle of attack of the early UFOs is too large. This can be too difficult for beginners. - The scout's attack radius is generally 360 degrees, which makes no sense at all, as it eliminates the need for the player to perform tactical movements. Each UFO should have a vulnerable area that a skilled player could use. - I do not see the damage inflicted on the UFO armor. Also, in terms of damage rebalance, I would like to see a current real indicator of enemy HP and armor. In the given video of fight against UFO Destroyer, the damage on his armor is not visible and there is an impression that he doesn't receive it at all, and then (when the armor is broken) it falls too quickly. Xenonauts_2_2021-03-05_02-16-44.mp4
  4. @ChrisAnd what about the level of panic for 2 raids to which the player is unable to respond?
  5. When should such a raid disappear from the map? After completing one of the three? How will sending a second dropship help play more than one mission? Is it that they will disappear some time after their appearance (as usual)? Can a player send the same team for several raids if they have a low stress ratio? Does this mean that the UFO will have fewer HP and will not have fighters cover?
  6. This is a really huge update. It was worth the long wait, thank you! I look forward to the opportunity to test it.
  7. It will not be difficult to add replacement functions for the whole team. It is more difficult to add several small groups to one ship, as it takes a lot of checks to avoid loading extra soldiers (Although it would be convenient, but not so important).
  8. I thought we were discussing Xenonauts 2 here, and you give examples with Xenonauts 1
  9. It seems more correct to call the topic the March update rather than the February update.
  10. There are no hundreds of missions here, a few dozen per campaign is the maximum. Missions involving 16 soldiers already last about an hour, if played carefully.
  11. Why do you spam screenshots of mods as proof? No one wants to play a few hours each mission, and you've been told many times why. Those who like to create mods can mock the game as they wish, even up to 40 soldiers on a mission. Maybe some players like it. But the main game is created for thousands of players who like the classics.
  12. Maybe, but a separate dropship spends extra money for upkeep and requires an extra hangar. There is not much space on the main base to keep an extra hangar for second dropship there, which also has upkeep cost. Therefore, it is cheaper to use one vehicle.
  13. How did you get them? I started my last few games building the maximum number of offices from the first days, and did not notice any attacks on them. Although the cover of the planet with fighters appeared to me only a few months later. Maybe it was in later versions and then it was turned off? Such as Jetpacks and Shock Grenades?
  14. By the way, have you had alien attacks on these outposts? I just haven't noticed this yet, maybe it's only in the developers' plans?
  15. What is the profit of using C4? I can only list its shortcomings compared to grenades: 1) It takes up inventory space = 2 grenades, weighs like 3 grenades. 2) Inflicts damage like one grenade, has no improvements in the future (inflicts 1/3 of the damage of an improved grenade). 3) Inconvenient to use.
  16. I think so it is. Looking at my experience, it doesn't matter what weapon the shot was fired from. It often happened that I suppressed the aliens with sniper rifle shots.
  17. The idea is to simplify team changes so that the player does not make a boring 64 clicks before each mission. Given that some players may like the existing system (64 clicks before each mission), I did not replace the ship selection interface with the team selection, but created it separately (see screenshot)
  18. When a soldier receives a bleeding wound, the game shows a message before the start of the move. You only need a small mark in the top list of soldiers to make it easier to find this soldier.
  19. Me too. For me, a machine gun is not effective compared to a rifle in combat at a distance, and it does not have enough TU to get closer than a shotgun. Although a laser machine gun is probably very effective against a group of nearby enemies. But in such cases, I prefer grenades and missiles.
  20. This won't be necessary if the developers add mind control and bleeding icons to the top bar with soldiers' faces
  21. Players must decide for themselves which bases they need, large or small. They must also learn to manage their money properly. The game should not make any restrictions to simplify base management. This is a strategy, here the player must be able to develop a gaming economy and find new sources to increase money (sale of modern weapons, fighters, construction to improve offices, etc.)
  22. I mean reduced accuracy when shooting through smoke. The Stun must be adjusted in the next updates, otherwise the stun gas will not be needed.
  23. That's right, every vehicle needs a pilot. As the developers said, it is controlled by the pilot of the aircraft. The initial aircraft has one pilot, Pegasus - two, Valkyrie 3 pilots. Each vehicle occupies one tile like a soldier.
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