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Milestone 6.10.0 Released! (Experimental)
Grobobobo replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Definitely in favor of that, but i think it'll be hard to increase it in a proper way. Further strategy layer funding penalties? Significantly lower mission expiration timer so you have to sometimes do night missions? Even bigger enemy count modifier? Wort mentioning that xeno2 is already a lot easier than xeno 1. -
Skitso's balance proposals for MS6
Grobobobo replied to Skitso's topic in Xenonauts-2 General Discussion
In general I'm really suprised that sniper rifles were buffed and shotguns nerfed. I play on commander, and the higher you go in difficulty, the worse shotguns get and the better sniper rifles get (though shotguns still had a niche during ufo sieges). That's mostly due to increased enemy health, invisible enemy hp, and increased enemy accuracy, as the riskyness of close range combat gets worse and worse, and the relative safety of snipers get more and more appealing. However, on lower difficulties i imagine this is flipped and sniper rifles just kind of become unnecessary. I wish we had the reflex modifiers for weapons again like in x1 so shotguns could be more resistant to enemy counterfire at least, but i can kinda see why that was removed. Still, ufo sites were a breeze with sniper teams on commander before the buff, i imagine they're gonna be even easier now, even accounting for the reduced squad size. Still, I wonder if there is a way to balance these weapons even accounting for difficulty, because as is the weapon balance on commander got a lot worse lol -
Milestone 5 - Official Feedback / Game Balance Thread
Grobobobo replied to Chris's topic in Xenonauts-2 General Discussion
Can you make an in-game xenopedia entry about the health of elite/preatorian tier units? the standard tiers already have xenopedia entries, but when playing with hidden health against higher tiers you kinda end up having no idea about their health/armor values without directly looking in the game files. -
Milestone 5 - Official Feedback / Game Balance Thread
Grobobobo replied to Chris's topic in Xenonauts-2 General Discussion
I did make a thread before this, so I'll just link it and make next posts here. -
Grobo's Milestone 5.0.0 Feedback
Grobobobo replied to Grobobobo's topic in Xenonauts-2 General Discussion
Some final thoughts: The battleship mission is too easy. You will be engaging them maxed out, and the units aren't any stronger than the one on the harvester. In xeno 1 they had a unique tier of elites, here they don't. Also, every battleship i fought was a sebilian one. Eternal should probably always survive the battleship crash, hunting one for interrogation proved to be really annoying because he kept dying. Electroshock grenades are still pretty op for both capture and suppression purposes. Vanguard armor makes sebilian's gas grenades pointless. intentionally clumping so they grenade you instead of shooting you becomes very beneficial. I think the blast radius should pierce more armor, or just deal slightly more damage. I did not get an opportunity to do a landed ufo ONCE. I Only fought androns in special missions. do they even spawn on ufo's? I wish there was some more weapon variety among aliens. the sebilian mg's and mantids gun were nice (although the latter gets completely replaced) but in x1 there was also an alien sniper, alien shotgun, and an alien cannon (we could an alien gas cannon or something to make rebreather more relevant) sebilian's mg x3 burst takes 45% tu's but they do not shoot AT ALL when suppressed. is that intentional? I have a lot to say about the air game, but I don't think you're focusing on it now so I won't bother. Reapers are complete pushovers, and they only have 2 tiers of units. I wish there were more abduction missions, and an alien version of extract vip mission in the mid-late game. The continent supporter bonuses are not balanced at all. -30% global upkeep vs slightly better recruits is pretty funny. The aliens stopped mind controlling supporters as soon as phase 2 starts. wish there was a bit more of a back and forth there Collosus armor is crap (especially compared to predator's glory days) it does not offer any offensive bonuses, and the defensive bonus isn't worth much because of how much armor destruction fusion weapons have. Wish there was a late game upgrade for stalker armor just like there is for collosus. What the hell does mind war even do? there isn't an explanation for it and I didn't see any effect. The smoke grenades aren't worth using anymore. I used them like twice before completely dropping them from loadouts. This is because the game's extended LOS makes them a lot less needed in general, but also because the smoke effect and radius is just much lower compared to the first game. they just kinda suck now, ESPECIALLY since thermal charges and HEVY let you alpha strike any alien you see. Mars and ARES have one viable loadout where they kick ass, but they suck with every other loadout. The rocket launcher, autorifle, and smoke launcher need some serious buffs. The rifle and MG burst still kinda suck for actually killing stuff, the. 40% base accuracy is way too low even at point blank, you get like 55% cth at 100 accuracy. -
Grobo's Milestone 5.0.0 Feedback
Grobobobo replied to Grobobobo's topic in Xenonauts-2 General Discussion
Nevermind, the final boss just appears in a side room for some reason lol (also the asset for the plants failed to load or something) -
Grobo's Milestone 5.0.0 Feedback
Grobobobo replied to Grobobobo's topic in Xenonauts-2 General Discussion
Here it is. I think the final mission is bugged because i killed some eternal in the side room and it immediately finished the mission. -
Grobo's Milestone 5.0.0 Feedback
Grobobobo replied to Grobobobo's topic in Xenonauts-2 General Discussion
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Milestone 5.3.0 Released! (Experimental)
Grobobobo replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Sure, here you go. bug_report_2024-12-20-15h15_st_5.3.1_user_f11.zip -
Milestone 5.3.0 Released! (Experimental)
Grobobobo replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
This is still incorrectly configured - now the battleship isn't firing at all. -
Milestone 5.2.0 Released! (Experimental)
Grobobobo replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Honestly, I'd make that an 75% increase (or even a 100% increase could be argued). Between electroshock grenades, electroshock weapons and enemies getting better reflexes, batons lose their relevance pretty hard. You could also nerf electroshock grenades's stun a little, they are pretty overpowered because they double as flashbangs. -
Grobo's Milestone 5.0.0 Feedback
Grobobobo replied to Grobobobo's topic in Xenonauts-2 General Discussion
The "Raid UDO-1" mission has no enemies on it! is is bugged? The "Raid UDO-1" mission has something about destroing cannon power rings, but I have absolutely no idea on how they look like. Maybe attach a picture in a briefing with the side tangent of a chief scientist calling you a caveman? -
My thoughts of the milestone 5 (ongoing)
Grobobobo replied to Skitso's topic in Xenonauts-2 General Discussion
Let's say that after a crash the funding nation confiscates half of the UFO resource yield + All alien weapons. You still get to keep corpses and captives, so it should be mostly on par with the bounty. -
My thoughts of the milestone 5 (ongoing)
Grobobobo replied to Skitso's topic in Xenonauts-2 General Discussion
Well, yeah, current implementation is definitely too harsh, 25 panic is quite a lot of monthly funding, so you basically never ever want to do a UFO ever again. The good news is that you still don't really have a resource shortage even if you do that. I think a better implementation would be simply to give a massive penalty to rewards (like the funding nation forces you to "donate" the materials after the crash) so taking the bounty will give you money on par, but without the risk of your soldiers dying (but if you want to just kill aliens you aren't getting punished, it's just riskier and maybe slightly less efficient). Don't think operation points would be a good penalty, since 100 op points is like 40 alloys, and crash sites give way more than that. -
My thoughts of the milestone 5 (ongoing)
Grobobobo replied to Skitso's topic in Xenonauts-2 General Discussion
That isn't true - just because i want the game to be hard doesn't mean that i want it to be grindy and repetitive. I play exclusively on commander and like the delegation mechanic.