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Grobobobo

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Posts posted by Grobobobo

  1. 12 hours ago, Vitruviansquid said:

    Using guns and using missiles are not strategies because they do not imply different mindsets - they do the same things in different ways. Instead, these are some changes that might give room for players to create strategies to pursue:

    I 100% agree with the rest of the post, but i do think there is potential for more tactical depth, not just strategic.

  2. On 12/11/2023 at 8:52 PM, bonerstorm said:

    Speaking of: this is a daily reminder to the devs that the nerf on rifle burst accuracy is way too high.

    Technically it's not nerfed, it's exactly as high as it was in x1, at 45%. The reason it feels weaker is because of the change in shooting mechanics.

    On 12/11/2023 at 8:52 PM, bonerstorm said:

    I don't mind that the game is too easy at this stage as long as it isn't unbalanced. Cranking up the difficulty at this point while the gameplay fundamentals are still in flux risks 

    I don't think the game fundamentals are in flux. The fundamentals are more or less done and there aren't any major game mechanic changes planned, it's just value tweaking and adding content now.

  3. 4 hours ago, ovoron said:

    While rockets and wallbreaking retain usefulness, its accuracy and TU are no longer impressive compared to well-trained soldiers.

    I'm not using the rockets, I'm using the cannon, which is an extremely damaging sniper rifle that can shoot twice per turn. it does get slowish at some point but it still keeps up in terms of tankiness and damage output. Plus as you yourself mentioned, it's disposable. If it dies, it can get repaired for much cheaper.

  4. 19 hours ago, Conductiv said:

    all explosive weapons suffer from the loot destruction problem, and HEVY is a primary weapon

    Heavy specifically does not. The damage is too low to risk killing anything, so you're just gonna destroy the armor/cover and then unload on the poor alien with other units. I've yet to lose loot by using HEVY, the MARS cannon did it more often due to the overkill damage.

    19 hours ago, Conductiv said:

    I don't see the wiggle room really..its not like anyone would find it useful if it took 2 demo charges to blow up a basic fence or wall

    There's a plenty. For example you can decrease its accuracy, lower its range, or increase the throw TU cost. Although I'd still prefer removal tbh.

    19 hours ago, Conductiv said:

    I just think they fail at their job rather then being overshadowed by the demo

    They really do not. HEVY would 100% be worth using without demo charges, c4 still wouldn't but that's less because of the item and more because walls are made of paper.

    19 hours ago, Conductiv said:

    MARS wallbreaking is powerful, but I can't say that I'm wowed that much by the 250K investment being able to cruise through walls (at least not @Skitso 95% TU level wowed)

    I don't know what difficulty do you have to play on or what playstyle do you have to have to not be wood by MARS. that thing is easily worth 3 soldiers in tactical, and the fact that you can have 2 of them with T2 dropship is insane. 250K is almost nothing compared to what it offers.

  5. 12 hours ago, Conductiv said:

    is that they use the accuracy stat making the mars unreliable and forcing a very accurate trooper on the HEVY... and the HEVY has a few more problems on top of that

    HEVY is still very good in the vacuum, and overall better than X1 rocket launcher was, the problem is that it's overshadowed by something that is completely broken. It's fine if you can't just stick it on one of your shmucks. Heavy weapons should take effort to use.
     

    12 hours ago, Conductiv said:

    if you feel cover is too fragile because lasers can simply burn it down, well that is more a problem with lasers. as similar damage ballistic weapons cannot cause anywhere near as much collateral damage on cover items as lasers can

    Lasers are a problem too, but only a part of it. I would risk the statement that the thermal damage is silly, but It could also be that the cover HP in general is too low.

    12 hours ago, Conductiv said:

    if a demolition charge would be useless at destroying battlefield terrain

    There is a big wiggle room between effortlessly and reliably destroying battlefield terrain and being useless at it. though I'll admit that I'm not a fan of the item conceptually, I think cover destruction should be delegated to HEVY and wall destruction to C4. Demo charge currently makes both obsolete. Even MARS being able to destroy walls just by running over them is super, super strong.

     

  6. 8 hours ago, ovoron said:

    How is that different from TFTD though? Not only did the cover go poof, but also the damage was over the top.

    I have not played tftd, and I don't really intend to. I fail to see how that game is relevant to my comment, I don't think xeno 2 is particularly inspired by it.

  7. 36 minutes ago, Chris said:

    I'd also rather not nerf the demolition grenades (the eventual goal is to fold the remote detonation mode of the C4 into the demo grenades, then remove the C4 entirely). Being able to destroy the scenery easily opens up so many tactical options that I don't really want gated behind heavy weapon soldiers - it's a fun mechanic that makes the game far more interesting

    I strongly disagree, I think the demo charges are kind of like FIRA-XCOM frag grenades - being able to cheaply destroy practically any kind of cover with 0 setup and from decent range makes the game less interesting, as you almost don't have to interact with cover at all. Seriously, the cover is made out of paper in this game, in xeno1 you needed to get plasma rockets to destroy walls in 1 explosion, it's no longer satisfying anymore.

    46 minutes ago, Chris said:

    As for the point about high Strength being a boring choice in the game because of the new Heavy Armour checkbox - I'd like to hear other people's opinions on this

    I think this is mostly a problem of everyone having too many stats in general.

  8. 16 minutes ago, Conductiv said:

    why ever use light as even a 4 battle rookie can carry pretty much anything, hence the suggestions to look at outside of nerfing strength stat progression

    I don't see how this causes making suggestions looking outside of nerfing strength stat progression, Currently even that 4 battle rookie is gonna have like +10/20 bonus strength depending on the captures. I maybe see some weight increases there and there, perhaps a flat decrease of inventory slots, but for the most part carry capacity being trivialized is a symptom of a different issue.

  9. 31 minutes ago, ovoron said:

    Hard disagree with this. I'm playing on Commander and doing captures is not trivial, each capture is 2-3 consumables each.

    I'm playing on commander too, and captures are very very trivial. Usually it's enough to just suppress an alien with an LMG, shoot it once or twice to soften them up, and then charge it with a ballistic shield + stun baton. Or shotgun + stun baton.
    Aliens can't burst so charging even unsuppressed aliens with shields is relatively safe.

  10. 58 minutes ago, bonerstorm said:

    So you rush advanced interceptors and have them up by what date?

    I mostly rush tactical things actually, angels work for quite a while until they are unable to catch up with ufo's. The most important air game upgrade is actually the gauss autocannon, this lets you take down a LOT of ufo's with a low amount of interceptors.

  11. 1 hour ago, bonerstorm said:

    Can you get away with playing one main base and advanced interceptors? If so, that's pretty wild. What's that timeline look like? I'd love to test it.

    Until like day 100-120, yes. That's because until then there aren't many panic inducing ufo's so if you take out cleaners early there isn't that much panic generation period. After that a 2nd base is enough to cover all regions but one (which is all you need to win) . Keep in mind that funding no longer depends on panic, so as long as it's below 100, it's fine. Also remember that each month there is a 10 global panic reduction. Another tip - if you leave workshops and labs idle, they actually generate profit. Pretty slow and long term, but if you're looking for endgame funds then it's worth mentioning.

  12. 21 hours ago, bonerstorm said:

    Having enough bases and aircraft and tech to handle the game will almost certainly put you over budget

    Honestly, Being in the red enough to bankrupt yourself and lose the game is pretty impressive. I'm very curious to see how you managed that.
     

    Quote

    That's one base with 3x X-55's, two bases with 3x X-25's, enough radar coverage to encompass the globe, 4x labs, 3x workshops, 23 soldiers on main base and 10x each on the two other bases

    Oh. That is pretty excessive.

  13. 14 hours ago, bonerstorm said:

    but I found more difficulty in the added enemies and need to carefully manage TU for overwatch shots

    I find that weird, xenonauts 2 tactical is super easy compared to other games of the genre, especially xenonauts 1, here's why: 

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    Nerfing the money seems like it'd be more annoying than challenging and it threatens the playability of the game rather than a given mission.

    You misunderstood, this would BUFF the money, especially on lower difficulties like soldier. It would only slightly decrease it on commander, which is the highest difficulty
     

    Quote

    Perhaps you've played on different settings more than me

    I'm playing on commander/ironman (technically honestman because I don't want my save bricked due to bugs), and i find the funds to be pretty plentiful on that difficulty as is.
    the game IS balanced around ironman, it's very ironman friendly. I suggested rescaling the funds because the funds being stingy is a pretty common complaint, you literally said it's stingy in your post. 

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  14. On 11/17/2023 at 3:33 AM, bonerstorm said:

    Some might say that this build's too easy - with respect, I cordially invite them to eat my entire anus. It's easy if you're running a mega-optimized strategy, but that's how Soldier difficulty should be

    Currently the monetary difference between Soldier and Commander is like what, half a mil in starting + 10% funding reduction? The difference between lower and higher difficulties in that regard is pretty minimal, which i find strange.

    Compare this to something like LWR scaling, where the difference in strategy between the easiest and hardest difficulty is like 50%.
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