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Everything posted by happystrawberry1
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This is a video game, not IRL. Give the thing an arc. I find myself not using the thing at all and just having a high strength guy filled up with grenades. I get much more use out of that trooper over a grenade launcher.
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It's not even a grenade launcher, its a lousy rocket launcher disguised as a grenade launcher. What kind of grenade launcher doesn't arc?
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Milestone 1 Balance Thread
happystrawberry1 replied to Chris's topic in Xenonauts-2 General Discussion
@Chris Whoever made and directed the tutorial, I ABSOLUTELY LOVE IT. Especially the shift/shot preview thing. Wonderful job. However I do believe people should know how to right click to interact with the enviroment such as doors or the Cleaners base, based off of the reviews in steam and some of the recent threads here in this forum. -
Small issues that are not bugs
happystrawberry1 replied to Skitso's topic in Xenonauts-2 General Discussion
give me back my hot mechanic from x1 -
At least make it worth it to have your troopers risk their lives instead of leaving it to an AI. It would definitely be a nice upgrade and noticeable change from X1 and X2. Heck if you rescue all the civilians, get a temporary funding increase for the month. That would add more to the strategy layer and gives you a reason to risk your soldiers. What do yall think?
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Where is the instruction manual?
happystrawberry1 replied to Zach's topic in Xenonauts-2 General Discussion
Really funny coming from a guy who insulted my hometown and language. -
Where is the instruction manual?
happystrawberry1 replied to Zach's topic in Xenonauts-2 General Discussion
Ignore that idiot Alienkiller. Soldiers increase by surviving missions and/or getting kills. Here is the official wiki. https://hoodedhorse.com/wiki/Xenonauts_2/Xenonauts_2_Official_Wiki There is also the "Archives" you see on the main menu. Goodluck Commander! -
Snipers & heavy weapons
happystrawberry1 replied to Emily_F's topic in Xenonauts-2 General Discussion
I absolutely love to have the ability to have my troops prone. Not enough games do it now a days. -
Abduction mission suggestion(s)
happystrawberry1 replied to Ufomeister's topic in Xenonauts-2 General Discussion
Same here. I just want to make the game better or help out. -
Abduction mission suggestion(s)
happystrawberry1 replied to Ufomeister's topic in Xenonauts-2 General Discussion
Ohhhh that changes everything for me then! Having that visual that they teleported away would add to rule of cool. I think what you mentioned then on the -1 panic reduction earlier would work really well. What do you think of having abduction tubes inside Crashed UFOs then? Since they teleport them away. Like 1 or 2 surviving tubes. Makes a player reconsider air striking in exchange for a -1 or -2 panic reduction. -
Abduction mission suggestion(s)
happystrawberry1 replied to Ufomeister's topic in Xenonauts-2 General Discussion
I would like to be able to kill off the Aliens remaining on the map or start the evacuation process if I am not able to get the minimum of 5, which is what happening to me on the newest run on Commander difficulty. The mission just ending suddenly just felt... off? once I failed it. -
[25.1b] Mission type null on first cleaner mission
happystrawberry1 replied to Puciek's topic in Xenonauts-2 Bug Reports
I am also able to get that bug when unlocking the Cleaner base. user_mission_type_null_bug_report_save-16.json -
V25 Gameplay / Balance Feedback thread:
happystrawberry1 replied to Chris's topic in Xenonauts-2 General Discussion
Are Sebillians suppose to be easy to shoot? I been getting 100% shot chances on them as of late on Veteran difficulty. -
V25 Gameplay / Balance Feedback thread:
happystrawberry1 replied to Chris's topic in Xenonauts-2 General Discussion
Hello! I been clicking random buttons on different places in the Geoscape. Here's my feedback as a relatively new player to Xenonauts I would like to see a button prompt or explanation when it comes to base building in the encyclopedia or tutorial. I discovered by complete accident that right clicking powers down some specific buildings, right clicking twice will demolish it, and left clicking will repower it. It would also be nice to see that if I do demolish it, I get the information prompt that I get money back. Maybe add an explanation that you can't move building around and you need to completely tear it down, if the idea of relocating a building in exchange for money is thrown out the window. I also notice capacity isn't listed in any of the explanation windows on guns or items. Weight explanation on the airplane armor thing is incomplete too. That's all the input I thought things should be noticed when I consider the POV of a new player.