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Posts posted by happystrawberry1
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1 hour ago, Alienkiller said:
Happystrawberry1, the Game have an Endgame.
You normal Gamers don´t see it about several good reasons yet, evtl. it will come with Milestone 3 or 4 a bit nearer. The Devs and we Main-Supporters explained the Reasons already several times.
Piss off idiot.
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Bro the game doesnt even have an endgame and this guy here is talking about DLC lmaooo
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7 hours ago, bonerstorm said:
What kind of arc are you thinking about? IRL 40mm grenade launchers will arc, but they're direct fire weapons. You don't shoot them over walls or up in the air unless you're looking to get court-martialed for war crimes or friendly fire gross negligence.
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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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.
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give me back my hot mechanic from x1
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1 hour ago, Raffik said:
having control of the civilians, no.... I dont like that idea.
What would be nice, if the armed civilians (like police/soldiers) would not act on stand alone basis, but work together, like in real life. Police could take cover and return fire, soldiers advance more aggresively as a team...
I once saw a freelance civilian, who killed 2 sectons on his own with a pistol. I believe he did not make it until the end of the mission, but seeing a civ fight with such efficiency was fun.
Well this is a video game and one way to simulate what you specifically want is to put the armed civilians under your control. If you just leave it alone we are left with the headless chicken problem.
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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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Really funny coming from a guy who insulted my hometown and language.
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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!
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I absolutely love to have the ability to have my troops prone. Not enough games do it now a days.
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12 hours ago, Ufomeister said:
Honestly, I've been avoiding the forums because of you but whatever
Same here. I just want to make the game better or help out.
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Just now, Chris said:
So the aliens and the remaining tube are all meant to play a teleport animation as they disappear, but that's not in the game yet. That's meant to visually explain why the mission ends abruptly.
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.
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23 minutes ago, Chris said:
What rewards do you think the Abduction tubes should give? Would you change the mission?
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.
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Commander Difficulty
Instead of Cleaners, Sectons with big chonky boys.
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I love all the pilots from the XCOM related series, especially the red helmet guy from UFO Defense. I draw on the side and would love to put him in one of the fighters or Skyhawk portrait pools.
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Commander Difficulty.
Shield trooper shot by Cleaner, no damage or 0 damage marker popping up.
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18 minutes ago, Chris said:
That's not a bug, no. You're throwing grenades directly into the roof of the dropship there - that's why the line is turning red and showing a 0% chance to hit.
Shouldn't I suffer friendly fire damage from the frag grenade that hit the roof or the smoke appearing? As much as I like things not working against me haha!
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I started testing grenade throws in every part of the map and found this bug. I am able to reproduce it consistently with any mission. I am not sure if this is by design.
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I am also able to get that bug when unlocking the Cleaner base.
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Are Sebillians suppose to be easy to shoot? I been getting 100% shot chances on them as of late on Veteran difficulty.
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It's not limited to Sectons. I had this happen with Mantids and Cleaners.
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Hello!
I have learned how to record stuff! Aliens can see my troopers behind smoke. They shoot and successfully hit my soldiers, but do not get damaged. I found this visual bug back in v25 and now have proof.
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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.
Suggestion. As paid expansion, Special Forces of each NATO and even Warsaw Pact country or countries like India and Yugoslavia forming a "Xenonaut" team of their own.
in Xenonauts-2 General Discussion
Posted
It's almost like insulting someone's country and their language has consequences, idiot. For someone who claims that English is an important language, you sure are fucking terrible at it.
This be the last time I engage with that moron.