Jump to content

happystrawberry1

Members
  • Posts

    31
  • Joined

  • Last visited

Posts posted by happystrawberry1

  1. 4 hours ago, Alienkiller said:

    That´s an second personal insult. Last Warning to neglet that on an Main-Founder and first Day-Beta-Tester, which know what is for the public playable and what not.

    If the personal insults are going on, this will have big Consequences (f. e. an Forum-Exclussion). To avoid that, neglet the personal insults.

    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.

     

    2 hours ago, doubleskulls said:

    @happystrawberry1 Please try to be civil.  I believe that Alienkiller is not a fluent English speaker, and unfortunately it means their communication can be difficult to understand.

    This be the last time I engage with that moron.

  2. 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.

  3. 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.

    • Like 2
  4. @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.

    • Like 2
  5. 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.

  6. 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. 

  7. 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.

  8. Hello! I been clicking random buttons on different places in the Geoscape. Here's my feedback as a relatively new player to Xenonauts :D

     

    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.

    Screenshot (434).png

    1295795311_Screenshot(435).png

    109544737_Screenshot(438).png

    1855076362_Screenshot(436).png

×
×
  • Create New...