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happystrawberry1

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Everything posted by happystrawberry1

  1. Hello! Thank you so much for telling me the button for free aiming, I can suppress things now and use the smoke grenade ammo from the grenade launcher. It also gives me options on how I can approach an enemy. The cover indicators, I wasn't sure how they work at all in my first playthrough. I think if you guys do decide to do a tutorial, explaining what the cover indicator mean in a text snippet would be fine! The shot fire path is fine and I love the visual data that explains the percentages. I like the Abduction mission timers! Sorry, I wasn't sure how to word it. After playing a few more of these, it was a nice change of pace. Fighting the aliens on their terms and where they defend the abductions was awesome! And a lot of casualties. Personally I think 6 turns feels too little, and think 7 would work. First 2 turns most of the time is just getting out of the transport and trying to find the pods. The reward where global panic reduces by 10 is perfect in exchange for potentially sacrificing some soldiers. Makes victory all the more sweeter if you complete one with no losses! I think the timer mechanic could be expanded upon and increase mission variety! Example mission type would be to defuse the bomb idea that XCOM 1 had. Get rid of the bomb before the timer runs out and then you can clear the map. Nothing too crazy with vertical maps, we could start off small! Like two story buildings. Have some of the objectives like the Cleaner's datapads be on the second story. Or we could explore the opposite. Ground floor, then go underground. Underground hangers, cloning facility, Reaper infestation lair etc. This is where I got the idea of the ambush tile or the incorporation of Aliens not moving from the UFO comes in. You can clear the first floor and ground floor without triggering another pod of aliens. I also think it would add variety to the crash sites instead of being tucked away in the corner most of the time. It can help change the mission flow and encourages capturing the UFO mechanic if you cant find the hiding enemy or ones lying in ambush. Sorry if these ideas seem bad, the inspirations came from playing Terror From the Deep Cruise ship missions, the bigger UFOs in other XCOM games, and the Site Recon from XCOM EU. Additional feedback My grandpa and I love the reminder when a soldier TU hasn't been used yet. The right click to end things without it popping up? Cherry on top! I love the numeric display showing how much health an enemy has, just having that information is valuable to me personally. Can't wait to encounter enemies with bigger and badder weapons! A fellow user told me aliens do use grenades, can't wait to see that in action.
  2. I did it! Thanks for telling me about the sticky thread In my post in Gameplay feedback where I mention a soldier getting shot without any damage to him, this is also the save where that happen. The mantid shot him 3 from long range. user_bug_report_save_1_dead_corpses_standing-13.json
  3. Thank you so much for the key Chris! Here are my first impression after 30 days in game time on my most successful campaign. Failed 4 previous campaigns. All Veteran Difficulty. The best changes that were made after coming from a playthrough of XCOM UFO Defense , OpenXcom, and Xenonauts 1. Sound Track is absolutely amazing. Aleksi Aubry-Carlson did a wonderful job. Sound effects by David Kizale is great! The camera angles! I love it. The 2D and 3D artists knocked it out of the park. Almost everything looks great! Bring back the old engineer from Xenonauts 1, I loved that guy haha. The simplified inventory change took a bit to get used to but I personally loved it. My grandpa laugh at how huge the inventory space was for a "Belt". The little chonk tank is the cutest thing in the world. The moving/firing preview! Training building! Soldier metals! Core gameplay is familiar to older fans. The good stuff. Aliens hit hard and I love it. Back into the meat grinder we go! Night missions are a nightmare and its the best. I'm also happy you kept the infinite flares. Assigning a pilot's face to your planes was a great change! I loved the XCOM UFO Defense interceptor cutscene, so having a face to your pilots when they pull off a successful attack is great. The exact opposite happens to when you fail an attack and lose your expensive fighters. Whoever decided to add in the adjacency bonus in base building was a good call. I do miss the modded option of having your first base built out before being starting out, but it was doable. The Cleaners fights are some of my favorites to slug it out in. The map where most of the fighting takes place in an office building is awesome! I do hope to see some more maps where it goes vertical. Losing your fighters and chonks leads to automatically rebuilding them. I love the option to spend cash to instantly replace them. It strikes a good balance in my opinion. I like the modules! I hope it gets expanded upon. Such as a bipod for snipers or LMGs. Speed loaders for reduced TU costs. Headlights for the night missions. Deployable cover. The demo charges return from XCOM UFO and I love it! I wished we could have the option to prime it. I love the encyclopedia No godawful voice acting like Phoenix Point. Mantids! Neutral No armory system like XCOM UFO. What you bring on your troopers is what you get. This leads to me making ammo luggers and grenade luggers. They only carry the ammo and grenades. New approaches to air combat! I like that you can organize how you can approach your attack. I went back to auto resolving, but my grandpa loves doing the manual fight. We both like that after auto-resolving, you can choose to do it manually! Great design decision. No priming and throwing grenades or ammunition packs to your fellow troopers. You can throw a demolition charge at an alien that really deserves it, so it balances it out. So far, no mixed alien types aside from Secton and what I think are Sebellians or Bigger Sectons. I haven't managed to kill one yet to find out what they are. Reaction fires everywhere! No complaints, it feels fair since I bring LMGs to suppress stuff. Smoke grenades work both ways. The bad. I had a hard time understanding what the yellow and green bar on cover stands for. I couldn't explain what it does when my grandpa gave the game a shot. In Xenonauts 1 I beat the game with close range and never bothered to use it. I hope to see a tutorial when players new to this type of game comes in. The GOG Demo would be a fantastic tutorial, just add in the snipets of what things do. Please explain the yellow numbers in the tutorial and that being in the smoke causes stun damage. My first mission lead to a squad wipe since I had no idea or any indication I was getting stunned. Where did free aiming go? I absolutely missed it and it would have save 2 of my campaigns best soldiers before things turned sour. It lead to me forgoing the grenade launcher completely and just having a high strength trooper with an inventory full of grenades. I miss having the blind fire option to at least suppress an enemy. The choice to remove free aiming leads to a higher casualty rate that I am not a fan of. The knife weighing 15? I really miss assigning a specific amount of researchers to work on multiple assignments, even if the tradeoff is slower. Soldiers that get snipe from the furthest range while the camera does not move , do not get any damage. I had a Private survive 3 shots, there was a blood pool on him, but he received no damage. I saw the shots hit him from the edge of the screen. I have no incentive to save civilians or local forces in most mission types. I would have love to see them evacuate to the chopper. The UI is there in Alien Abduction. Then you can combine the mission tool "Recover 10 data pads from the cleaners" mission type when they do get to the evac point. The only thing I can really do is stun them to stop them from running to their deaths. This leads to me just holding a point and have the aliens come to me. Not that I mind, but this does get stale over time. I would like to see more mission types like the Alien Abduction but without the timer. XCOM 2 introduces the Raid type mission that I fell in love with since it changes up the gameplay. When on the Geoscape and on 4x Speed, I get a notification that a UFO has landed. I know in previous playthroughs that I do not get to organize the layout of soldiers on the Skyhawk before launching. I rejected so I can organize, but after rejecting the Geoscape kept moving by 4x speed, losing me 2 days on the mission timer and forcing me on a night mission with 1 day left on the timer. I would like the speed to go back to 1x speed if possible when I reject. Minor stuff I would like to see Is it possible to add an idle pilot figure in the chopper during ground combat? Since we got a face to our pilots, would love to see them on standby when I abort a mission or go on a successful evac. Crash details around down UFOs. I have yet to encounter a nightmare enemy like the reaper or chryssalid I want more of these things or another melee type enemy. Give the enemy grenades or a rocket launcher? One of my favorite moments in UFO Defense was a Muton commander destroying half my squad with a blaster launcher. Enemy snipers? I feel like the ground combat is strictly limited to the ground floor most of the time. I love to see enemies using the ceilings too! Vertical maps? The rotating camera would really show it's shine here, plus I love close quarters combat. More icons or the ability to add in our own icons for custom loadouts. Ambush mechanic or ambush tile sets on maps? The idea came from when aliens in the UFO won't go out or start combat until you open the door. I feel like this would discourage the camping strategy of being near your chopper if you combine this with an offensive mission type. I think it would really make the bigger UFOs all the more scary. This leads to you considering your inventory. Bring a trooper with C4 to create a different path! Overall, I love it. The only thing that really gripes me is the lack of free aiming.
  4. Purple tile first appears in Alien Abduction on map where there are shipping containers with ladder. Able to reproduce by having a soldier stand next to or 1 tile away from ladder, end turn, and move on ladder next turn. UFO Scout Crash mission with Mantids. Before taking a break, killed Mantids. Took a break, reloaded a save, corpses are standing up. Bug did not occur with the Sectons or the Cleaners corpses in previous missions.
  5. Is it still possible to join the beta? Just finished Xenonauts 1 and XCOM UFO Defense and would love to try out the sequel.
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