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Raffik

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Everything posted by Raffik

  1. I´ve made it only about a month into the Prototype 2 and I do enjoy it, here my impressions so far: Story: the tutorial and first mission are nicely incorporated into the game. But… in the tutorial, the main base is called „Central Base“ located in Africa. This base gets attacked, which is the event of the tutorial. After the tutorial ends, the player chooses a new base. Then the first tac mission triggers – in a random location, the base is called ATLAS and we need to recover scienftific data and resources. My understanding is, that we need to recapture the central base temporarily to gather the supplies and data. Maybe I am missing some nuance (english is not my first language), but the first mission should be return to the central base in the same location on the geoscape as in the tutorial, shouldn´t it.. New missions: - Mission 1 – ATLAS base raid – the mission itself is great, but does not feel connected to the tutorial events. Tactically it feels as a slightly easier Cleaner HQ attack – if some actual data could be gathered (the scientific data for main scientist), it would be even better. The more data the player would gather, the more research projects could be available for the player for example. - All items are gathered automatically after the mission, including cleaner specific weapons(smg), that is new and I like that. - Mission 2 - Abduction - sectons are now a little stronger it seems (55 health), otherwise the mission is fine. After the mission, there was no autopsy report of the sectons however, that seems to be a bug. - Mission 3 – Extraction - very nice idea with the survivors from ATLAS base (central base), liked that a lot. The mission triggered in polar map, it was kinda funny to see zhe cleaner agents with shirts and ties there .. - Mission 4 – VIP escort – tougher at the end, where the reinforcements arrive, but very nice and a welcome upgrade to the variety of missions. Similar missions to save downed pilots would be nice. Also, some financial reward would be nice, as the only reward is some % progress in cleaner research, the VIP could have access to some cashflow within the Cleaner organization for example. Equipment/Modules/Armour: - Rebreather - liked it better when it was a selectable module for the helmet with covering the face as well. - Defender armour being a heavy version of tactical vest - I like that! - Warden armour should have more protection and be lighter than defender, now with the heavy variant it is the same weight and the protection is just 4 points better. Aircraft: - Interceptors are now ridiculously expensive – will there be much less UFO´s? Because building a fleet of interceptors now would be too expensive. Angel now costs the same as starting a new base.. - aerial combat research - sorry, why do we need to research AA missiles in 2009? As explained in the game, UFO cannot be seen, detected or targeted easily, perhaps it would be better to make the research an upgrade for Sidewinder missiles (and perhaps call them differently) and provide the upgrades for higher price (250-400k) and in unlimited quantities. - individual aircraft weapon build - too expensive for single weapon, liked the previous global approach with research/update project and unlimited quantities much better. But if there will be less UFO´s in total, then it could be still worth it. Building a stockpile of missiles with the current price tag would be very difficult, considering all other necessary (and higher cost) items the player needs to spend on. - multiple hardpoints for each plane - nice idea, needs more testing during the gameplay with the tech upgrades and other interceptor types. Could be interesting going forward. Extra fuel tanks are nice, the armour seems to be a problem to fit and the autocannon seems a bit too heavy, weighing more than 2 missiles combined. Overal: Cleaner arc now stronger which is very good – looking forward for more, but also more throughout the game – not fighting the cleaners only in the beginning, but also during mid stage of the game and in UFO crash tactical missions. The cleaner arc could be longer (100+ days to completely annihilate their threat). Accelerated weapons now to be produced individually – liked much better the automatic upgrade of ballistic weapons to accelerated after the alien mag weapons research Funding is low (about 800k less per month), building multiple bases and aircraft coverage will be very hard in long term (given the 20 days more during the current gameplay frame) Ufo probe – Mimic – nice at the start of the game, easy prey for even a single Angel interceptor, but I am missing the point of it currently (only a type of UFO for easy combat I undesrtand). If it could change its shape and characteristing during combat, that would be nice (meaning seeing it as another plane during tracking and initial stage of combat. Later, during combat, it could change its shape and some characteristics to the original shape of Mimic or another plane – angel/condor/phantom, but with alien weapons etc). This would make it very dangerous.
  2. during the mission, I cannot shoot while using shot preview. The shot does not take place no matter what I try. The only solution is to skip tutorial. During the game after skipped tutorial the shot preview functions normally. Happens every time I try to go through tutorial. Unfortunately no save available.
  3. True, not such a big problem, its just annoying to have to go through the dialogue and placement of a base before I can load a savegame every time the game starts.
  4. After I launch the game, it goes immediately to Geoscape Day 1, the initial conversation between th 3 main characters takes place and I am asked to place a base. Afterwards the game commences. I am not able to set difficulty for that gameplay. Saving a game and then restaring the game starts this all over... Not sure if this is intentional, uploading save as well.. user_day_1_manual_save-2.json
  5. Thats right, the only weapons you actually need ammo for is laser before upgrade and the stun weapons. Ballistic, gauss (not sure how much shots plasma and fusion will have) have enough ammo to go through most missions.
  6. Here are some of my ideas: Variation to the above variation - Attack on cleaner facility, where they are researching or producing a new, "high-tech" cleaner unit. Planting bombs into the compound without being detected (all cleaners that see your units must be killed in the same turn otherwise they sound the alarm and all units become hostile or reinforcements start arriving) Terror and Abduction missions on the sea (military and civilian ships) Base defense against cleaners, who try to free captive aliens (if there are any) Base defense against cleaners after taking out the cleaner HQ SAR missions to rescue downed fighter pilots Rescue VIP mission from downed helicopter within a given time, before cleaners kill them. Prevent assasination/abduction based on gathered cleaner data (perhaps based on number of gathered flashdisks) Militaty base/missile silo/nuclear power plant defense to prevent a "nuclear accident", that would significantly increase panic. Tactical missions against human units in lost regions, with goal to help free that region from the aliens by removing the enslaved government(s).
  7. Agree with SoulFilcher. Pilot skills (also SAR missions to save downed pilots) would be great as well as tactical missions on ships (terror, abductions, plot related missions etc) For space travel, if, then within Earths "close" proximity, like Moon, Venus or Mars at most. Further away would be a nice idea for future Xenonauts game
  8. auto_groundcombat_turn_14_end-88.json Hi Kouki, I attached the autosave from the tac mission. Just hit the end turn, the Mentarch will fall unconcious during the AI turn. Upon loading the Geoscape the debrief message shows 1 captured mentarch, after the dropship reached the base, the mentarch autopsy reports pops out + the mentarch interrogation research becomes available.
  9. During my latest playthrough I managed to capture a Mentarch in the first alien crash site. Upon ending the mission, I got the research to interrogate the mentarch, but also got the Mentarch autopsy report even though there were no dead mentarchs. I assume the autopsy report is meant to inform about the lifeform, but it seems unlogical to have an autopsy report popping out before the interrogation research even started.
  10. Yes, the knife should be lighter and also should be possible to throw it at enemies. Melee attacks with hands and legs would be also a nice touch for the human player, as the enemies already can attack with their claws, so human soldiers should have the possibility too, for stun effect at least.
  11. I never saw them using anything else than ballistic weapons in my experience so far, even when my troops were armed with gauss...
  12. I believe this is one of the leading factors why xenonauts do not use psionics and are not allowed to use alien weapons as well atm. I red somewhere, that there will be psionic defense, so hopefully we could see usage of alien weapons as well, at least in similar fashion as with cleaner weapons or in a way "you can use whatever you can gather until the mission is over"...
  13. I assume you refer to alien weapons or weapons of armed civilians. It is a feature of the game, not a bug. Alien weapons cannot be used or equipped. You can only use alien grenades during tactical missions. The only weapons you can loot and equip later are cleaner ballistic and accelerated weapons. There have been extensive discussions about being able to loot and use alien weapons, but until now, @Chris has been adamant about his view, that using alien weapons tebds to break the weapon research tree for the players. Hopefully he changes him mind. Btw, npc soldiers (armed civilians) do not use laser weapons..
  14. the game is in early access, it is still being worked on. The current build is 1.33b, while the Milestone 2 has been introduced as prototype and later reverted back to 1.33, as there were many bugs reported. As far as I know, the saves from previous builds will not work in future milestones, so you will have to start the game over again after Milestone 2 is introduced. The milestones are introduced by the devs first as prototyes, then experimental and later on as stable builds. We do not have to update ourselves, we just need to wait until that happens. In the meantime we discuss the game, provide the devs with feedback and ideas and kind of test the game during playthroughs.
  15. Hi devs, could we get the models of ufos from X1 to X2 as well? They would add variety among the UFO types and bring more diversity into tactical air and ground combat. If not into the final release of the game, would it be possible or are there plans to make them available in the modding tools (perhaps with other models from X1, like 3x3 vehicles and models from alfa and beta tests, fighters, dropships etc)?
  16. Agree. This has been a topic in various discussions before and still pops out every now and then. Definitely this would add a feel of threat from the cleaners and give the game more immersive feel. Reward for a shot down UFO would have to be picked up immediately or within a shorter time. After the timer expire, the UFO crash site would be "cleaned" and no reward nor items would go to the player. Good idea. The cleaners could attack strategic targets, such as military bases or ICBM silos in attempt to raise geopolitical tensions/panic in a certain region. Some other geoscape events should trigger tactical missions, such as ship attacks or attempted assasinations. Definitely agree. Attack on your base(s) by the cleaners should be reality, similarly to the tutorial mission. The search teams elimination to protect the locations of your bases sounds good as well. Could be the cleaner Intel missions reversed, they would get data on you. Also, after the player conquers the cleaner base, it could be attacked by the cleaners multiple times in attempts to get it back (and all player bases uncovered by the cleaners could experience cleaner attacks as well) in retribution. Has been also mentioned before, that would be great. I would like to see a heavily armed cleaner unit with a machine gun or rocket launcher (the RL is not in the game, perhaps it could be captured just as the cleaner accelerated weapons and equipped by your soldiers) Perhaps the cleaners could evolve with the player as well to pose a threatening enemy for longer period of time (say at least 100 days with less alien activity during that time. After cleaners are gone, the alien activity would increase significantly), not only introducing agents and soldiers with changing weaponry, but also bring in a new, alien technology based hybrid unit to support the agents and soldiers. Recently I saw concept art of a Thrall, which seemed to be a hybrid of a human body and prostetic arms/weapons. I'd love to see that in combat with the cleaners as it could resemble an andron or MARS but unique to the cleaners. The cleaner thrall would have enhanced movement, enhanced carrying capacity, enhanced reflexes, medium armour, prostethic weapon(s), immune to gas/stun and therefore the most advanced cleaner unit (or alternatively the andron could support the cleaners) There was an idea some time ago, that cleaner data could reveal an impostor in your ranks as well, then it could triger some interesting tactical missions against your own troops or some other human faction - say a rogue army general and his army group, brainwashed by the aliens/cleaners and threatening to attack with nukes. Agree, that now the progress is automatic and feels very easy by just waiting. If you bring more cleaner data, the progress does not seem to be affected (or I havent noticed). Getting progress by capturing the data is a good idea, however on the toughest difficulties it could become almost impossible to achieve, so it would have to be balanced out.
  17. I actually like both systems, although I agree with Skitso, it would be a nice little detail to be able to allocate different numbers of scientists to certain projects, working on multiple ones at once, while the others would be queued.
  18. I dont know about the upgrade. Agree with you, that hand grenades are very powerful and that the HEVY should fire in an arc at a greater distance (20 tiles). However, the fixed TU cost per shot is a benefit, allowing more experienced soldiers fire 3 rounds in a turn, which you can't do with any other primary weapon (except pistols) or grenades. For direct fire I'd love to see the rocket launcher. Agree. For close range anti-personnel usage I'd love to see buckshot/flechette rounds, similar in function to shotgun, which would make the grenadier more versatile.
  19. Hi devs, I already posted this topic to general discussion, but it fits this category better. Noted this by mistake during a tactical mission - not sure if this is a bug, but if a weapon has certain weight including the ammo when you equip it before mission, then unloading the weapon during tactical mission ADDS the weight of the ammo to the inventory! It should not, as the clip/ammo is already carried one would say... but it does! And it actually applies to all weapons... Example: While in inventory, the HEVY has a weight of 40 during tactical mission it has the same weight loaded - so the weight probably includes the ammo (even if some rounds are already fired).... BUT, as soon as the ammo is unloaded, the ammo weight is ADDED to the overal carried weight of the soldier, resulting in TU penalty, which is totally impossible. Moreover the whole weight of the ammo (16) is added to the inventory, even if half is already "gone." It seems to me as a mistake, the initial clip is likely not included in the calculation of the total weapon weight, therefore if unloaded, its weight is added to the inventory... I would like to suggest therefore, that the weight of the weapons is reduced for the weight of the ammo (empty rifle weight of 16, clip weight of 4, weight of loaded rifle = 20). HEVY weight of 24, loaded weight of 40 (or 32 if loaded with smoke grenades) and/or calculated by each item.
  20. Cleaner heavy sounds good - heavy weponry (machine gun, rocket launcher, alien weaponry), with advanced armour, that would be cool. And lethal. I saw some concept art of Thralls, which could be a third branch of cleaners - human/alien hybrid, enhanced with bio implants, replacing an arm with powerful weapon. That could be some stage of alien plan to conquer earth f.e. or the Thrall could fill the role of MARS or Andron for the cleaners.
  21. both ARES and MARS have M.A.R.S. written on its body..
  22. saw it as well, but thought it was a feature of the new prototype funding model...
  23. Although in general I like the idea of off-site bases, like extra radar towers, ufo dissasembly yards or mining facilities, an aircraft carrier in the current game design would not make much sense nor bring a significant benefit for the player imo. As the ufos spawn randomly across the globe and move very quickly, benefit of such base would be minimal and moving it around the oceans brings little to none benefit. The only benefit would be radar and fighter coverage of the ocean, but as the aliens only attack land and only over land the ufos spawn tactical missions, there is little sense in having those assets on the sea... Aside of the resources it would take away from the player. However I believe there should be terror missions on the sea, where the Cleaners or aliens attack a nuclear powered carrier and xenonauts would liberate the ship to avoid sabotage of it in a port, causing nuclear explosion for example (could be also abductions or terror missions on luxury liners, research ships, tankers, container ships, whaler ships, battleships etc).
  24. Ahoj, fórum funguje v angličtině... kdybys nahrál save game a přidal info o verzi, kterou hraješ, pomohlo by to vývojářům. translation for the devs: this error message pops out when Soukup tries to produce gauss blaster in the engineering screen.
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