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Cornmander

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  1. Played to the end of the Early Access content, on Veteran difficulty. BUGS: - Boundaries are not set up correctly in many areas, especially ceilings. - The grenade launcher weighs more with smoke rounds loaded, despite explosive rounds weighing more. - The "Assign selected soldier" button in the armory has the "Dismiss selected soldiers" tooltip associated with it. - Chemical tanks don't update their graphic once they explode. - The pillars in the base defense mission look like cover, but aren't. - Picking up a fallen soldier doesn't remove the graphic of their fallen body. When you set the soldier down, the graphic of their fallen body doesn't move to where you placed them: the placed soldier is invisible. You can still revive the fallen soldier by using a medkit on their invisible body. - Shield soldiers don't lose their visually equipped shield when it's placed on the ground, they only lose it when they switch to another weapon. - When you right-click to add items to a soldier's loadout in the armory, right-clicking too fast will only add one item. - The effects of non-destructive grenades go through walls. That might be intended behavior. - Grenade effects go through the floor of the UFO to hit units below. - Moving a jetpacker to a square then moving another person to that square will result in both occupying that square. - Jetpackers discovering enemies doesn't interrupt movement. - The extra TU from exosuits can't be used to throw a second grenade, despite having enough TU available on the UI. - The "next soldier" command doesn't go through soldiers 1-12 in order. I'm happy to see some of the other bugs I found addressed in the patch notes. FEEDBACK: Civilians could use some self-preservation instincts and we should be able to send them off the battlefield once they're rescued. We should be able to push civilians out of the way or swap positions with them for a TU cost. Shield soldiers should be able to run through the floor-to-ceiling windows in office buildings. The Xenopedia could use a search function. Soldier stats and training should be added to the Xenopedia - I couldn't remember where to find info on how Progress Points worked. Soldiers being completely unable to move after getting revived is harsh, especially since all their items are on the ground. Then the warning that the revived character "has not acted this turn" adds insult to injury. Please give them some TUs, like 1/3, and start them crouched instead of fully standing. New research becoming available is less satisfying than in other X-Com style games since swapping to the new shiny invalidates all progress made on the old shiny. Game is a little too reliant on suppression, bring back the androns. The grenade launcher should be renamed to a rocket launcher because it fires rockets that continue forward when the shot misses its target. A grenade launcher should have grenade-like scatter on a miss, especially since thrown grenades have that scatter pattern. WISHLIST: A tooltip stating that personnel and planes incur upkeep the second they're contracted, whereas buildings only incur it once they're completed. Alternatively, nothing should incur upkeep until it's completed. Scroll speed and animation speed toggles in options. Faster animations and better sounds for jetpacks. By default, they feel sluggish. A satisfying soldier landing sound, especially in exosuits, would feel cool. Please let us engage enemies from the air with jetpacks. "Long War" game option to give us a little more time to use the current tech tier's tools before progressing to the next tier. As is, it's perfect for Early Access. More vehicles! Taking a scout car or a tank on a mission was what separated the Xenonauts experience from the X-Com experience. The smaller form factor isn't cutting it, bring back 2x2 or 3x2+ vehicles soldiers can hide behind. More reasons to do night missions. Additional range for C4, even if it's only a few tiles. Having to run up to the wall, place the C4, run out of the blast radius, then press the button is comparable to demo charge TU costs. 15 weight should do more. POSITIVES: Game is well-balanced. Having to triage finances and research keeps you in a position of always wanting more. Art, music, UI add so much. Amazing work. Game gives you the tools you need to succeed. If you can't get a shield guy through a wall, blow it up! So many improvements over X1. Good to see units take turns overwatching instead of everyone overkilling and potentially shooting allies.
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