gG-Unknown
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gG-Unknown last won the day on September 10
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I dont play 6th yet, but watch several vids of others. I have noticed an issue: Mantids with Symbiont luncher are present only in first few battles. When player get Colossus (and onwards), there is certainly not even one Symbiont to walk over to be able use skill - crush them. 1. Could you check the alien spawn system, if "Mantids_with_Symbiont_weapon" are in the list properly ? 2. When you add another level of aliens Praetorian, can you make Advanced_Symbiont_Loucher for them, so it fires two Symbionts per round ? (then of course add them properly to the spawn list) 3. Best would be, make three Lounchers for three Levels of Mantids. Level one shoot one, Level two shoot two, then Praetorian Level 3 shoot 3 symbionts per round. It makes Mantids more different, they do not evolve by more HP/armour, but numbers. 4. it is rather feature, which do not fit into Bugs, but fits into make Mantid more different task: a] when Symbiont consumes (by successful attacks) 50HP or more, he evolves into fully grown Mantid (same process like Zombie evolves into Reaper) b] when Symbiont finds any corpse (human or alien), he consumes it to evolve into fully grown Mantid Fully grown Mantid is born with full HP and use natural melee weapon.
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Your idea is, "jump in, shoot like no tomorrow then win or loose". Well, we have smoke grenades which gives you cover. You could smoke them, or smoke yourself, to get more time, or change position. I watch people playing on youtube to see mind process, it amaze me how stuborn and non-creative players are. :-) A prot-tip : Hordes of opponents are coming becouse they see you.
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Current 6th milestone Colossus is overpowered already. On top, it is possible to build up a squad full of Colossus to get maximum firepower AND survivability. Such squad steam roll everything. Light armour are not used because of low survivability and no firepower/assault/something benefits. Light armour is far worst problem now, than Colossus. Well, Challenge is, add Colossus something which do not scale linearly with volumes of Colosuses in the team. ability to carry stuf for others, include shield bigger bagpack (add line or two - so it has same wide but it is taller) light ( look at Iron-man torch-light in the middle of the chest, that is meme ) allow automedkit AND disable healing by regular medkit (that is needed for Lore reasons, Soldier is sealed in, it iis not possible that a field medic could touch him thru thee armour on battlefieeld. Full Set of tools in the workshop is required to peel off armour from the soldier.) I would like to see my original idea of active Shield on back of Colosuss (this idea need knee), but if you dont go this way you may use an insidious idea how to limit Colosus numbers, >> disable knee<<. It looks harmless but it is truly insidious and fits narrative of barely moving suit. Firepower of a Xeno squad comes from a dual line setup, when back line shoot OVER the front. : - ] you see. Full squad of Colosuss can not shoot over each other so it is not rising power linearly.
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Yes, that's a nice idea. // Yes it is. Thank you It's probably quite a complex new mechanic though (because right now the game works on the assumption a unit can see everything in their vision range) but maybe it's something we could consider post-release. // spot range should be variable. It offers several interesting tricks, like small units (Simbiont, Servitor) have spot range reduced (so they can sneak on oponents), OR Sniper_rifle add spot range, and so on. Whole new world how to make opponents different. : - ] Wright with variable spot range could finally be spooky, when he actually pop-in or out of visibility. Part of the issue with Stalker armour is that aliens won't take a shot unless they have a 30%+ chance of hitting. Which means if they're shooting at that soldier then they already have a good chance of hitting it. There's probably plenty of times the Stalker has prevented an alien actually firing a shot in the first place - but there's no indication that that has happened, so people don't notice. Does make we wonder if we can put the stalker check outside the normal AI calculation so it's more obvious what it's doing. // any doable improvement that add "my_armor_works" feeling is good.Perhaps you could add to the loop : IF (Alien have a less than 30% chance of hitting) THEN // check Camo status IF (cammo is ON ) THEN Remove_solidier_from_further _AI thinking_for_this_turn // basicaly, AI do not see the player.
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Xenonauts 2 November 2025 Update!
gG-Unknown replied to Chris's topic in Monthly Development Updates
1. I have recommend use briefing window on the loading screen into tactical, so it masks loading time. It worked ! Player has something to read and think about. Now, lets do the same with after-mission briefing, ( the Promotions, skulls, list of loot) Show this table immediately after the mission, and keep it on while loading is processed in background. This way you make "time mask" again, player will chew thru the Winning screen so he will not feel loading as wasted time. 2. Ethernals should also use Cleaner soldiers as Praetorian guard. Althou humans are not fully conquered yet, it would be refreshing see them once more. Models were used just in the game beginning, so it looks like they are underused. The final mission need more opponents, and - or bigger location. The highest Ethernal need a unique weapon, which instagib anyone with range and precision of sniper rifle. Those 16 soldiers are ready to pay by own life to save humanity, so ... it should happen. I watched 2 gameplays on 6th milestone the final battle was a joke. Soldier diff = No soldiers died. Veteran diff = two soldiers died. There should be an achievement = final combat 1 round then another Final combat final. Difficulty should be high enough that those 2 achievements should not receive the same percentage. -
Milestone 6 STABLE Released! (6.23.2)
gG-Unknown replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
. A real life ratio of effective combat ranges would be more like this. Pistol 9mm: Shotgun 00 Buck : Rifle 5.56 : Rifle .308 is 50 : 40 : 400 : 800 or if you'd rather, 5 : 4 : 40 : 80 // there is big difference in meaning of "effective" . For 9 mm you are using theoretical range, when bullet could theoretically do some dmg in a lab environment. Then your lovely kinetic energy equation gives you self assurance. Well, would you explain why range of competition shooting pistols and shotguns differs to your "effective" range ? Perhaps you could also add an article, why average foot soldiers of both side in current biggest conflict Ukraine, do not use regular assault rifles in aimed fire, when range is over 100 - 120m ? Thank you in advance for your valuable insight. Also, there's no such thing as a "sniper rifle", buddy, those are just rifles too with larger calibres and long range optics. // 1. as you could noticed, in my post I have used term sharpshooter for reality check which defines ranges for a game "sniper rifle". , ( For your level of expert-ship I should rather use "marksman", but I am not a native English, nor a member of US army so forgive me a minor term misuse. As expert you know, that these terms are different in different parts of world.) I agree with you that game term sniper is a bit misleading, but term marksman rifle is not so popular among gamers so I can live with a term Sniper rifle. Can you ? When we come to an agreement that the game, in fact has no real sniper rifles, they are rather marksman rifles, then my usage of range for "designated marksman" is correct. It is effective range 300m, right ? ( designated marksman is a correct term used by US military, right ?) 2. off course that sniper rifles do exist. Just for your education, dude : https://www.google.com/search?client=firefox-b-e&q=sniper+rifle Wiki gives you even a definition : A sniper rifle is a high-precision, long-range rifle. Requirements include high accuracy, reliability, mobility, concealment, and optics, for anti-personnel, anti-materiel and surveillance uses by military. -
Milestone 6.25.0 Released! (Experimental)
gG-Unknown replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
5th milestone allowed by balancing on the panic edge to prolong the last phase of the game almost endlessly. I thought it was an unintentional side effect of balancing process, but I loved it. I would like to say Thank you for spending effort to make endless war official. Dont forget to advertisie endless war as built-in feature on Steam, it is a sale moment for certain audience. -
Active Camo should reduce spot range by 10 tiles. Once you shoot or throw, spot range bufff is removed until next round AND your movement.
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Milestone 6 STABLE Released! (6.23.2)
gG-Unknown replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Again, and for the last. I am comparing range R A T I O . Real life effcicinet ranges : Pistol 10m, Shotgun or SMG 30m, Military rifle 100m, Military Sharpshooter 300m. Lets write it down in shortened form > Pistol : Shotgun : Rifle : Snipe is 10 : 30 : 100 : 300 now slash it by /10 to get to the base. Therefore, base realistic range ratios are Pistol : Shotgun : Rifle : Snipe is 1 : 3 : 10 : 30 lets normalise base on Rifle=20, and transform other number accordingly, so we get realistic range ratios and comparable to the game range ratios : realistic ratios Pistol : Shotgun : Rifle : Snipe is 2 : 6 : 20 : 60 game ratios Pistol : Shotgun : Rifle : Snipe is 9 : 8 : 20 : 25 If you don see the problem, I can not help you any-more. I propose ratios Pistol : Shotgun : Rifle : Snipe is 9 : 13 : 20 : 25 <<< do you see, why I approve recent sniper / rifle balance ? It also fixes ratios ! Sniper should use longer effective range than rifle, and ... we get that. -
Milestone 6 STABLE Released! (6.23.2)
gG-Unknown replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
the Xenonauts 2 shotgun doesn't fire a swarm of pellets (neither did the Xenonauts 1 shotgun, or the OG Xcom shotgun). / one shot several hits = swarm. You probably think that there should be more pellets, yes I agree. I sugested 5. And a servitor isn't "fast and small". // of course it is. You even get a special penalty for ''small target" Why are you trying to crowbar shotgun/drone realism from 2025 into this game, set in alternate history 2009 with aliens (and based on previous games which all used shotguns and other weapons the same way)? // shotgun wworks same since it was invented hundred years ago. Physics is still the same, your juggling with years has no meaning. Any why only shotgun realism, when 'realistically' nobody uses riot shields on a battlefield either? // I comented all weapons. I have sparked changes of pistol (current result is very good, solid punch at short range ), and participated on crowd squeeking for ballistic curve on HEVY, and participated in recent Sniper/Rifle balance. So, yes shotgun is the last very wrong weapon in the set. Regarding riot shield, they are used. Yes in reality fast response units use them. In current biggest conflict, the Ukraine trench war are not used by assault units, because of weight. Those are actually heavy and useful only in short actions. We didnt grow soldier who could carry it, long enough, yet. -
Milestone 6 STABLE Released! (6.23.2)
gG-Unknown replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Addvantage of shotgun is swarm of pelets. That is the reason why it hits, you dont need precise aim. Laser or Sniper rifle are useles becouse you have one direct beam of destruction. Aiming that beam at fast and small drone is the problem. Try to hunt flying duck by a 0.5cal BMG sniper rifle you will see yourself. You are probably fallower of Hollywood shotgun imagination. Shotgun effective range is higher than pistol, that is a thing which is wrong. Considering servitor as a drone is perfect chance to fix things up. -
What if : I land on crash site, grab as much as possible and escape, it means, misson is not victory, so dont loose command points, but get the loot. Another issue is, Collect bounty value is not linked to Mission Command point price. Personaly, I hate enforced mechanic for reducing number of missions.
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Milestone 6 STABLE Released! (6.23.2)
gG-Unknown replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
another reality check. Shotguns are the best weapons on the modern battle field against drones. (servitors) https://en.topwar.ru/274213-koncern-kalashnikov-zakryl-kontrakt-na-postavku-v-zonu-svo-antidronovyh-ruzhej.html Insisting on current "Holywood Shotgun" setting is lame.