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Hayung

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Hayung last won the day on December 19 2023

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  1. Finished up the 200 days of Milestone 2 on Soldier difficulty. The difficulty level was too easy for me, and that might affect some of my impressions but I've tried to consider that in my feedback. Overall The game feels too much like a game right now. The tempo, pace and challenge are all too proportional to the players progress. Combined with the world and player assets feeling somewhat uneventful or missing something charactful. Being largely a backdrop for the game mechanics. Its a minor thing and possibly aesthetic, but the bright and clean aesthetics of both your troops and the battlescapes also add to that lack of character feeling (I do like the artwork though). It may be player preference, but little details and mechanics which exist not solely for the gameplay or balance can add a lot to the atmosphere and immersiveness. Things like OG Xcom's black market finance system, or new xcom's battlefields feeling like you're dropping into an existing fight with carnage all about. Further to that, xenonauts 2 rarely hits that feeling of fighting against an unknown threat of superior technology. Even higher difficulties look to ramp up the challenge with ever larger hoards of aliens. It often feels like you're going toe to toe with the aliens, and with a modest amount of research and retroengineering are quickly deploying equally effective, if not more effective weaponry and tactics. Which is incongruent with the lore which tries to paint xenonauts as an underground force, operating on the skin of its boots. On to more specific points. Strategy Layer I think the pacing and interaction on the strategy layer is too sparse. UFO wave system leads to periods of intense activity followed by long periods of lulls. I think the lulls could be good to give the player breathing room but because finances are tied to UFO missions and monthly funding and there isn't a lot of player actions to take and these periods become fairly dull. The loop goes a little like this; - Player gets mission, gets resources and sells to fund engineering or basebuilding. Wait. - Monthly funding comes, engineering or basebuilding options are chosen. Wait. I also think the alien actions feel very gamey at the moment. it very much feels like the UFOs appear, and fly around waiting to be shot down. There doesn't appear to be any real agenda to what they are doing, other than gradually spawning larger and larger UFOs for the player to interact with. Not only that, but there is almost never a UFO spawn before the player can realistically engage with it. For me this detracts from the idea of an unknown threat, or superior technology and agenda. The lack of landed UFOs also misses a unique opportunistic risk/reward aspect of other titles. Basebuilding, radar coverage and funding/panic models leads to a very one dimensional approach to gameplay. The very limited resources means every base build must absolutely maximise radar coverage and there is no compensation for choosing objectively worse or interesting locations. Leading to 2-3 bases along the equator or thereabouts every game. This might be a soldier difficulty, but I also never really felt the need to consider where my base was going other than getting coverage of funding zones. There wasn't any particular area where the aliens seemed to focus that might force me to react with a base - the lack of conflict hotspots make the battle feel global but also removes player interaction with the game state. It feels like as long as you don't make dumb base location choices, you'll largely pick up most UFOs and if you have good enough aircraft you will shoot them down. Finally, Aliens don't seem to react to your actions in a noticeable fashion - like moving operations or actively reacting to xeno actions. I got 1 base attack for each base in my playthrough, no more and it seemed to occur as a random chance when a wave was spawned. Air Combat Aircombat feels OK. I don't crave a super complex air combat system for the game. It does seem a little too easy for human aircraft to shoot down UFOs with conventional weapons and UFO weapons feel very underwhelming. UFOs actions are simplistic and unresponsive to xenonaut aircraft - they don't speed up or try to reach unassailable altitudes. Different UFO behaviors could add a lot of spice to the air game. I do think that the choices for equipping fighters could be refined to provide more tactical decisions - such as torpedos/missiles leaving less loot from tactical missions or even outright destroying the UFO. Cannons could provide reliable crash sites but carry much higher risk to the fighter from UFO weaponry. There airgame balance to date has felt a bit binary - either too punishing with aircraft repair times and costs or too easy with even destroyed craft and pilots just being rebuild in a matter of days. I appreciate this is a bit of a WIP area and might expect more polish. Tactical Combat The core tactical combat feels very good. But the gameplay loop gets very repetitive. I didn't find the need to change loadouts much, or adjust strategies for different aliens. Civilians just feel like extra meatshields to reveal alien positions. Missions felt identical, a crash site, alien base or terror site all felt exactly the same - deploy from dropship, find and destroy X number of aliens. This is both an atmospheric as well as gameplay observation. A suggestion would be to have a crash site/terror mission feel like a warzone with damage and active combatants on both sides that the xenonauts are dropping in to clean up. A landing would be more like the pristine mission we have right now and alien bases should be dark, alien and terrifying. Aliens and alien weapons on the whole feel too weak. The use of magnetic weapons for early aliens working alongside cleaners is great, but the full escalation to a range of more devastating weapons should be apparent, possibly alongside the appearance of a more warlike class. It wasn't long into my playthrough that I felt totally comfortable with 2-3 xenonauts operating together could happily handle 1-2 aliens, and while increasing the number of aliens will alter that, it feeds into my overarching feeling of fighting an equal or inferior enemy. Aliens combat, other than a planned AI change, could use another pass on numbers v power. I think individual aliens should be less in number but more difficult to tackle. Human tactics like flashbang and smoke should initially have only mild success vs aliens, which could be improved with autopsies and interrogations. There is also an opportunity here to have aliens with differing levels of susceptibility to flashbangs, smoke, armour pen, thermal damage etc. This could be a mix of species or technology. I feel like the fidelity of the 3D tactical map and ability to zoom is underutilised by having most UI relevant elements text only. The appearance of the models is almost secondary - some minor variation between classes exist but its largely superficial. Alien classes should also be unknown until interrogations are complete - even the simple addition of naming the units during tactical battle I feel removes a lot of the mystery of the early game. Night missions are a real missed opportunity. I think there is a chance to make some very atmospheric missions at night. Or even strategic opportunities - maybe sebillians are terrible at range at night and have less TU. But during the day are terrifying opponents due to increased TU and resilience. Smoke grenades and flashbangs are far too reliable a disabling mechanism and combined with shields currently feel like a crutch. Doesn't matter what alien you encounter, the approach is flashbang and shoot, if you can't kill, smoke and close distance, kill or stun if possible. I find this adds a lot to the repetitiveness of the battles, with only cyberdrones and servitors requiring a slightly different strategy - although ironically for cyberdrones it's the same strategy, but with extra steps. I can't shake the feeling the game wanted that RNG - shit goes bad feeling of OG xcom but then at the same time introduced very reliable mechanics in throwing. Which to add a minor pet peeve, I find shooting accurately much easier than throwing something to the right spot further than a couple metres away so the accuracy and reliability that xenonauts throw items right out the gate is a little jarring. This also removes much of the desire for explosives. Given grenades often wouldn't kill things, it was preferable to use smoke and flashbangs which were very reliable protection from retaliation. Positives This is all to say that I've found the game really enjoyable and compelling. The story framework is there and the art and graphics so far are fantastic (I just want more!). I love the armour and weapon design and just hope either later on or via mods we can customise it just a bit. The core gameplay loop is good, only compromised by how often you go through said loop. The cleaners are a great addition with some cool missions and a great way to slowly transition to alien invasion. More hinted interaction between the two would be nifty.
  2. I posted something similar on the discord so I definitely second this. There are plenty of ways the game can and already does disincentivise camping play - rewards for rescuing civilians, timed missions, reinforcements. A player that relies too much on this style of gameplay may struggle to adapt to other mission types but most of all won't get as much rewards. The current health and healing system is also pretty gamey and not internally consistent with the lore of the gameworld: The game talks up alien weaponry as being deadly and our current armour being unable to help at all. Then a dude facetanks a blast and gets 1 bleeding wound which is patched up in seconds by his battle buddy using functionally first aid.
  3. An interesting premise sure, but not one currently used in the game dynamic. If we consider the weapon tiers different 'technological eras' shouldn't fighting aliens with plasma feel like bringing bows to a gun fight? or pistols to an artillery duel? the current balance doesn't even come close to that experience. in fact it very much feels like we have guns, and they have superior guns. I think the idea of different weapon tiers adding more utility to the player's toolkit rather than just being straight upgrades far more interesting AND plausible. Because lets be real, ballistic weapons are pretty 'A-tier' at delivering sharp object to body with velocity. To go from that to a next 'tier' similar to going from the bow and arrow to the gun would need to be something incredibly destructive. I think it could be really interesting both for balance/lore for some of the best alien defensive tech to actually be highly optimised for weapons more similar to theirs.
  4. Hey Team, Old time Xcom, TFTD, Apoc and nu-com (long war) player. Have been following for awhile, not sure If I'd like the vibe of xenonauts but took the plunge and its shaping up to be a lot of fun! I hope you keep building the game out as the basis is very enjoyable for me, really got me hooked. I though I'd try bring in some feedback from someone who hasn't played xenonauts before focusing on the new player experience. So in order of appearance on my notes rather than importance: 1. The cover system isn't really well explained in the tutorials that I saw. I understood it from nu-com as well as reading the shot calculation but the mechanics could use some more explaining - like if you stand at the corner of the building do you get no cover from a 45deg angle? The binary nature of cover could probably use a tweak - the game is pretty lethal as is. Ie. maybe a tall wall (green) would offer partial cover (yellow) to angles, where as a low wall would offer nothing (as is current) to represent a soldier's ability to 'hug' the cover. 2. Friendly fire and when it triggers and doesn't also isn't explained. From trial and error it appears to be when units are next to each other, but then sometimes not when diagonally adjacent and an enemy is at certain angles. 3. When a mission comes up and you get the aircraft screen - launch aircraft actually takes you to the soldier layout. It took awhile to figure this out and the first mission screen I aborted out of to go and do loadouts because I though pressing launch aircraft would send the transport as is. 4. Following from this, when doing loadouts for a mission there doesn't seem to be an easy/intuitive way to bring up the transport layout. An extra button on the UI would be nice. 5. Timed missions absolutely need reminders. 6. Some further intro into the financial ecosystem of the game would be really good when that is finalised. 7. Building/researching basic aircraft weapons and then having to build them individually seems off/clunky. 8. Some colouring or light customisation of soldiers would be really cool. When in heavy armour they're indistinguishable. Options for camo patterns would be awesome. Flags on the soldier UI too is a nice to have. 9. music variety is much needed, I haven't played long and already feeling the loop. 10. Sounds in general could do with some extra love - death sounds could use variety. Gun sounds need some punch to feel violent/deadly. Environment sounds are pretty good actually. 11. Convoy ambush mission text says enemies start with half TUs, but many starting blasting multiple shots (even after small moves) which doesn't seem right. I've enjoyed the early ramp of missions. The VIP extraction mission seems a bit rough just starting in an open courtyard with Cleaners right next to you - some thought into alien spawning for some missions is probably necessary. Still going but wanted to get the first impressions out there!
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