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Everything posted by Berserk
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Personally, I prefer the idea of poisoned grenades. Who said that such grenades would render the prey inedible? There are hunting techniques in parts of Africa and South America where poison is used for hunting. Flash grenades are not a bad idea either, but I favor the concept of hunting with poison. <3 Exemple : suppress fire> bounding/flanking> throw poison nade> make hooman go sleepy sleepy> enjoy !
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Milestone 5 STABLE Balance & Feedback
Berserk replied to Chris's topic in Xenonauts-2 General Discussion
Yeah hehehehehhehehehehhehehe Brother is speaking faxx lmaooooooooooo -
" FIRST TRY " best mission from the game so far
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I saw lot of people complaint about he lenght of the game or the difficulty of the missions saying "its to short" "its to easy!". But on commander difficulty its make everything longer even the tactical mission like this one I just showed on this post, it took me an hour . Yeah I totally agree with you its in dire need of balancing. The fact that aliens are drunk vodka addict who rush the spawn like you owe them money its insane how they don't give a F. about their lives. hahahhaha
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Hello guys , welcome back ! Since the new milestone, I decided to make a new campaign ! "I am a xenonauts 1 veteran who completed the game on insane iron man. I also ended on day 900 my first xenonauts 2 commander campaign because there was no ending and alien ship stoped spawning." This is my 4th attempt in commander difficulty (not ironman in order to respect my time and also to have the ability to savescum as a last resort if needed.) "LOSING IS FUN" My first campaign ironman was a failure because of the dooms day mechanic , its just pure luck based. I didn't have much luck regarding the green light thingy. Even today I still doesn't fully understand how it work. The only thing I know is to get as quick as possible all available buff that get you -1 doom day /panick run. The second ironman attempt was just bad luck for some weird reason my game kept crashing on turn 3 in the first cleaner mission. For some reason the general dialog would start while I was still in the spawning area. Third ironman attempt was failed because i had a bad strategy for the cleaner operations ie : "vip /rescue/ data raid ". My strategy for tactical battles : In xenonauts 1 my favorite weapons were shotguns and rifles because of the exploitable and "frustrating" leaning mechanic (the game engine was broken). Now in Xenonauts 2, Line Of Sight is shared meaning in theory that if an enemy can shoot you, you can shoot back & vice versa. This changes everything for CQB combat and weapons. For commander difficulty If you want to take the least risk, you came to the right topic. Weapons & Equipment CQB Machine guns are your primary weapon making the main used gun for your composition. For the first missions until day 100 equip your field medics with rifles and switch to full automatic when they have enough strenght capacity . Have at least 1 shield guy with a 9mm for 4 main reasons : draw reaction fire on doors / be a bait for alien fire / scout / protect wounded soldiers. Get 1 MARS : the MARS is extremly useful I use it the same way as a shield guy with the exception that it can be sacrificed and have more power of destruction Equip your soldiers if possible with : ammo<aiming module <smokes <flash<grenades. Smokes are extremly useful to avoid getting shot at and it gives you time to change positions . composition view : 1 shield 1 MARS 2 Medics 5 machine guns. STRATEGY : Use the Turtle method. After many trial and cqb testing I sorta "invented" the Turtle method wich is as simple as it is effective. You need to make a square with 1 front row and 1 back row . You can put anything as you like in your square. If needed you can make a rectangle or another shape depending of the space. Move your formation (square ) 1 foot step by 1 foot step. Be aware to face all angles and always keep a security behind as you move. If you have a small oppening or a diagonal angle where an alien is sitting : let him walk on your threshold or use grenades to get rid of him or to repostion. Take your time. If a soldier is wounded heal him and take him back to the rear somewhere safe. Weapons & Equipment for Cleaner/EXDEF operations You will need to be on the move consistently YOU DON'T HAVE TIME ! Prepare for casualties , choose meats bag that you don't expect to live. Composition I used : 1 shield 2 assault 1 shield 2 assault 1 shield 2 assault . Equip assault soldier with shotguns or rifles , first aid and smoke grenades . The mask module is mandatory on everyone! STRATEGY : RUSH B Sadly if you lose one of these missions, it can end your campaign ! You are backed into a corner so there is only one way and its to fix bayonets & yell : foward ! For the VIP just rush B get rid of the baldy and dip/ For the journalist wait 1 or 2 turn at spawn to clear enemies and then rush B don't look back/ For the rescue missions wait 1 or 2 turn and then rush B again./For data raid rush B. Side Notes: The dooms day mechanic is ruthless ! One bad move and its game over ! There is SO MANY enemies like 15+ for data raids / rescue the journalist raids it's just actually insane Heavy Armor is Mandatory in commander difficulty Grenade launcher is useless (see grenades ) Grenades becomes useless as the game reaseach goes on (im talking to you fusion nade) Smoke grenade is Over powered (I love it ) Flash bangs are kinda useless or very niche for commander difficulty Demo charge is useless or very niche for commander difficulty Shotguns becomes useless past cleaner mission (not enough damages) Rifles is useless past cleaner mission (not enough damage and/or accuracy) UI is gooood Pathfinding was changed ? Feels like it Loves the new aliens addition Love the new AI behaviour (I got flanked by 1 mantis and 1 sebillian all the way around in alien base and they killed my back security) Wonder were the alien baby stroller machine gun went Love the new spawn behaviour PRAY FOR THE ALMIGHTY MACHINE GUN The machine gun have so many advantage over the rest of the weapons counterparts : Mag dump : Shooting 10 bullets is very lethal to transform any bad alien behaviour into purple mist . Heavy armor is essential to survive a potential one-shot from enemies over 10 tiles away. Firing 10 bullets ensures at least one will land.The heavier the accuracy penalty for wearing heavy armor, the more useless other weapons become. Reaction fire : This is the only weapon that can shoot 3 bullets over 20 tiles ! It have also the benefit to add the suppression effect. TU or ACTION POINT with my turles strategy will make sure that our soldier will always shoot before the bad behaving space face that is trying to kill us . Mesmerizing : Some of the aliens have the ability to mind control like Alakazam from pokemon, big brain energy ! The machine gun will counter this mechanic because you will anyways shoot only once lmao. THE SPIKE IN DIFFICULTY FROM REALLY HARD TO IMPOSSIBLE "THIS IS WHERE THE FUN BEGINS" Everything was alright until the alien switch from plasma to fusion weaponnery and I wasn't aware what was going to take place until my second alien terror site mission in Latin America. The spike In Difficulty went from challenging to new objective : SURVIVE 8 soldier and 1 MARS vs 22 aliens and 7 Cyberdrone main battle tank it was pure nightmare I was forced to save scum twice to not lose the continent and the game
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Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
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Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
Its kinda funny how you can shoot through walls, I was trying to replicate situation for the issue above. I will continue my research about LOS problem. -
Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
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Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
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Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
Or maybe there are other tile exactly like that. I did my last campaign 2 month ago and i had this issue multiple time outside the tutorial area. -
Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
I don't think it's a tile issue but more of an LOS issue because im pretty sure the cleaner or any other type of enemy can shoot at my guy. -
Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
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Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
Idk for me he see the guy pretty well as LOS : What do you think ? For me he sees at least half of the guy. May be if I change his teamate LOS to show only his "POV". -
Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
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Xenonauts 1 Insane Iron man Veteran FEEDBACK
Berserk replied to Berserk's topic in Xenonauts-2 General Discussion
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Bro, please add a peek/lean mechanic, because close-quarters combat (CQB) feels really clunky in this game. It doesn’t have to be exactly like Xenonauts 1 (since a lot of people don’t understand how that system works and the engine wasnt built for it), but it’s frustrating to have a clear line of sight on an enemy and not be able to shoot. Also, relying on AI exploits and reaction fire mechanics isn’t fun. How about this: Ensure the field of view (FOV) is consistent with free aiming, so players can engage enemies more intuitively. It’s not fun being stuck on the chopper during an abduction mission with 20 aliens waiting for you. Xoxo. I suggest to : Add a side objective to give players more time to save and escort civilians, instead of leaving them wandering around aimlessly like animals grazing on grass. It’s not realistic for a first aid kit to weigh more than a combat suit. I propose to: Create a complete, proper field medkit as part of a class, since some injuries (especially to the head or thorax) require more than just a tourniquet or bandage. In real life, soldiers carry 5-6 mags, 4-6 grenades, food, water, a sleeping bag, a medkit, ammunition pouches, walkie-talkies, etc... In this game: "Oh no, a grenade! I need a forklift!" Like, seriously, stop. Maybe we could: Make equipment, including weapons, less heavy. Are we special forces? Are we a SWAT team? Or are we joe the stolen valor from walmart trying to impersonate the military to earn an easy 10k a month? Here’s an idea: Provide soldiers with better stats, but distribute them in a less uniform way for more customization. Can we have weapon and outfit customization? Solution: Say YES, plssssssssssssssssssssssssssssssssssssssssss (Yes, I’m a veteran player. Yes, I abuse all glitches to avoid death for my bois. Yes, I did the campaign on Ironman mode and am still waiting for the end. Yes, I know, thank you)