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Skitso

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Posts posted by Skitso

  1. A few quick thoughts (v2.13):

    • Difficulty seems too easy in general (played on veteran). Cleaner nerf has had far-reaching consequences to the difficulty.
    • Xenonaut units become too good too fast. I play without training center, and I still feel I'm constantly ahead of the curve. As I rarely lose any soldiers, they become quickly super soldiers which leads to aliens not feeling threatening enough. I suggest lowering starting stats and decrease experience gain. 
    • Units becoming too good too fast might also be that they become too equally skillful. Diminishing returns in exp gain make sure that all the units feel the pretty much the same quite fast.
    • Rescue soldiers mission should have a second win state where you evacuate with at least one of the three soldiers. It feels odd that the mission is to rescue three soldiers, but the only win state is to clear the area.
    • Convoy mission pre-plan phase is overpowered. Player should not know enemy positions when arranging unit starting positions.
    • I have WAY too much alloys. As soon as I have Warden armor and accelerated weapons researched, I can build them as much as I need and want as long as I have the cash. Alloys should be much more sparse at the beginning of the game or gear should require much more of it. On my latest playthrough, I built six Warden armors, 2 accelerated shotguns, four accelerated rifles, 2 accelerated MG's, 3 accelerated pistols and 1 accelerated sniper all at once and had almost 70 alloys left. I could have built double the amount and still had surplus.
    • Geoscape mission icons should have a visual "hovering over" state.
    • Having a 35% survival rate on veteran with just a regular medical center is too generous. Medical center should give maybe 15% survival rate and default value with veteran should be 5% so the every fifth casualty would survive on average. Survival chance calculations seem off. With the current 35% probability it seems my survival chances are close to 50-60% Might be just a coincidence and luck, but maybe something to keep an eye on? 
  2. 2 hours ago, bonerstorm said:

    For instance, Quantum Arrays automatically pinpointing landed UFO's outside of radar range would be a big help to offering more combat opportunities and justifying the cost.

    Good idea! Quantum Array has never felt like it's worth the money, even if it cost considerably less. That kind of improvement could make it much more desireable. It could also extend all radar ranges by 10% or something.

  3. 53 minutes ago, Kouki said:

    image.png.c289a910ed61d70ccd4046ff42105c4e.png
     

    Is this the tooltip you meant? Units with higher reflex will trigger less overwatch fire from enemies, while also being able to trigger overwatch fire more often (though as per tooltip, remaining TU is also a factor in that)

    If it's something else, or a mistranslation, let us know!

    Yeah, that tooltip might need some extra information and clarification. I know the rules, but I can see how that could be confusing for those who don't

  4. 7 hours ago, Chris said:

    In this case that's deliberate - you're trying to go on a mission where you're meant to bring three less soldiers than maximum, so you've got space to bring back the guys you're rescuing. But yeah, there should be some indication that the slots are reserved in the UI.

    Ah, thats it of course. *face palm*

    What about the other issue? Seems quite random, but somehow I end up having invisible portaits quite often and reloading a save doesn't fix it. 

  5. Now that the cleaner stats have been nerfed, I very rarely lose any soldiers against them. Now that the first month and a half is so easy, it makes it possible to build so experienced and strong squad that when the more competent enemies start to arrive, even they can't match my strong team and also start to also feel too easy. I could just run through the missions without much strategic thinking, which became boring quite fast.

    I played Commander ironman with damage numbers and health disabled. Also, didn't build a training center as I feel it's OP.

    Edit: not commander, but veteran.

  6. It's great to have a good variation of mission types, but I would suggest forcing at least one of each Cleaner mission types before having any duplicates. I started a new playthrough with 2.11 today and before raiding the Cleaner HQ, I had three Cleaner VIP assassination missions, but not a single inter gather missions and no convoy missions. @Kouki

    BTW, check my other impressions above too, if you haven't already. :)

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