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Posts posted by Dogdoc
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I've noticed the same thing - after tossing 3 or 4 with no effect I then give up on them and throw a flashbang and then the flashbang stuns them. What??
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I'm not sure if it's all grenades but I've had consistent CTD while resolving thrown stun grenades at the end of my turn.
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I encountered the same thing under HF2.
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yeah, it's down to people being able to mind control the aliens in EU1994 so easily. It was quite an exploit, and once the devs wanted to prevent in Xenonauts.
This.
I thought use of psionics was a bit cheesy in original Xcom and am glad to see Xenonauts (so far) is not going down that road. I would have nothing against a system like in the recent Xcom update, Enemy Unknown - psionic use for the player seemed to be very limited in scope, and you were not able to do the crazy things like you could in the original.
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I don't know, maybe I'm wrong here but the grenades just feel . . . right . . . to me. Looking at this as a game and not a simulation, in very simplistic terms, I can shoot a long way. I can only throw a grenade a short way. It makes for some interesting choices. If I see some targets grouped, can I get to decent cover and toss a grenade at them? I'd like to capture one or two . . . can I get close enough to toss a stun grenade without putting my soldier in danger? I kind of like the way it works right now (19.6HF2).
I agree that I don't use grenades all that often but I always carry a few . . . you never know when you might need 'em.
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Had repeatable CTD during a night mission when a soldier threw a flare into an unrevealed square.
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I've just gone through a few battles in build 5 but so far I like the changes that I'm aware of, particularly the random number of aliens and that now I can no longer really predict where they'll be (I found one alien lurking inside a house, something I've not seen before). I'm still getting one-shotted, though, wearing Jackal armor (at least I think it was just one shot- couldn't really tell because the Hidden Movement screen is still in the way of action during the alien turn that I should clearly be able to see).
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Oops - just found the Experimental Build Bug Report subforum - bug already reported there .
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I am having consistent crashes after the air combat phase is concluded - instead of going back to Geoscape after the conclusion of air combat I get the message that Xenonauts has stopped working.
Ground battles get repetitive fast - make them more interesting in the long term
in Xenonauts General Discussion
Posted
40-45 hours of gameplay? According to Steam's data, I've spent 162 hours playing Xenonauts going back to when it initially appeared on Steam. Chris, do I owe you for these extra hours of enjoyment? I've had a blast with it and is a bargain for $20 - I would have happily paid twice that.