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chacineiro

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Posts posted by chacineiro

  1. Maybe. Depends on what you mean.

    I'm reluctant to put together a full modpack as it's easy enough just to download individual elements. And since all of my mods are built using the modular mod system, you can use any/all of them together without complication. (Actually, there might be some small issues but this is mainly due to a very small number of not-quite-finished parts of the mod loading system).

    However, I'm planning on releasing a large 'overhaul' mod in the future which combines everything together and throws in some other stuff as well. (Although, actually, I'm less enamored by the concept I had in mind for this than I was when I first wrote it, so it might end up being a bit closer to vanilla than I originally planned.) I actually have most of the components needed for that in place - aside from polishing up a few things, it's mostly a matter of finishing off the weapons mod I'm working on and fully designing/writing a tech-tree and lore. But that still means a lot of work, I think.

    Thats exactly what I mean, happy to hear you are planning this!

  2. Loved the mod, it dosent add silly weapons like dual pistols/revolvers or completely overpowed stuff , nor does it contain health buffs or increased throw ranges that makes the game trivial, the carbines somewhat fulfill de role of smgs in close quarters, closing the gap the vanilla game has between shotguns and assault rifles.

    The fact that AK-47 already has its sprites just makes even more awesome, it dosent break immersion like other mods(not desqualifying other modders I know its hard to make sprites for Xenonauts, I just cant stand a smg being depicted like an AR or pistol)

    Just think the shotgun should keep its 1.5 reaction modifier, right now they arent excelling on the role they are supposed to, close quarters assault, its far more safer to use carbines in almost every situation(unless the enemy is already supressed).

    Keep up the good work!

  3. You can.

    5 of them come with every built lab or workshop.

    The pointless and annoying bit is that you have to acquire 1+ scientist or engineer to unlock labs/workshops.

    That's a bit I don't get.

    The whole concept is flawed, you can build aditional workshops so you can house 5 more engineers, but at the same time, you can also never build a single workshop and have 100 engineers just from mission rewards. Its an extremely dumbed down and illogical system.

    Because they need the panic.

    There are events like terror or council missions that reduce panic continent-wide or world-wide.

    The early part of the game where you're trying to prevent world-wide disaster is the one I enjoy most.

    Once you have full satellite coverage and panic is a distant memory, the game turns into a mop-up operation.

    Well, especially if you intentionally left selected countries uncovered to farm some easy abduction missions on the side. =)

    I also like the council missions. Escort, bomb disposal... they really break the routine of kill-all-aliens.

    Well, except for the one where the objective is to kill all aliens. That's not so much of a break.

    As for the DLC... I haven't seen a price quote anywhere so I can only marvel at all the discussions on "worth it or not". =)

    Steam claims that I have played XCOM for 150+ hours now. Personally, I think that's a lie.

    Whatever. A small scout has landed in India. gotta go.

    Panic is an interesting concept, but the fact that you cant intercept UFOs before they start abductions or terror sites is just another lame dumbed down mechanic. Different types of missions were a nice adition tough.

    The problem with EU is that I dont feel in a "live world" were the aliens are trying to compete for world domination, building bases and flying ships everywhere to cause terror, the entire game feels like a pre-set story line with some ocassional twists. Personally, I dont feel like its worth more than 2 or 3 playtroughs, because theres little variation.

  4. Very nice review Chris - it sums up not only what I've been thinking, but what a lot of other people have found about the game.

    I totally agree about the DLC they've announced. My heart sank when I read about it as what the game needs is expanding the existing stuff - more and bigger maps, more localisation of the troops and their voices, different mission types rather than some three mission mini-campaign which would fit more into a Call of Duty or Gears of War type title than a turn-based strategy game like XCOM.

    I'm liking it at the moment, but if they don't provide decent support to sort out the bugs and obvious game play deficiencies and open up mod support, then my likelihood of buying another Firaxis title will plummet.

    I finished the game on Classic and on Ironman Classic and feel like theres nothing else to do, the story and tech tree is so linear and boring, theres 0 replayability value. This DLC is pathetic, it will add basically nothing new to the game.

  5. I find myself agreeing with you on almost every points. I also found the interception to be a real snorefest. They actually managed to make it worse than the original, which is quite the feat :P

    I second your words, Chris was very spot on, and interception is really horrible, way worse than the original like you said. Im glad interception in Xenonauts will be much better.

    I've updated my post a bit. What does UD stand for? Yes, confirming overwatch is annoying.

    Ufo Defense.

  6. chachino: on 3) are you considering the suppression values? I assume that if you make it better the assault rifle becomes utterly useless. and the suppression is there to prevent the HMG to be useless through balancing through another mechanic.

    I don't know for sure so don't take my word for it.

    Also I'm not sure veteran is really harder than normal yet.

    I didnt factored the supression part, but mainly because its not even necessary, since aliens die easily, and flashbangs are way more reliable and less TU intensive, maybe HMGs are superior to flash bangs on large open field combat situations, but that dosent happen often. Balancing HMGs and Assault Rifles can be tricky indeed.

    And like I mentioned in item 1, I dont see any reason to use anything but Sniper Rifles, they are so much better than anything else, you can fire 2 snap shots from a sniper for the "TU price" of a burst fire from an assault rifle, hitting way more reliably and doing much more damage, even Androns fall relatively easy to snipers.

  7. I agree the game is far too easy right now, and I think there are some points that can be improved.

    1) Sniper Rifles are overpowered. Thats it, snipers are just too strong, theres 0 reason to use anything else(except rocket launchers on certain situations), snipers cost way too few TUs to fire, have extremely good accuracy, and deal insane amounts of damage.

    Proposed solution: Lower sniper accuracy or make it cost more TUs to fire.

    2) Too few aliens on crash sites. I know the AI isnt ready yet, but still, there are too few aliens on crash-sites, I remember facing way more enemies on similar missions on TFTD, and they were much more competent, right now, Aliens early game cant hit shit, and die way to easily, especially to sniper armed xenonauts.

    Proposed solution: Increase their number and make early-game Aliens more resistant or make them have better reaction chance and accuracy.

    3) HMG is useless. I dont see any reason to use this weapon, at all, way too low accuracy, cost way to much TUs to fire and is way too heavy. Even assault rifles are superior to the HMG in any situation.

    Proposed solution: Make them cost less TUs to fire, or make them fire more bullets per burst.

    4) Friendly fire from initial weapons deals little damage. Now and again I end up hitting a friendly soldier by mistake, a strayed shot or a missed grenade, dosent matter, its never a problem since it deals almost no damage. I remember friendly fire being a big issue in X-Com, and that added to the difficulty of the game.

    Proposed solution: Increase friendly fire damage.

    Right now, I feel the game only becomes a challenge when Androns hit the field, but then it becomes very easy again when you have access to improved armor and laser weapons. I dont know how the late game aliens will be, but having a walk in the park on the first months isnt exactly fun anyway.

    All my considerations were made based on what I saw on veteran difficulty, I didnt tried the hardest mode because I wont risk Iron Man mode with all those CTDs around, the danger of losing the entire campaign is too high.

  8. There are a few things I disliked about XCOM:EU:

    1) No alien bases, no base attack missions, cant build more bases around the globe.

    2) Interception is horrible, both grafically and conceptually.

    3) You dont few like fighting a war, you dont fight for air superiority, you cant prevent disasters from happening, they just happen and you have to make decisions. You fell more like commanding Seal Team 6 in very hard missions around the globe.

    Xenonauts is much better in all these aspects, you really feel like fighting a war and commanding a military machine, you dont have a clue on whats happening, you lose agents left and right, you lose aircraft, bases, almost every sucess is paid in blood.

    That said, XCOM:EU tatical combat is great and hard(playing on classical) had to restart 3 times already, but now I think I can finally do it. Its an excellent game, but not a 100% true sucessor. I really believe Xenonauts will be this long waited sucessor and probably even better than the originals.

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