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Veneke

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Posts posted by Veneke

  1. Agreed with everybody else here: massive improvement on the earlier builds and it plays pretty nicely in its current form.

    I experienced the same issue with the crosshairs disappearing sometimes. It doesn't seem to actually prevent the shot, you just can't see the percentages.

    A more curious bug I encountered was when the map would continuously scroll downwards. It eventually stopped and returned to normal operation (without me doing anything) but it was very odd.

    Shameless (well, slightly shameful but mostly shameless!) self-promotion of one of my playthroughs of the demo.

     

  2. Woah massive Foxtrot nerf?

    Anyone know if the Corsair now has 4 slots to make it worth building?

    Spotted this as well, I half-presumed that it was a bug. The Foxtrot with 4 weapon slots was a decent aircraft, with 2 it's fairly mediocre. If it's a balance fix maybe instead of dropping straight to two maybe have two heavy weapon points (for Avalanches) and two normal weapon points (for sidewinders)?

  3. Sweet update and no crashes here but I've noticed a few oddities:

    "Explored terrain in night missions will no longer be completely black" - I presume that this means that we should be able to see terrain previously explored after we lose LOS on it. I played two quick night missions and explored terrain that I no longer have LOS on is still completely black.

    "Xenopedia now fully populated with first draft" - If this doesn't apply to the pre-research blurb in the research screen then we're all good here. I just noticed that the Foxtrot pre-research description in the research screen is still hashed out.

    My Xenonauts now seem to be able to carry significantly more stuff without weight penalties. A rifleman seems able to carry his gun, three clips, 8-10 grenades, two medkits and some C4 with some variation as you would expect between strength.

    Fresh medkits now only have 1/50. I only spotted this when I went to heal a wounded Xenonaut on a particular mission so it could just have bugged out.

  4. 30ish is reasonable enough alright. When I read your post I got the impression that you were looking for them to be significantly reduced.

    As for flare spamming at the moment, that's a side-effect of the unlimited number of flares. If that was changed (so each Xenonaut had 2-3) then reducing the TU cost even further I imagine would work out quite well. Right now the only thing stopping excessive flare spam is the TU cost and how patient people are.

  5. Perhaps I'm one of the few people bothered by it but the camera auto-focusing on soldiers is a fraction irritating. Following the track of the bullet is fine but sometimes it decides then to recentre itself on your chosen soldier, sometimes it doesn't - I still can't figure out why it does either. Following the track of the bullet is good, but once it's done maybe it should just be left there centred on the thing you hit.

  6. Perhaps it could be variable? Sometimes it's cut and other times not?

    Don't think that's a good idea; there's nothing worse than inconsistency. I suppose it could be variable if you were told in advance whether the power was up or not. Personally though, I rather enjoy the very dark night missions as is - the music, the limited sight range, the 'I wish I took the scout car' feeling the second you realize you're not going to make it before nightfall... Adding in more lighting would take from that, I imagine.

  7. * I notice that I can destroy a wall (the gray cement things) nicely and walk right through the gap. However, while I can also destroy a hedge and shoot through the gap, I can not walk through it. Surely this is an opps. I would like to walk through destroyed gaps in hedges in a later version.

    Never noticed this but yes, you should be able to walk through destroyed terrain.

    * Should I get taking fire, but totally unable to see the shooter? I can see this argued several ways, just wondering if it was intentional.

    The short answer is yes; aliens have longer sight ranges and better weapons. You should have a general idea of where the shooter is though based on the path of the shot.

    * Back at Base, I should be able to see the Health of my unassigned troops in the Squad Screen. As it is, I have to go to the Personnel Screen and back. I mention this although I later realized I can assign troops in or out of the active squad in the Personnel Screen.

    I have also noticed this and really hope something is done to remedy it.

    * Three out of five ground actions were on the same, or very similar map, but the location of the aliens were not the same. Early days, of course. Just thought I'd mention it.

    More maps are being added, though there is already a selection of ~50. In my experience you'll get a better selection of maps in Europe/Asia than you will in the Americas (esp. N. America) but I suspect that this will get better as the game progresses through to official release.

    * I just finished a clinic in my base. Should I see something about this in my troops healing? I would think that moving them to a proper clinic from wherever they have been stuffed on their own with self-administered morphine and bandages should result in faster healing. BTB, I had one troop evac at 1% Health! Is slowly healing and even got medal. :)

    Yeah, the clinic (isn't it called medbay or something? Maybe not) speeds up soldier recovery rate. There isn't anything to really show this though in action. Grats on the medal. :)

    * I did not see any of the previously reported alien shooting through blank wall when my troops were right beside the wall. In one mission there was a very clear situation where I could see an alien on one side and my troops directly on the other side right by the wall and taking no fire. So I guess you guys fixed that one. :)

    Very early days at this saving of an ungrateful humanity. Seem to be having a lot of troops getting chewed up. Have had to take some missions with a Squad of only four troops, everyone else was back at base shooting morphine and applying their own bandages waiting for the union shop guys to get around to finishing the clinic. Having fun with this one.

    Some times you have to take wounded soldiers, though I've come across a number of situations where I simply didn't have a full crew. Those were times I wished I had a Hunter scout car. Two soldiers may be better than it in the long run but if you're tight on manpower the vehicles are very handy.

  8. To my mind you really have two options; buy it now at the reduced price (it's going up to 25 post-release) or wait until after release and it's on sale. If you're interested in the game then buying it now makes the most sense. If you're on the fence and/or considering not getting it at all then waiting for a sale might be a better move. I purchased it back in... October/September I think? It was worth 20 dollars then and it's been getting steadily better since.

  9. 1.Is there enough content in the game right now to enjoy it. Im all about random maps and different experience everytime.

    Maps can get a bit repetitive at present but there are people working on map packs and more will be added as the game moves through beta.

    2.Is the tech tree/Research tree a good size?

    Short answer is yes. However, it may not seem like that at the start as you have to work for your research. Unlike in, say, Civilization, where you can see all research until the end of time in Xenonauts you have to shoot stuff down, loot it from the crashed UFO and then you can research it. It's certainly more realistic but it can give the impression that the research tree is smaller than it actually is.

    3.Can I customize my soldiers a lot?

    Names and loadouts yes. Images no. It's also worth mentioning that, depending on what you do with your soldiers, they can earn medals from combat. It's a really small thing but I personally adore it.

    4.How long would you say a run in this game lasts, I know its beta so might not be to long yet?

    In terms of in-game time? The stated goal is that a successful run-through should take a year unless you deliberately drag it out. So far I haven't been able to complete the game so how long it takes in real-time I have no idea. The goal is for ~50 missions but in my experience it's been substantially more than that and the community response to ~50 missions was that it was a little on the light side. Each mission takes anywhere from 10-60 minutes and then you'll have down-time, air combat, managing your base and so on. I reckon that, roughly, it'll come to ~15 hours for one playthrough but that's pulled completely out of the air. If it was longer than that I wouldn't be terribly surprised.

    5.Is the game a challenge?

    Ever played Dwarf Fortress? It's like that. The game doesn't care whether you win or lose and, by god, the AI is out to win. It's handicapped in the tactical battles at present because it still needs to be fine-tuned but it's definitely getting there.

    6.How much post launch support will it get?

    Highly moddable plus substantial time and effort on Chris' part is a good indication of long-term future support. However, none of us here are clairvoyant.

    7.How is base building/management?

    Good. It needs to be balanced in some areas and you kinda need to know a few things going in - Xenonauts is not a game where your first blind playthrough will go particularly well. For instance, one thing that caught me out my first couple of tries was that the base didn't come with a medlab so my wounded soldiers weren't healing. It's an easy fix once you spot it but it can, at times, require some forethought and past experience. Otherwise though I've found it particularly enjoyable and, like the original game, you can have multiple bases - which is awesome.

  10. Wow, he's totally wrong about cover. In fact, you're men wouldn't last three turns if they didn't use cover. I'm not even sure he played the game based on that comment. Apparently, he also doesn't know the game is set in the 70's BEFORE Google maps. I'm wouldn't put any stock in this "review". It's off base and way too harsh.

    Completely agree, especially with regards to cover, but he does have a small point with regards to the black fog of war. I don't think it really needs to be adjusted but I always thought that it broke immersion a little when you had absolutely no idea what was where. As you approached the landing zone you'd at least have a general idea of where big buildings, points of elevation, the crash site and other obvious landmarks were. As it happens, if the crash site is smoking or on fire you do know where it is but this looks more like an error in coding rather than a deliberate design decision.

    Other than that minor point though his review is just flat-out wrong - there is cover, there is a reserve time units slider, air combat is significantly more than dodge/afterburner and it is by no means just a high-res version of the original. I don't even think he understands the concept of a high-res port.

  11. Dedicated people to moderate the forum beyond what should already be being done is just not going to work. The steam forums are not that kind of place. In my experience there are really only two directions a steam forum will go:

    It becomes a hotbed of trolls, whingers and people who have no real interest in the game complaining about the game, usually with a limited understanding of what it is that they're talking about. People with considered responses to some of these are usually ignored and generally lost under a pile of less sensible, more emotionally suspect and typically curious posts.

    Alternatively, it does the same thing but instead becomes a fanboy club where all critique is judged as hostile and usually degenerates into an equally hostile place.

    Frankly, people who care and are interested will sign up here, those who don't will stay on the steam forums. Personally, I think that's a good way to have things.

  12. ...

    They try to shoot through walls and buildings

    they were trying to shoot through their own UFO door on one mission

    ...

    Aye. What's worse is that they're so persistent in doing so. There was one mission where a cop and a bunch of aliens were exchanging fire with the UFO door closed and in their way. It actually took a bit of time to open the door up because the cop's shots were all over the place. Credit to the cop though, by the looks of it he managed to down 2-3 aliens... or, I suppose, it's more likely that it was friendly fire.

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