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Larus

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Posts posted by Larus

  1. You probably won't find a better system without making some fundamental changes to the game. No LOS required but less effective/likely with an increasing range is for me a good solution and much better than anything I experiend in former version of the game.

    I played through the entire game with the new system on veteran difficulty and never had any major problems with psi-powers. I had maybe 2-3 hallucinationsand 0 mc in about 100 missions, a low moral and panik due to unnerve happend a few times though. Sure I consider only soldiers with at least +50 willpower (and +50 reations) to worth taking with me on a mission but that aren't imba stats by any means. Most of the powerful psi-powers are very unlikely to happen if you don't stand right next to an alien with psi-powers for rounds. Advance fast, shoot him in the face and nothing bad will happen.

    Long story short, the current system isn't perfect but it dosen't suck.

  2. Loading the save (or the autosave) before you open the gate also helps to prevent the crash from happening in the first place. I don't know why but I generally still have these strange first round crashs even after a clean installation. I can't help myself but thinking that it has something to do with the LOS of my guys and the one of aliens since the LOS apparently gets refreshed after loading the game.

    Ok just tested it, the crash in the final mission when you open the gates and the crash in the first round in general ONLY happen when you use a Valkyrie. Can it be that the LOS of the aliens and/or my guys has been alterated to prevent an immediate reaction fire from the aliens?

    If yes would I try to disable it. It might prevent any further first round crash and is probably not necessary when the aliens have only 50% of their TU anyway.

  3. Still seems to be a crashing problem on final mission. Reloading savegame after crash fixes it.

    Loading the save (or the autosave) before you open the gate also helps to prevent the crash from happening in the first place. I don't know why but I generally still have these strange first round crashs even after a clean installation. I can't help myself but thinking that it has something to do with the LOS of my guys and the one of aliens since the LOS apparently gets refreshed after loading the game.

  4. Regarding psi-powers changed a lot for the better since v21. Kinda suprised you even bothered to come that far in that version when you had access to the experimental builds and now to the "final" release which are all better in that regard.

    PS: I think you meant sarcasm instead of irony. But there is admittedly also is a bit irony in it when a fomer Xenonaut now hunts humans as an alien :P

  5. My game crashed so far 3 times in my first round as I sighted and killed an alien that wasn't in my LOS as I started map. All 3 crashs happend in different locations and with different targets (Reaper in farm, Wrath in city, Ceasan in artic) and it always only happen in my first turn.

    Edit:

    4 times now.

  6. Dunno if there is enough time left to test and balance a new system but I think the current one isn't that bad. I can also promise you that it get better once you managed to survive the first 2-3 months, built 3 bases and secured the global airspace. But you should economically plan out the first 3 months in advance if you want to succeed in the higher difficulties in iron man :)

  7. I personally like the high price and think expanding was too easy previously. Money should be a very limited resource you have to spend carefully. You still get enough money to expand once every month and you'll have enough money left to invest in further Infrastructure and equipment.

    Sure, you have to get as many cash as you can get from assaulting any crashed and landed UFO if you want to keep your workshop(s) running. But I gernerally think that failing the game, especially with iron man mode, should be a real possibility. The aliens should win if you don't play effective enough.

  8. Flashbacks and stun granades work wonders, stun gas is also really good to clear a room in a safe way. Use C4 if your opponents cannot be suppressed. If you don't have any left can also throw some smoke grandes and hope for the best when charging in. Keep in mind that your current amount of TU, the the reactions of soldier and the reaction-modifier of your weapons plays a role whether you can shot first or not.

    But I definatly like the new camping aliens :)

  9. Yeah had that happen a few times to me as well. Alien is only with manual aiming targetable but still takes no damage. Always have to wait a round until he moves before I get the chance to harm him. Don't see a consistency with that bug, it happens 3 times no with an Cesean guard, Sebillian guard and a light drone in different terra.

    Some animations with heavy laser and precision laser are also still missing while crouching. Soldiers were wearing jackel armors.

  10. While you raise an interesting point perhaps you will also acknowledge if Chris had picked up the JA2 combat mechanics over the X-COM ones, we'd be having a large number of disappointed faithful players commenting how this is a JA2 clone masked as an X-COM one. The entire concept behind Xenonauts is capturing the spirit of the old series and even though the combat could probably be perfected it would also be a compromise one step too far nullifying the core strength of the game. I for one commend Chris and the team for not going down the "wouldn't it be cool, if..." path as we've seen so many exciting projects ultimately fail because of that approach. It's pure modding territory.

    Oh absolutly. Xenonauts is good for what it is or for what it wants to be.

    I still would say that Xenonauts would be overall a better game with the JA2 combat mechanics but a unfaithful X-Com clone. You can't be everything ;)

  11. Mmh I personally think that assault rifles / shotguns are probably THE best weapons in the early- and midgame. They need only a few TU to fire and deal huge damage. You have to support them with supressing fire and grenades, they than can run in and fire 2-3 shots in singel round which is also often enough to kill more than a singel target. They alternative often have enough TU to run in fire, kill and retreat. In the beginning when you chose the roles for your soldiers is the most importent stat for these soldiers consequently TUs.

    Regarding vehicles, never used in the early game when you only have 8 spots in your dropship. They can be handy but they never my first choice when I also could use 2 well trained soldiers.

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