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alienman

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Posts posted by alienman

  1. 19 minutes ago, Kamehamehayes said:

    Yeah, I guess the main talking point here is how much does the 5 shot mag downside actually effect combat on the battlefield. If it is only an inconvenience that is easily dealt with, then I think the current system falls on its head and using accelerated weapons is objectively worse than using laser weapons.  

    I can only talk from the experience from one mission. But I ran pretty low. My guy with pistol ran out. I was running low on other units too, down to their last couple of shots. They could only carry one extra mag with them, since I run with a full set of grenades and such too. But it got me thinking I have to redo the inventory for the men with lasers. Then, if you use 3 shots to pin someone, that is more than half of ammo capacity in one go. I just like the added complexity.

    And looking at my men with mag rifles, they are down to around to a couple of rounds left in their rifle, but didn't have to reload. So, seems to be a big difference there. There is also the thing about having to waste precious time-units to reload all the time.

    I can't say for certain if it's a perfect balance or anything, but there is a clear difference between the weapons, at least. Now if mag rifles are worth it by its own, I don't know. It might be worth to skip, but then my comparison would be for standard ballistics and laser weapons.

  2. 1 hour ago, Komandos said:

    It is interesting to see on the video (YouTube) the experience of your passing the game.

    Okay, here it is: https://www.youtube.com/watch?v=h8648230ODU

    Video starts with the Cleaner base.

    At 24:47, we have the Xenonauts base defense.

    Then at 28:14 we have the Alien Base assault.

    At 49:55 we have the hilarious baseball grenade throw.

    This is all experienced as "first time". Also, just a warning. The saltiness might get a bit much at times. Curses, swearing and loud complaints will be heard :)

     

    • Thanks 1
  3. From my current playthrough so far. The laser weapons are much better overall, damage and accuracy. But they come with one huuuuuge issue. At first when I started to use the lasers, I thought, why even get the accelerated weapons?! But the problem with laser weapons are - they have the same weight as any other weapon, and only carry 5 shots per magazines. So you got to carry a shit ton of spare mags for it, which are heavy. And this, I think makes the accelerated weapons still viable. Especially when carry weight works like currency in Xenonauts. And in my game, I just researched a better armor, but it's heavy! Which makes this even more interesting. I have not made it yet, so I don't know the penalty. But I doubt the ones that use the armor will be able to carry a ton of extra mags with them.

    I like how it is now, that it is not upgrading all ballistics weapons. I like playing engineer/builder/quartermaster, and I like the aspect of when things hit the fan, you might have to go back to clunky old ballistics - guerilla style. Like how in the old X-com games when you got your base attacked, and every rookie had to defend, but the armory being reserved for the top units only. So you had to give them old junk to defend with. I always liked that rag tagged approach to the game.

  4. @Chris

    Yeah, you are right about the doors. The Xenonauts base door you can't close, but I meant the Alien Base ones. You open them, then they stay open until next turn. You can't close them yourself. Just wondering about this change. Was it because of door abuse or something like that in Xenonauts 1?

    And I don't have a save, but I did record my experience for Youtube. Only one episode is uploaded, though, and it's not showing the issues. But I can make a special video showcasing some of the issues if you want.

    • Like 1
  5. Yeah. I expect things to change, and the it's the main reason for giving feedback :)

    Another solution is to make reaction fire harder to pull off. Or make the aliens move around more in larger rooms, so they actually spend their time-units instead of sitting still with full load.

    But changes depends on @Chrisof course. I don't know if this is something he really enjoys and considered a done deal.

  6. 12 hours ago, Twigg said:

    I find the cleaner base in particular to be a gear check, much like the gargoyles in the original dark souls. If you don't have warden armor and laser weapons/alenium grenades then you are almost guaranteed to lose and it is almost solely down to those damn turrets in those small rooms/hallways. It is essentially impossible to shoot at them without them shooting back and they are much more lethal then you are. I have found success throwing alenium grenades around corners from positions outside of their line of sight but that doesn't feel satisfying or fun.

    My strategy for breaching the alien base control room is sending in with good armor, high health, and immediately throwing a smoke grenade at your feet. If you are lucky the accuracy modifier from the smoke will help cancel out the insane close range bonus they get when you teleport right into their nose hairs and you have a decent chance of that soldier only being out for 20+ days. If you are really unlucky not only will they die from the reaction fire but your other soldiers outside the room will get suppressed.

    I really like the idea of reaction fire in the beginning of the game when everyone's aim is shit and weapons aren't as lethal but alien numbers and damage scale pretty quickly but the maps don't scale at all so you often feel like you are playing minesweeper every time you move a soldier. Late game terror missions are a great example of this as the maps are already small so you have to spend the first half a dozen turns at least sitting in the dropship waiting for the seemingly infinite amount of aliens to fall to your own reaction fire to the point where they are reasonably thinned out and you can actually move around the map.

    Yes, it seems to come down to maps being way too small, at least certain crucial rooms you need to breach, and reaction fire being way too accurate. And yes, I suspected I just needed higher gear, but the mission is kinda presented as a first task kind of thing, before the real fights against the aliens. When I got the HQ mission, I was already way behind in research. That can be improved of course, but it just seemed like a big jump in difficulty going by the earlier missions in the mission series. Could have used a turret in an earlier mission perhaps, maybe just one, so you know what you are up against. I don't know. I just know that I don't like "minesweeper" gameplay as you call it.

  7. 19 minutes ago, Komandos said:

    Yesterday I watched Xenonauts 2 version 24.7 broadcast on YouTube. I got the impression that the enemy has more chances to die from a single shot than the player's soldiers.

    I see the problem in the fact that on some tasks it is very easy for the player to lose 4-5 soldiers, and the remaining 4-5 soldiers of the player are very insufficient not to put the remaining soldiers of the "second line" (snipers) at risk.

    Or it is necessary to take more soldiers on a mission so that the player has the ability to calmly survive a much larger number of "sad situations".

    Or make it so that the aliens could not cause serious damage to the player's soldiers.

    At the beginning maybe, but the bipedal aliens can take a serious beating.

    I don't mind losing a bunch of soldiers personally, or even fail at missions. I just find the situation with confined spaces, and a shit ton of aliens that take reaction one after another really lame & boring gameplay. That seems to be the majority of my losses, at least. Getting punished for moving or even trying, just feels off to me. It's impossible to stun that many aliens too, especially since everyone is located in different parts of the room. So you will always get punished, whatever you decide to do.

    I don't see how throwing more soldiers at the problem would improve the situation. The gameplay around storming these rooms are pretty terrible. In my opinion anyway.

  8. Been playing some, and while very enjoyable for the most part, I got to say the reaction fire from aliens is going to give me a heart attack. I got absolutely slaughtered in two instances, and both times it just killed all the fun I was having.

    First was the base of the Cleaners. Opening a door there meant certain death if you try to do anything. Those turrets just cut through everyone and everything, especially in combination with the Cleaner agents. I have no idea how to tackle that, except by bringing lots of armor, I guess? I had to flee. Then the same thing happened when I attacked an alien base. It was a fun fight until I had to teleport up into a small room filled with aliens, standing in all corners. No cover anywhere. Doing anything triggered a reaction fire that would one-shot my guys. It was extremely frustrating and turned into degenerate gameplay trying to avoid the reaction fire. Lots of save scumming.

    I'm wondering what the rest of you think, is the reaction fire fun? It seems every unit will take a reaction, which means you can't do anything. Also, a funny incident was when I ran into an alien, and thanks to them being tanky as hell suddenly, my guy couldn't kill it with an upgraded shotgun at point blank. So he promptly died after firing. It got me thinking that it wouldn't matter what I did in that situation. He was dead anyway, since running triggers reaction fire as much as shooting.

    Another thing that happened was that my base was attacked. I kinda expected to be like in Xenonauts 1, but here it was incredibly easy. Just take notice of where you can't spawn, and set up a killing field around it. Is it really supposed to be like that? I was passive throughout the whole defense. The aliens just threw themselves against my defensive line and got murdered, again through reaction fire, but this time working for me.

    Then we have the doors. Why can't I close them anymore? Was it considered cheesy or something in Xenonauts 1? It just seems weird not to be able to close doors anymore.

    And last. Grenades being able to be thrown like a baseball. I'm not sure I like that, it looks weird, and seems a bit OP. One alien threw a grenade in a straight line across a whole room right into the face of one of my men. While it looked funny, it sure felt like a bullshit moment. I know you can do it yourself also, and I don't like it here either. Shouldn't grenades be an arc thing? It is what makes them unique. It also put limits on its uses indoors, which I think is a good penalty. Now anyone strong enough can hurl it like a pro baseball player at any target.

    That was all from me!

    • Like 1
  9. 28 minutes ago, Komandos said:

    At the end of the game, soldiers have no problem with personal strength.

    At the end of the game, the problem is that the soldiers are not able to use all their strength effectively, as there are not enough pockets for equipment that they could take with them.

    Some types of tactics are impossible to apply, since soldiers must wear more of the necessary equipment to use them.

    A strong soldier has no advantage over a weak soldier, since the number of items they can take with them is limited not by strength, but by pockets (slots).

    This is very noticeable in the final of the game, when the strength of the soldiers reaches the limit values.

    Damn that sucks. Not come that far in the game yet, but it does feel a bit more cramped when it comes to space.

  10. 7 hours ago, Kamehamehayes said:

    It was removed because Chris didn't think it was needed after the secondary slot was added, so you would be holding the pistol in your hand instead of extra slots on your belt. And being able to hold a secondary weapon for free and have another one on your belt sounds a little bit overkill imo. 

    I see. Goes back to my original issue with dual wielding.

  11. Just curious about the reason for this addition, because to me, it seems a bit odd, both in gameplay and how it looks visually. First of all, it looks janky when it comes to reaction fire. Then, from a gameplay perspective, it feels kinda "cheap". Now there is no real penalty to equip your men with anything heavy. You still got access to short-range weapons, and it minimizes the risk of moving/saving TU. Also, how does the "logistics" (can't come up with a better term) behind it work? Are the units holding the extra pistol, or is it a fast-draw kind of thing?

  12. 2 hours ago, Kamehamehayes said:

    Why doesn't the stressed feeling fit the game? Did you expect the game to be of little stress like Xen 1? Do the game mechanics clash and tried to force a playstyle that the mechanics did not facilitate (much like what happened to Xcom 2 imo)? Did the constant stress tire you out and you wanted to put the game down after awhile and break immersion? 

    Forcing a playstyle, yes, and that I'm not sure that well in Xenonauts. I mean, like in nuXcom, you don't get any special skills or stuff like that, to make your unit run faster, gain immunity and stuff like that. But most of all, I find it immersion shattering. I always liked how the OG X-com, and Xenonauts mostly felt like a sandbox experience, without anything gamey like this to make the gameplay more involved. Like how stuff happens dynamically. Need a commander for research? Well, there is your objective. I know Xenonauts 2 still work like this, since you need to capture dudes, but I just prefer the open ended sandbox approach to it without gimmicks.

    I don't got anything against having different objectives, though, but so far they just seem to be an addition to variation in the gameplay, without much thought behind it. Random tubes that beam away civvies, randomly placed over an area. Okay, then.

    Would be cooler if say, you had civilians being attacked, holed up in some building, providing some light defense. And your mission is to rescue them, but it's not a mission failure if they die, since your primary objective is as always to kill the aliens, but it's a huge bonus if you do. Or why not make it random and dynamic, without telling the player. Maybe you get a text based radio call when on the tactical map "Thank God you are here, we need help at that and that location". Instead of "you need to save 5 guys locked in tubes, all the way over in Japan" while your base is in Italy.

  13. After deciding to play some more (I couldn't help myself), I have to say I don't like the gimmicky missions at all. Saving the tubed civilians, and especially not the collect the usb stick one. Feels way too gamey, and I don't feel the stressed gameplay fits the game. My opinion of course, but highly disliked it. Shelving the game for now.

  14. I would personally prefer the old mechanic. You are already gimping your man by giving him a shield, more penalties on top of that seem a bit excessive. In Xeno 1, shield guy was a crucial unit assaulting UFOs, at least in my games. Would be a shame to miss that function in Xeno 2.

    • Like 1
  15. I have to admit. I thought this project might disappoint me, but after trying the latest beta stuff, I'm excited for Xenonauts 2 again. I don't have too much feedback to give, sorry. Since I don't want to ruin the experience, however, from what I have tried, it sure feels good. Takes me back to the old Xenonauts 1 days.

    I'm just going to make one request. That green outline thing on soldiers when they are behind something, can you make that a toggle thing? Look very distracting to me.

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