RiceMuncher
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Assaults to Xenonaut Bases ruin the game
RiceMuncher replied to Skitso's topic in X:CE General Discussion
The base assaults are harsh. Sometimes they may spawn right on top of your base and when all soldiers/fighters are out on missions you can lose a base instantly. However lorewise, I think changing it would make no sense. The aliens assault the base and would likely blow it up with plasma explosives than reconfigure it. They build bases seperately remember? I think they should fix the game economy more so that having garrisons is not as expensive. At the moment, at least on Veteran, there is not much diversity in builds. Perhaps an increase in fundng or a decrease in maintenance fees would help this issue out. -
Xenonauts: Community Edition 0.32 HF2
RiceMuncher replied to llunak's topic in X:CE Release Announcements
I still dont see the option to config TU burden.. Is it just me or everybody else? -
Xenonauts: Community Edition 0.32 HF2
RiceMuncher replied to llunak's topic in X:CE Release Announcements
Thanks Illunak! We all do appreciate you hard work and effort. Please don't take any offense at any of my prior comments. I only wanted to say my own point of view. I respect your concern for realism and understand that there will never be a perfect TU system. (though the original X-com one was pretty good) -
Xenonauts: Community Edition 0.32 HF1
RiceMuncher replied to llunak's topic in X:CE Release Announcements
Skitso has a good point there. Why fix it if it ain't broke. I don't see many people complaining about the 1.5 TU system. Why not justput a toggle on/off option for this TU thing? Is it not clear that the majority of posters here have ambivalent or negative perceptions of the new TU system? If its a so called "community edition" should there not be consultation with the Xenonaut player base before making such a big change? -
Xenonauts: Community Edition 0.32 HF1
RiceMuncher replied to llunak's topic in X:CE Release Announcements
"IOW, why does nobody complain overburdened soldiers get to run less, but it's a problem if they get to shoot less?" -because it drastically reduces the number of tactical options available when your options to shoot are limited. Sorry cant burst fire because I am carrying a pistol in my backpack lol. What bugfix? The whole TU system was based on overburdening affecting movement only. Now that it affects firing options, the whole dynamic of ground combat has changed. It is clearly not obvious as the past few comments have been unsupportive of the recent change. It almost sounds like if the recent change was to cater to your style of play. At the end of the day, the TU system is not just about overburdening. It affects firing options, mobility, no. of items you can carry. IMO in the attempt to fix this so called bug, there was not enough consideration into the effects on the above issues. TU's is not just about the amount of items you can/cannot carry. And I also don't see the option to undo the TU change. Kindest regards, Rice -
Xenonauts: Community Edition 0.32 HF1
RiceMuncher replied to llunak's topic in X:CE Release Announcements
At least if the TU changes are to stay, there will need to be a rework of the TU system in terms of how much is needed to fire burst etc. It could be ( X percentage + set TU) per firing mode so that elite troops can fire more often) -
Xenonauts: Community Edition 0.32 HF1
RiceMuncher replied to llunak's topic in X:CE Release Announcements
Yes please. It's so hard to train strength now without being seriously handi-capped in ground fights. Putting on any armor bar sentinel gives the alien side too much advantage as they can now overpower you with their higher mobility etc. -
Xenonauts: Community Edition 0.32 HF1
RiceMuncher replied to llunak's topic in X:CE Release Announcements
I personally dislike the new TU system. Makes the game more micro-intensive in the inventory screen as some classes e.g heavy; will need no encumbrance to fire. I mean the aliens A.I is already better AND they have better TU's before (does this new TU thing even affect them?) At lesat make the TU thing a option instead of enforcing it on everyone ;( -
Xenonauts V1.53 Experimental Released!
RiceMuncher replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
An epilogue! THANKYOU. *SPOILERS* I will now rest in peace - so with the rest of the soldiers that got "sacrificed" in the end on those side rooms -
This. The ending is so lackluster that I don't(and maybe more) would not want to play again. Seriously, to reach the ending on normal we had to spend roughly 20+hours on a campaign.. only to get treated to a victory screen. No closure. Sad
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Please fix the crappy ending. If your going to put up mission objectives stating that *SPOILERS BELOW* your team's survival depends on blowing up the generators then at least give us a different ending dependant on it. Right now its just a flat slide...
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Yer it reveals the entire map but not where the aliens are until your troops spot them, then they are "tagged" and forever revealed
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All aircraft have the same maintanece cost. So long-term, you would benefit from all marauders
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SPOILERS - Ending Discussion
RiceMuncher replied to RiceMuncher's topic in Xenonauts General Discussion
In a mod? NICE. Will play again when Steam Workshop + endings/intro is better. -
A very tough and challenging final mission. It felt good that most of my men did not survive taking out that Preoterian. Yet I felt abit underwhelmed at the ending. The ending does not seem to take into account whether or not the power gens were blown up. One ending screen and bam. What happens if you don't blow the power gens? Did my guys make it out? Otherwise great game.