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Phoenix

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Everything posted by Phoenix

  1. To be honest, I prefer the X-COM:Eu way of dealing with it. You can't see it, you can't aim at it unless it is a rocket or you can throw a grenade at that range. This tactics is as stupid as the original game psionics was. To some disbelief I could understand a feature "aim area" with machine gun. I could also be in favor of some quasi solution where guys with scoped weapons have greater sight radius than guys with other weapons, which would still make some crawling tactics possible, but not excessive. I guess in order for this system to work, you'd have to implement something like effective LoF, beyond which you cannot aim at targets, but at the specific area with bursts only. Scoped weapons would have greater effective LoF.
  2. I am not sure how complex the UFO interior designs are, but from what I saw in the demo (Alpha) the three types (light scout, Scout and Corvette, were rather simple in design and not much tactical action could be seen there. In the OG only the smallest vessel had single door with large open space, others had narrow corridors, multiple entry points to some rooms, and sometimes even multiple entry points to the UFO itself. There is no rebounding of grenades, so you can't simulate properly the breaches. (for example tossing from safe spot a flashbang that would rebound from the walls into the assumed position of hostiles) I also do not know the exact mechanics of smoke (does it give you a considerable enough concealment that you can move through fairly safe to the interior/next room?) I'd love to have exiting UFO breaches and interior combat (shotgun type weapons seem rather useless for now, APs for single shot seem to be same as assault rifle and if you start breach then assault rifle can go in burst mode, which is more effective IMO). I'd love to get my hands on the latest beta, but apparently either I missed something or KS supporter cannot have the beta access.
  3. So, can anyone give some advice on this one? Did I miss some information somewhere or the KS backers do not have access to the beta client?
  4. I've supported it on KS on this tier: Premium Pre-Order (as $30), plus a phyiscal copy of the game. This will be a standard black DVD case with a colour printed back and front, containing a 20-page manual and a printed DVD copy of Xenonauts. Please add $10 for international shipping. So far I did not receive information how could I participate in a beta, through none of the e-mails sent to me. My e-mail address also is not recognized by Dessura as one eligible for a beta download, so I am a bit disappointed here. In theory I got a premium Pre-Order but so far I cannot use anything
  5. I can only say: You are missing out a lot of good fun
  6. ok, not sure where to post it, so here it is. Is there a chance for downloading a beta, if you backed the project at KS? Or am I left with my wait for the physical copy of the full version of the game? I'd like to give it a try once it is in a stable beta state... but I see no option in the KS page, nor any message on my e-mail with KS updates on how to actually get a beta, aside of the update telling me about the beta...
  7. I've finished the game at least a couple of times and both on Normal and Classic - Didn't go for Impossible yet A few points on the game: DISLIKES: 1) Interception - it feels a bit... simple... what you need to do is basically this -> buy 1 interceptor per covered continent, arm it with Phoenix cannon (it easily downs small and medium UFOs) and if you hit a large UFO use dodge... This is pre-mid game special mission. After the mid game mission, you should have two interceptors with laser cannons per continent and should build one firestorm per continent. 2) LoS/LoF bugs - this can be fixed, but I hate a bug where I am clearly in a flanking position and it still counts the alien as in full cov. 3) Some facilities are useless - for now, I did not have to build any lab at all... also never went for satelite nexus. 4) Not being able to PICK a class. - I like the idea of specialization, but I'd like to be able to designate which rook becaomes what class once he hits the first promotion... rolling 5 snipers isn't fun. 5) No randomization of basic stats of soldiers - each class has exact carbon copies of aim/def/HP as if each class was producing clones within itself... they had options prepared in so called "Second Wave', but it did not make into the launch - shame. Only Will seems to be fairly random 6) Limited number of suburban and broad daylight maps... - this I guess could be fixed. 7) Power of blaster launcher - considering what steps you have to make to be even able to research one (you need to bait a Battleship to appear, then down it fairly intact - so basically Firestorm with EMP weapon - the blast power is underwhelming... it does only 9 dmg and it has a standard rocket blast radius... it can't kill a freaking muton on a classic difficulty... that weapon should be doing around 15 dmg, and it still would not be killing stuff like sectopods, berserkers, ethereals. 8) There is basically only a one build order that will let you to win the game -> FOCUS ON SATELITES FOR THE FIRST THREE MONTHS. Anything else and you lose on classic+ difficulty ON THE FENCE 1) One base - it's not a big deal to be honest. They just replaced bases, with satelites for radar coverage. I also kind of accept that there is only a one full base - I can't imagine that excavating, building all the special facilities and infrastructure would be any less than a full year IRL, so it's kind of believable that you are limited to a one MAJOR base. 2) No base assault - there is only a one mid-game mission where you raid an alien base. I guess same logic applies for setting up alien bases. On the other hand I also kind of accept that there is no XCOM base invasion. Normally if aliens would detect it, they would just send a few battlecruisers and make a huge crater in the earth... I cannot imagine highly intelligent race with superior firepower and no real use for inferior tech to go into ground combat into a place, which they can simply vaporize. 3) Alien spawns - there seems to be around 2-4 passive spawn places and 1-3 roaming patrols per map. On terror missions Aliens always are on a patrol rote, but they seem to be static if you are not making any move at all. I can live with it... And man, things can be really hot if you fight one spawn and you suddenly get three more patrols on that place... very likely to happen on very small maps 4) No free aim - I understand the logic here. Since the cover is an important part of the tactical gameplay they wanted to make sure that you cannot destroy cover with anything but limited explosives... to make choices matter more. Random misses can still destroy cover, and that can tip a balance of engagement. 5) Limited explosives - This is also tied to the cover mechanic. That would make small and very small maps cover mechanics pointless. Most of the maps are medium in size with few large and very large. You still can have a heavy though with 3 rockets and two grenades... If you get a blaster launcher and alien grenades on that dude it's a lot of guaranteed AoE. 6) anything but move ending your turn... - It again enforces you to take some decisions and dealing with consequences. It also gets rid of a silly abuse of, move to corner, shot and move back to not being shot at... I kind of understand that shooting makes you to fully commit to your action for that particular turn. I guess they would have to completely redesign combat and cover system if they would allow for TUs. 7) Amount of missions - the game is roughly designed to last around 6-7 months, that's around 35 missions total. You can prolong it, but there is really not much sense, unless you want to have a fully maxed out of all soldiers being psychers too. It is a fairly ok amount of missions, but that also means that you can afford losing 1 mission early (but only a UFO mission) and 1 mission late, where you have all panic levels down to around 1-2 bars. This also not allows for getting a full squad wipe of leveled up soldiers at around 2/3 months mark, because then it just snowballs down to a loss. This amount of missions makes it also highly unlikely that you will see a same map during one playthrough. (there are around 8 different council missions, around 25 different abduction missions, 5-6 terror missions, and 3-4 missions per each UFO downed and 3-4 missions per each UFO landed, 3 story specific missions) 8) Panic - it is ok as a mechanic, but it triggers far to easily... also if there is a firing move, they should be completly random, not always aim at the units in your LoS - this results in a game braking friendly fire chain 9) Squad size - it works ok if you do not lose more than 1 soldier per mission. Bad thing is, that if you had an unlucky wipe or near wipe, your low grade soldiers cannot recover the game, because they cannot overcome the RNG with numbers... I'd rather see 8 soldiers per mission max. LIKES: 1) Combat AI - this is a major improvement... the aliens actually work as a team and utilize their combat abilities... that makes for example muton/chrysalid combo a very dangerous one. If you trigger on classic+ more than a one group of aliens, you are in for some tough fight.. if you trigger 3 groups and more... and you have very limited and RELIABLE high cover (i.e. not destructible) then you will most likely lose a mission or at least a few people. 2) Strategic layer makes you fight for your gold and maintaining countries in the council. Panic could see some improvement - for example a successful UFO mission also kills a point of panic. I heavily disliked las cannons factories in OG, which made you basically fully independent, breaking the immersion of an international organization depending on the council of governments. 3) very nice research tree... each research has a meaning 4) resource management - you rely on what you get from aliens to build own advanced weapons and armor. Also a nice balance between foundry projects, and researches. Foundry greatly enhances many things on the field, but can strangle your research, and other way around. 5) Grey market - I like the idea that you cannot randomly sell highly advanced weapons and armors to just anybody. You get the embargo on that by the council as in real situation such organization would get. You do however get some occasional council requests to provide them with some weapon/armor/alien stuff for extra cash/eng/sci 6) Weapons - rifles - good all around, but average dmg; pistols - no ammo requirement, but usually lower dmg - some perks and foundry upgrades can make them equivalent of a rifle; shotguns - crap at long range, super powerful and accurate at close range; sniper rifles - crap at short range, but goes well with high acc snipers on the long range; heavy weapons - they are good at any range, but unfortunately soldiers carrying it have crappiest aim... - it is coupled with a nice feat on heavies which allows them to shot twice or shot and then take another action. 7) Psionics - no more crappy and OP psionics, where it could happen without the LoS... now both aliens and your soldiers have to have their targets in their own LoS to target with Psi power 8) SHIVS - the only remote chance for recovering from a squad wipe is to field a couple of these babies with rooks... They are however foundry projects which have some research time and resource consumption - a good balance IMO 9) The feeling that you are against an overwhelming force - seriously I see people complaining about not being able to react to all abductions... imagine that it is only a small scale of what would really happen. If you would have free roam on skyrangers and squads, then they would probably send you 20-30 abductors on different locations at one time - try to shot all of them down and send skyrangers full of teams - sure it would be a great mechanics from the Immersion point of view, but it would require a ton of more maps to retain it enjoyable and varied enough. I like this mechanics as it is, besides, once you get sat coverage over countries, they are far less likely to get abduction missions. Sat coverage is a key in ability to respond to alien threat.
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