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Naresh

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Everything posted by Naresh

  1. I've been playing on the stable beta (8.3?) recently, I've been enjoying it, things are good, air combat simplified and less daunting, then I realised I wasn't on the most recent version and updated... Air combat is back to the way it was in 1, there's a few progressive differences and some shinier graphics, but all in all I feel like I'm playing a mod for 1 rather than a new game. Xenonauts 2 had some big, bold ideas on how to make creative differences, and I appreciate things don't always work out and things change, but after 200 odd hours in the first game and a good 20 in X-2 I'd be hard pushed to tell anyone what significant differences were that set it apart from X1 aside from graphics. I'm really enjoying the game (apart from air combat, always hated this real time system...) and I'm sure I'll enjoy many hours in whatever is released, but I was hoping for something a little more diverging from 1, not for the sake of it, but to show what was possible
  2. Any chance you can drop the manufacture times of things a bit? as it stands it takes me a good few weeks to get going with weapons, and I'm constantly running out of ammo... On a side note, this mod makes the game brutally hard. Some experimented humans or something and a few Sebillians with what looked like rocket launchers absolutely destroyed me in three turns... - Just my comment, not a request for change
  3. I can see weapons and ammo are manufactured... But what about grenades, shields etc? (or is research required?)
  4. This may seem a silly question... But where do I buy weapons / ammo? EDIT: other than the stuff that is craftable. EDIT: I'd like to change the workshop/labs to having a 15 man capacity... Where do I find the file?
  5. I found even in the stable version aliens were shooting through walls at me even though they had no idea I'd be there, granted they were weak weapons so they didn't break the wall...
  6. I thought that was the case... I just hoped it wasn't. A friend of mine also has the game (so I will occasionally voice his opinions not just mine) - he bought 3 foxtrots and got rid of the starting planes (in the idea of progress) without realising the benefits the starting planes hold
  7. Foxtrots not barrel rolling - I dislike it, makes it damned hard to keep them alive, and at 200k + x amount of torpedoes and missiles... Why? Out of interest - What aircraft stuff? And vehicles - press "b" to change fire modes - would be nicer if that was made more obvious, as there's no button to switch between fire modes on vehicles.
  8. Welcoming the change to flares, all in all I find it not worth my time throwing grenades, from twice the distance and the same amount of TUs I can just shoot someone... UFOs dodging: dangerous area, it's hard enough taking down a fighter when they first appear as they dodge, too much dodging means you have to send in two of your own ships to take out a scout, and adds more micromanagement to the air combat. Welcome the change to shotgun, will start using it now. Grenade / rocket costs: Didn't think it was needed, it's gutting enough thinking "every shot is costing me 3-5k" (granted not big money when you're set up, but until then it's heart breaking)
  9. AK - I'm not using it. I barely use the shotgun as is, because I prefer longer range engagements with the assault rifle, sniper and LMG. I used the AK for a while and found the range and accuracy not worth the extra few TUs. Defensive aliens: I've never encountered more than 3 in a craft, and opening the door was a bugger. I tend to have to throw a smoke down, open it up and toss in a few stuns hoping I don't die to reaction fire.
  10. Grenades are now great early game, I found I was using them 3-4 times per mission, until about mission 5 where I moved over to focusing on guns more. I'm finding rocket launchers are fairly "meh" specifically the stun rockets. I have yet to stun anyone on the first shot with the rocket launcher, while stun grenades seem to work better (can require 2-3 of them still). Never used stun batons. Have shotguns been improved with this mod? I remember never using them due to short range and it not being worth getting close enough to use them.
  11. Don't know what it is, but I can't assign new research, or researchers to projects in my second base (yes, I have a lab and scientists) Mod related?
  12. Just had a quick go for the first week of gameplay, it was brutal, I don't know if it was the mod or if the random generators hate me. First day, within 2 seconds of taking it off slow speed, UFO appears right above my base, raid it to find 5 aliens camping around my chinook. Brutal fight... scout shot down a plane of mine, raided it, again, 3 aliens around my chinook, another few off else where, a grim and desperate battle with only cacti as cover. Third mission... I'd argue as almost impossible to win without losing a man, large open areas with no cover, too far to shoot efficiently, had to resort to a smoke grenade line and about 12 grenades being pot shotted and listening for screams. Loving it (All on normal difficulty)
  13. Erm... Am I blind, but where is the download link?
  14. Will try out the mod later today, out of interest, how did you get laser weapons before your third mission (Are you including crash sites)?
  15. A few personal requests: Reduce the cost of throwing grenades, they're too expensive for what they are currently... I don't think weight is an issue for grenades, once you wear any sort of armour and use an advanced gun you won't have room for many grenades...
  16. I feel I'm quite good at using snipers, but I've found they're really extreme, either insanely good, or terrible. As for the being ganked by aliens on landing, I forgot smoke grenades and all of them were well outside sight range Grenade wise: I feel standard grenades aren't powerful enough (they cost a lot of TUs to throw, for only 4 tiles impact), could grenades be made more like X com apocalypse ones (larger blast, less damage away from the epicentre)? Stun grenades could do with losing a tile of range I feel. - I've been playing X com since it pretty much came out. Glad xenonauts is finally stepping up to the plate, very happy this mod is around.
  17. Made an account just to say how much I love this mod, at first I thought the TU costs were a little on the low side, but realising I can now move and shoot, or get off 2 bursts a round made me happy. Just finished a mission where my chinook was surrounded by -5-6 aliens with rapid fire guns while I had only just got jackal armour and 1 laser rifle, I got completely slaughtered on turn 2, there was nowhere to hide One point I'd like to make is the accuracy of the sniper rifle, it doesn't seem worth taking at the moment, as if I move, I have rubbish aim, and most of the time aliens are behind cover so I only get between 1-7% chance to hit, and if I move for a better shot I get stung with the accuracy penalty... Also, I noticed the hunter could only take about 3 shots in the unmodded version, but can withstand more like 10-15 in this mod, that's quite a big increase and I was wondering why.
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