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Fire@Jimmi

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Everything posted by Fire@Jimmi

  1. Hi Guys, so I read that the Xeno2 Kickstarter was going to launch today, but unless I'm blind (distinctly possible) I've not seen any recent marketing or communications to that effect. Can someone tell me what's going on?
  2. Hello! My man is aiming at an alien, lets say the percentage to hit is given at 50% when I right click a few times to find aimed shot. There's an obstacle between us, lets say it's rated at 45% cover. Does that mean that the accuracy of my shot will be 5%? Or, is is the 45% cover already factored into the 50% hit chance that I'm presented with? Or is there an option C I'm not seeing? Thanks James
  3. So, sorry to reiterate - but you get body armour back too?
  4. Hello, When a Xenonaut dies in ground combat, but I go on to win the battle - do I recover his weapons and armour? Thanks
  5. I'm just downloading it now. Thanks for all your effort in advance
  6. Just played the first mission under the new rules on Normal mode. My early impression is that unless I've been very unlucky, the (Sebilions) enemy are able to suppress me much easier than before, and have become damn good distance shots with those plasma pistols.
  7. Anyone else finding this version to be easier than the Stable? Or is just that I'm getting better? lol
  8. Hello. Hear me out a sec, because I'd never normally use this feature. Except for at the near end of a mission. You know that bit where you're 95% conclusive that the only Aliens left alive are in their UFO? Well in those circumstances it's a real ball ache moving my guys one at a time (especially since their particular placement along their travel means little to me). So it would be great if we could have a group move function to help lazy people like me move their squad into position near the UFO from the other side of the map
  9. The circumstances of mine were my first ground combat, comprised of a team of 8 consisting of 2 shields, 2 snipers, 3 assaults, 1 rocketman. Ground combat screen was very slow to load, and just as the bar finished it CTD.
  10. Just downloaded the latest experimental and firstly I noticed that the ground combat mission loading time seems to take much longer, and then at completion of loading bar, the game CTD Will try again later to check if it's a consistent bug, or just unlucky
  11. Thanks for replying guys. I'm a little bit disapointed at the lack of enthusiasm towards my idea, but I'm a big boy so no worries. Now here's a man who shares my vision
  12. No one? Really? Not even to be torn asunder by rabid fans? gee..
  13. Hi, One thing that I think would be cool in the base layout screen would be the option to lay a corridor piece. It should serve no obvious purpose other than to form a corridor. I'm no dev, but I can't really see this being a difficult thing to implement. In Game Benefits: Allows you more options to design a defensible base IE choke points etc Bases can be more customisable/unique to the player In Game balancing factors: Monetary cost to dig out tunnel Less space to build rooms which have an obvious use Cheers Jimmi
  14. I'm playing with the standard version on Steam at the moment. Most of the time if my guy is adjacent to cover, if he throws a grenade then it just hits his own cover and blows up in his face
  15. My beef with grenades is that I can never throw them over an obstacle Eg crate, hedge, wall etc. The throwing arc is too none existant
  16. My base was invaded. On the far left of the screen there was a room that it was impossible to get to. This room was densely packed with those robot chaps. Regardless of the lack of path, or the presence of unopenable doors in the way, I was able to assemble a firing squad of heavy weapons and mow the robots down by shooting through the door and across the black abyss. Bug?
  17. Don't get me wrong, I like a challenge But the teleporting guys need some work. I mean, where's the fun in running around a level for an hour trying to find the last guy, let alone the last guy who upon being found, then buggers off to the other side of the map. This was an annoyance with the OG, and these guys make that annoyance worse lol! I would suggest that they have a much more limited range, and upon teleporting successfully they should make a noise where an on screen indicator gives you an idea of where they've gone to.
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