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theSovereign

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  1. Maybe it's possible to rush a lot of tech early, then decomission down to 1 laboratory/workshop.

    Later, when the neglected regions leave the organisations it might be necessary to cut down on all maintenance costs possible in order to have any money to spend.

    I have played the 1st month since posting this, things seem fine for now. Except that to keep Australasia... is kinda farfedged. Everything else is at least for the better part in radar range, so that would (theoretically) only mean 4 regions defect.. and that's not a GG so I am still optimistic.

  2. I have to aggree with you, I do not think it will work out. But now I indeed am curious.

    The idea from the map is: Base placed in Georgia. North, Central and South America will be out, that's 3 gone sooner or later.

    By building 2 extra radars in the base and going for foxtrots and hopefully soon corsairs, the interesting question is whether it will be able to hold Indochina and/or Australasia.

  3. Hey guys, just out of interest - do you think it is possible to stick to a single base in Xenonauts?

    Idea would be to minimalise maintenance cost but stay at the top tech level (i.e. build multiple radars and try to get corsairs fast, to get decent coverage).

    This would certainly spell the doom for America (if you place your base in Eastern Europe like I do). But in my current playthrough I lost North America after I built up my base there. It was too late, and now my Cuba base seems just utterly useless.

    I'm gonna try that in the next playthrough. Maybe it's a legit strategy.

    Edit: Oh and I'm gonna go Veteran Ironman. Let's see how long I last.

  4. I personally loved the Newfoundland mission. Perhaps your injured soldier being saved was unrealistic, but "the lack of attention to detail is astounding"? Really? That map was utterly unique, very well laid out, ominous and filled with tension. I thought it was the stand-out mission of the whole game.

    Don't get me wrong, the game is a lot of fun for a long time. And the mission of course stood out among the rest - but consequences such as the soldier being saved are just examples for a lot of things - before I completed the mission, I expected this to be the case. I honestly said out loud that he wasn't going to be dead. And I was right. It's just sloppy, that doesn't mean it is a horrible game.

    Something else that annoyed me so much - excessive forced camera movement is a pain in the *** if you want to play a game quick and for the challenge. A simple example is sending all your soldiers forward with 1 action, still being ready to react if an alien is triggered. The UI is obviously not intended for this, and the camera keeps jumping around like a racoon on drugs.

  5. I... I... hrmpf. Back to the topic, I've been giving X-COM EW another chance in the recent weeks. This time I thought I might play it through to the end. But something always comes up that ruines the playthrough. Each and every time. Something that never even once came up in UFO Defense or Xenonauts (even though I play every game in Iron Man or quasi Iron Man).

    Classic Ironman, all the initial challenges were beaten, took out the alien base. I have about a dozen Colonels, start circling new people in every time to build up a big stock of powerful soldiers.

    Then the base mission comes and the game keeps giving me Colonels with no armor or weapons. Needless to say, they all get one-shotted easily and deal next to no damage. The argument that no one has time to equip himself doesn't seem logical - do my soldiers sleep in their power armour? Do they take their plasma rifles into the shower?

    Yes, the game is fun for a time. Yes, some of the design steps were taken in an interesting direction. But so much isn't thought through.

    Also the lack of attention to detail is astounding. The best example for this was Newfoundland. One of my soldiers was critically wounded on the floor. The team called for the airstrike and left the area in time (leaving the wounded soldier behind). The site was completely obliterated, but the because the mission was completed successfully, the wounded soldier was alive. That was no bug, that's just not thought through, like most of this game.

    This time I at least made it through a few almost-game-breaking bugs before quitting.

  6. You can dump me in there if you want :D 'theSovereign'

    2 Preferred Tactics for my character:

    1. HMG because MOAR BULLETS ;)

    2. If somebody from the squad dies, feel free to load my inventory full of C4 in the next mission, prime it and let me run under protection of a smoke grenade into the next alien ship for revenge.

    Cheers

  7. I tried X-COM again in the last couple of days (with mods). I prefer a few aspects of it but in general it lacks depth and often logic.

    When it comes to Game Design, some aspects of it are quite an example of schizophrenic game design. I will here provide some example.

    Strategic Choices

    X-COM EW wants you to make tough choices (Skills, Abductions etc.) BUT they are actually limiting the options for the player more than they would have to (for example skill selection, if a player would have a bigger out of which to make multiple selections the number of possible combinations would be far bigger than with fixed opposed choices) or they even take away any influence from the player at all (e.g. randomized class selection.. who the heck had that idea??).

    Battle Tactics

    They obviously worked a lot to make combat flow naturally. 2 Aspects in which I find X-COM EW very good is the general speed in which the battles play out (input and resolution doesn't eat much time) and the most of time very well working cover system (but sometimes it has really weird glitches...).

    The game wants us to fear the alien! But it does

    1) let aliens sit around until we trigger them. The result is that a smart player will play around this mechanic, and ta-da, as a side-effect battles don't follow realistic principles at all. Soldiers stick in piles to keep the trigger range minimized, except spreading out and flanking.

    2) Introduce an expansion with a gazillion new toys for us good guys. Now we puny humans can transform us into gigantic hulks of metal, go invisible in addition to Psionics. On the other side, the bad guys received 2 (!!) new units, of which 1 is practically worthless in most situations - which is also connected to the alien-trigger mechanic. The alien threat now looks even more miserable and sad than before the expansion.

    I could write page after page about this game, but I'm not in the mood to :(

  8. I have to agree with some here: I do not like some of the changes, while I like others a lot.

    The level of brutality is good. But before the zoom levels were a concious choice (f.e. on 50 TU, do i double-tap with a 30- and 20tu shot? Do I burst? Or do I go for maximum aim? A lot of options before - now it makes so little difference its just a matter of how many TUs are left). Oh and burst fire just seems really really bad now. Before it seemed kind of balanced (to me at least - I usually burst fired if I wanted to suppress an enemy and went for aimed shots after that).

    I do not like the new animation speed as well, it looks kinda.. "floppy" and unnatural. (Maybe a good optional thing?)

    Oh and one more: I've come to hate the jumping around of the camera during my own (especially after scoring a hit) I notice what is going on anyway and today when trying it out I promptly misclicked with my 1st soldier because of the camera jump - and he walked out into the open. The 1st casualty of many :)

    Just to cram it in here: I would vote in favor of streamlining turning TU cost to the same when standing or crouching - I usually rage when it happens that i cannot crouch and shoot just because i did not do it in the right order (and i have painfully learned to always turn before crouching).

    But let it be clear: the game is awesome :D

    Edit: Not everything here has to do with the Balance Changes, i know. I just couldn't stop cramming it all in. ;)

  9. Hi Guys!

    I just wanted to throw the question out there, whether it is still planned to include the Flamethrower in the final game or not? I did search through the forums but what I found was inconclusive.

    I am very much looking forward to try it out. It is the last peace missing (except maybe a Grenade Launcher as a portable Mortar) in order for me to create Full-On Anti-Alien Trench Warfare.

    My soldiers shall neither rest nor stop until the earth is a barren wasteland.

    Thank you.

  10. I also forgot one point. The aggressive AI is interesting and for some Aliens very fitting (Lizards imo) but in general I have to say that it's not quite there yet. In some Scenarios its maybe too easy a solution to camp close to your charlie and keep skipping turns, because they will eventually move towards you.

    Then again I have no doubt the AI will get where you want it, so I'm looking forward to further developments :)

    Other than that, can't think of anything that would require serious attention. Except that this game at some point become ridiculously hard, even on normal ;)

  11. In my current playthrough I entirely skipped laser weaponry in order to save resources and go straight to plasma. And from my experience it works really well (with good tactics and liberal use of explosives)

    Ok, cut that.. just got stomped on a Terror Mission by approximately a hundred Androns...

  12. Take no chances. Use your Can Opener (the massive tube that fire big boom-things)..

    Line up all your Boomtubes and BigDakkaDakkas in the front of the Ufo.. then blast away, throw grenades, wreck everything - reduce the ufo to rubble, smoke and fire and every alien within into a fine paste.

    Optional approach - dump a few smoke grenades down and shove a shockstick in their face.

  13. Hi Guys,

    as I have put almost 80 hours into the game (yes, kind of addictive), I'd like to write down the experience I've had in a few points. In general, the game is great - and the following points are just my perception as a player (not OMG CHANGE NEEDED!)... I've seen all of those things talked about on the forum already, so bear with me :)

    1. Standard Ground Missions tend to become somewhat tedious

    As soon as you get the hang of the relatively simple initial missions (executing them without big risk of any loss) they tend to become 'work'. The start of a standard ground mission has become my 'favourite' point of ending my playing session - since I usually don't feel I should 'skip' them (due to resource and experience gain).

    I'd prefer the difficulty level of the mission to be more unpredictable, but maybe thats just me.

    2. Air Combat is extremely sensitive to your loadout and can wreck your game (Ground Combat tends not to)

    In my current playthrough I entirely skipped laser weaponry in order to save resources and go straight to plasma. And from my experience it works really well (with good tactics and liberal use of explosives). In Ground Missions you tend to have a fighting chance even if underequipped. I only had 1 mission where my squad was hilariously ripped apart - when I was forced of sending a bunch of rookies to an advanced terror site, full of wraiths and massives disks. (Yes, they were all running around screaming, mindcontrolled by the aliens or hiding behind a pot plant. Hilarious ;))

    Nevertheless, I realised in most of my games (and I only play Iron Man, so they are quite a few :)) Air Combat is the primary trap that can more or less wreck my game. The possibilities to 'outplay' disadvantages in Air Combat seem to be far smaller. And after manufacturing one advanced fighter, a second one would have consumed almost all my Alenium resources (so I hesitated, because I want my soldiers to be walking TANKS ;))... Oh and I often just cannot deal with Air Terror sites due to the distance involved.

    3. Linear Upgrades

    More a matter of taste, I think too many upgrades behave exactly like their predecessor with an added boost in performance. (Weapons exempt here.) But then again I think there is no reason to change those around especially so late in development.

    Thanks for the great game! :D

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