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  1. I was wondering if anyone here knows why the per-shot AP cost has been significantly raised in Xenonauts as compared to X-COM. Was there a specific rationale behind it, or have the weapon stats just not been heavily balanced yet? Just curious, as currently Xenonauts firefights feel less fun than X-COM firefights (though still enjoyable) because there's a whole lot less lead and energy bolts flying around due to the greater AP costs of shots in general, particularly auto fire.
  2. Chris, I don't know what state the development of alien weaponry is at but I had a suggestion (should you be looking for more variety) for an alien weapon. Basically it would be modelled around the concept of a burst fire machine gun. However, instead of firing three separate projectiles, it streams a beam (the equivalent length of three laser bursts) towards the same point. Obviously this would be a heavy weapon which if on target would be deadly but would lack the spread fire of an actual burst fire weapon. I presume that you already have an alien equivalent of the machine gun, but obviously a beam gun would be uber cool. I don't know what the practicality of such a weapon would be like but I just thought I'd put it out there all the same. It would be nice if the alien weapons weren't just masked equivalents of the Xenonaught weaponry. Cheers
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