Jump to content

Search the Community

Showing results for tags ' wraiths'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 4 results

  1. I've just reached month 5, where the new aliens and bigger ufos show. After getting my first Shriker to boot, I've went unto landed UFO. After first turn 2 wraiths just ported near entry point of the Shriker and all aliens that had line of fire just peppered the entrance. Now since it's month 5 and my team is all colonels proudly wearing Wolf Armor and laser weaponry they just chewed the Wraiths and behold next turn, two new Wraiths ported on the exact same spot the previous one got. I think there should be a distance limit for them to port and I think it should be in their only LoS. This reminds me of very OP item from X-Com Apocalypse where acquiring such item was just pure game over.
  2. Praetors and Wraiths have abilities that are quite obnoxious. Now you'd think that these abilities would just be kind of inconvenient, but given the absurd way power ramps up they're debilitating. Praetors constantly cutting your teams TU's down to useless or near useless levels when enemies have 200+ health and your guns do 70 a hit on average is ridiculous. Honestly this isn't just a problem with Praetors, it's more a problem with the rest of the design that multiplies how obnoxious Dread is. TUs are so incredibly valuable because shooting is a flat cost (in contrast, X-Com made the difference between rookies and veterans not heaven and hell by having percentage cost on guns). A rookie affected by dread is useless. A long time veteran affected by dread is a really accurate rookie. Needing a ton of TU to get anything done, you're severely screwed if you lose multiple of your veterans in a short period of time. A team lacking in 75+ TU soldiers simply can't reasonably take on an alien force with a praetor. Especially once you factor in how important doors are and the 24 TU cost to open and close them. When it comes down it, you have to game the alien AI and abuse doors because they're simply too tough when fighting together. The fact that there are doors everywhere only encourages this strategy. In contrast, X-Com had a lot less doors and the AI was smart enough to use them against you too. Dread isn't fun, it's too much, my opinion is that even if the other things got fixed I'd still want to see it straight up removed. Wraiths teleporting is the answer to abusing doors. But thanks to a combination of the teleport not causing reaction fire (Either I've won the no reaction fire on teleport lottery or it doesn't), and the fact that even if it did the wraith would survive make this a really, really dumb solution. A wraith with a plasma cannon can teleport behind your troops and kill them with no chance of failure. Even if you let reaction fire work against them they simply have too much health to be stopped. Now you could lower their health, and you should, along with making reaction fire work on the teleport. But then you're stuck with the praetor problem. Combined with the constant TU cutting of the praetor and against wraiths you're going to be moving up only 3 or 4 tiles a turn. That still wouldn't stop them from teleporting from an upper level in a UFO to a backroom at the bottom of it, which I think is something that needs addressing to reduce frustration. Wraith Teleport should be changed to anywhere within line of sight of the Wraith. Maybe even increase their line of sight to make this better. Reaction fire should also be enabled on the teleport. Perhaps removing plasma cannons from allowable weapons for wraiths. Not all of these have to be done, but something does. But what really needs fixed is the rest of the game. The difference in survivability of each armor type and each alien rank is ludicrous. Weapons that regularly do 70 damage to jackal armor instead regularly do 0 to wolf. This makes upgrading armor far too important, especially when you consider that maintaining air superiority is the absolute number one priority of the game right now (which needs some tuning). Combine this with also needing to constantly upgrade your weapons and there's not really a balance to this. The alien health getting absurd makes rookies so useless that you start debating the merits of sending them to fight scouts / landing ships 10 times so they can have stats even remotely capable of scratching elites. If you don't do that, then there's zero point in manufacturing better weapons/armor for them because they'll never make use of them. But even if you did, if you couldn't afford to outfit them with plasma weaponry then you just wasted your time because they're still useless. What I think should happen is a decrease in the ramp of alien health, armor defense, and weapon damage. Rather than an elite being 5 times harder to kill than a non-combatant, make them closer to 3 times. This would also work the other way, so that wolf armor isn't immune to some weapons but so weak to the rest that you die in one shot from those. Make the AI smarter with doors. Let them attempt to punish you setting up your entire squad in close proximity to a door, or even use the strategy themselves. Also make there be less doors in alien bases. Some always open doorways would help. Now the plasma cannon. This weapon is far too threatening because of one thing that needs to be changed: aliens having infinite ammo. Since aliens have infinite ammo the higher ranked aliens can walk a few steps then fire this thing twice, both shots of course having 100% chance to hit because of their insane accuracy. Not only that, but then they can do this for as long as they're alive. The solution? Stop being lazy and code in the ability for aliens to reload and make them have to deal with their ammo. This would also come with the bonus of if you stalled so long that you ran out of ammo you aren't instantly full on it by swapping to some alien weapons. To summarize 1. Dread is frustrating and only magnifies the faults of the rest of the design. Remove it and give Praetors a different ability. 2. Wraith teleporting needs some changes to make it counterable, but that also requires some changes to the rest of the game. 3. Health/damage/defense rampup needs to be toned down. It's simply absurd. 4. Aliens shouldn't have infinite ammo because it makes the plasma cannon far too strong. Removing this would also lessen all the ammo on the ground to restock when you run out, adding quite a bit more to think about tactically. Xenonauts is a solid game. The only "X-Com spiritual successor" that has any idea what it's doing, and is far more what the X-Com reboot should've been than Xcom 2012 is. I think these changes would go a long way to making the experience even more enjoyable.
  3. They teleport all over the place, and I'm chasing one around inside one of my bases, and have been for almost an hour, I can't find the guy, do you have any neat tips for me?
  4. Hi Guys. I have this problem, Alians attack my Base and the scenario starts where I mmust fight versus the alians in my base. But there are no Alians ( it must be a bug, because game is not ready yet). Sometimes I fined a alian, but there disappears after one round. Do you have also this problem? How can I clear this and win the mission. Because if nit, I will lose my base because of this shit bug. Pleas help GUys!!! Love this game and do not want to lose my base!
×
×
  • Create New...