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Found 6 results

  1. This demo is a vast improvement over the last one in every respect. I loved the improved visuals, better performance, more options for my soldiers to do on the battlefield, etc. I think this a good step forward for the game. I had a great time with it. Although I did find some trouble with the controls initially and some of the balance feels a little off imo. These are the critiques I have with it: -I remember that in the previous demo, you could click the icon of the weapon and go into free-fire mode that way. I tried doing that while playing this demo, and it didn't work. I was confused for a minute or two, but I eventually figured out that I could go into free-fire mode by pressing ctrl. The bottom left control icons don't actually tell you how to free fire until you actually hold your cursor over an enemy, which is probably why it took me awhile to figure it out. I think it should tell you the moment you select a soldier imo. I think that you should be able to to go into free-fire mode by pressing the weapon icon just like before. It is also a little annoying that free-fire mode turns off immediately after letting go of ctrl; it would feel more natural if this were toggleable instead of requiring to hold ctrl down imo. -It also wasn't entirely clear to me that you have to select a location for a soldier to move before ctrl + shift works. The control labels at the bottom left seemed to imply (at least to me) that you can activate ctrl + shift anytime after entering free-fire mode. Obviously, this isn't the case, and it instead showed (0 tus, 0%) instead. I thought that this was a bug for a minute, until I fiddled around a little more and figured it out eventually. (I have no screenshots for this one as windows won't let me take a screenshot while holding ctrl apparently) -I'm a little confused about the accuracy calculations. When it is just hit chance= (soldier accuracy x shot modifier) + range modifier, the math makes sense to me. As seen below: (60 x .38) +52= 22.8 + 52= 74.8% (approximately 75%). The system makes perfect sense to me when in this format. However, when accounting for stuff like smoke and cover, the math doesn't make much sense to me. See below: 45 x 1.2 x .7 x .6= 22.68%, not 15%. I'm wondering if there is some information that is being withheld here, or if the information presented is inaccurate in some way, or if the equation for calculating the accuracy is different than what the hit chance% formula suggests whenever smoke and/or cover is involved. -I'm also am a little confused about suppression in general. I understand generally how it works (thanks to the awesome toolkits that were implemented), but I don't really know how much suppression a single shot or burst does to an opponent (or a teammate for that matter). Suppression doesn't feel like something I have that much control over or can use strategically because I have no idea how much suppression each individual action does to anything. Perhaps a suppress% chance or an estimated/average suppression damage statistic that is located next to the hit chance% calculations would help to give more information about the relative suppression damage one would do to a target. -Some of the balance seemed a little weird to me The MARS's rocket launcher having a blast radius of 4 tiles seems like a little too powerful. A blast radius of 3 tiles seems like enough for it to be a strong weapon; 4 tiles just makes the blast area a little ridiculous imo. It surprised me to see so few aliens on the map with armor of any kind. With all of the frag grenades, demolition grenades, rockets, and armor piercing weapons, I would have expected a little more aliens to have some sort of armor stat (especially the cleaners that appears to be wearing armor of some kind). I would like to have seen maybe a greater mix of enemies that have a more even mix of no armor, light armor, and heavy armor that might give more importance and emphasis to the new armor mechanics. It feels very weird to have the shield not have a 100% chance of blocking attacks from the front, but still having some % chance of blocking attacks from the sides. I think I would personally prefer to have 100% chance of blocking from the front and a 0% chance of blocking from the sides, making the placement and turning angle of the soldier more important, but that might be just me. If I remember correctly, this is the second dropship of the game. In Xen 1, each of the dropships gives the player different options of how to take cover and enter the battlefield from the dropship. The Charlie allows you to exit form the back and both sides, the Shrike allows you to exit form the front and back, and the Valkyrie allows you to assemble your soldiers in any position you wish. However, with this dropship, it doesn't give you more/different options of taking cover or exiting the dropship than what the Charlie offers. I would like to see some small things that separates this dropship from the other dropships in the battle itself, be it alternative exits, more cover options, etc. These are the nitpicks I have right now; if I encounter some more, I'll make sure to post them here. Overall, solid demo!
  2. I like xcom eu and ufo extraterrestrials should i buy this game? Is it worth the 20? Would you think its better than either of those? i am really on the fence about this one.
  3. First I played TFTD as my first tactical squad game and played basically every major title (and not so major too) -JA, JA2, UFO:Aftermath, Brigade E5 ,Silent Storm and so on. XCOM EU is great game but it does have it shortcoming which prompted me to check out this project What I liked : - Art style and most of the splash screens. - strategic layer is close to original and thats better than xcom-eu - air combat has potential to be more interesting with close range/logn range and multifghter squad Needs work: - soldiers portraits are goofy - tactical ui need some work. Particularly hit % hints for all enemies on screen, better reservation for TU(so u dont have to cancel it when u actually shoot) ,auto end turns in crouch, squad numbers and HP/TU bar on top of units and so on - more animation(particularly idle animation and stuff like birds ,rain ,snow etc) and tile variety would surely help in improving overal feel of tactical section Disliked and main reasons I wouldnt be buying game in its present incarnation: - Hidden movement screen and general pace : The game pace is just like original xcom. Its glacially slow and unnecessarily sluggish with the bulk of the time spent passively watching civilians and aliens move , 1 by 1 , without any speed up, interrupted by pointless annoying "hidden movement" screen. There is no reason it shouldn't calculate all the moves in the background and display final result without artificially slowing the game Its 2012 and what was okish in original xcom is just not good today. Tactical part feels awfully inadequate today and is a drag to play. Being the core element of the game it makes or breaks the game I like real-time pause approach (as it is more organic and realistic, brigade -e5 combat is probably best implementation to date) , but even among turn based solution anything is better than what xenonauts has to offer. JA2/Silent storm combat for example are the minimum acceptable standard a new game should strive to achieve. - Those are cover/stealth and vision system, better overwatch/interrupt mechanic, faster turns by AI which do not slow the pace to a crawl. Xcom-EU combat is streamlined and simplified and so it lacks many options but even this is much better than xenonauts (and xcom eu has superior graphics and animation which compensate and mask the relative shallowness)
  4. hi, someone could please share a demo download link? i did read on various sites its available (mostly dated new post tho), but didnt succeeded so far finding it. thank you!
  5. I'm going to pre order. If I buy the standard version and decide I really like it, is there a way to give you guys 10 extra dollars and upgrade to the other, premium, pre-order option?
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