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Xenonauts-2 Closed Beta V18 Released! (Experimental Branch)


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Geez that first terror mission for me. I plowed over everything up until this point, but this time on turn three I had three functional people. The aliens mind controlled two of my own who rampaged, and panicked two that ran in to death. I didn't even stand a chance, not even a small chance. And that will be +50 panic in the region too. That's pretty hardcore. I am not saying I don't like it, but it's not what I am used to.

Also the mind control lasted for the duration of the combat? Is it just supposed to last forever?

 

edit------

Flares keep crashing the game for me too....I don't get a crash report and my screenshot key doesn't seem to work for the block of red text that popped up before it CTDd.

Edited by odizzido
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Terror Missions I haven´t seen yet, but therefore the 3 Raid-System and the first 2 shot down UFOs (Scout / Destroyer) in the Ground-Combats. They are hard, esp. for your Soldiers without light Protection (the Undersuit-Vest) and the others with the Standard-Cevlar-Armor (Combat Armor).

That´s exactly what I like. Not to heavy, not to light for winning a Mission. And you have to think of what you do with your Soldiers.

For the first Terror Mission you should have the first accelerated Guns (Rifles, Pistols, Shotguns and if possible the LMG) and an armored Vehicle (MARS).

But that with the Panic-Thing sounds likewise to the first Mission from UFO ET, where you meet the first PSI-Aliens which are real Dangerous.

Edited by Alienkiller
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On 3/8/2021 at 6:26 AM, odizzido said:

Also the mind control lasted for the duration of the combat? Is it just supposed to last forever?

It usually takes 1 turn. In order to avoid aliens mind control, it is necessary for your soldiers to escape from continuous aliens sight.
I successfully completed the terror mission without losing soldiers, although it took me more than 10 safe loads. 

 

On 3/8/2021 at 11:08 AM, Alienkiller said:

For the first Terror Mission you should have the first accelerated Guns (Rifles, Pistols, Shotguns and if possible the LMG) and an armored Vehicle (MARS).

Accelerated weapons are a waste of engineers' time. It is better to make a laser weapon, which is not just much better than the accelerated, but also has the ability to improve to the level of Gauss weapons without significant time and money cost.

I used Mars without armor. So it has much more mobility. Its missiles are very effective against groups of psions.

Edited by MrAlex
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I upgrade the Standard-Weapons first, because Magnets you get aplenty. 20 to 30 % more Power is better then nothing, esp. in the beginning and you have to research other Technologys first too. The Upgraded Combat-Armor (Warden Armor), the UFO´s and Technology / Engery-Thing (Alenium Cristals etc.) in them, upgrade your Fighter-Abilitys (Generator / Armor / Rockets).

There are 2 Month gone after that is finished. Therfore I try to upgrade my Soldiers and Fighters first asap with Accelerated LMG´s (2x), Rifles (4x), Shotguns (2x), Sniper-Rifles (2x) and Pistols (4x) as well as the Fighters with the upgraded Guns. The others get Grenade-Launchers (2x) with Knifes, which get the 2 Heavys too.

If that Technologys get as a Profileration for the Founders too it would be great. Or as an Tradeoff.

Edited by Alienkiller
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I found the two 3-raid missions I did to be easy enough. It was that first terror mission that I was effectively dead by the start of turn three. I still had two people alive by turn 5, but the two who were mind controlled on turn 2 were gone still. I never saw them again.

 

Again, I don't mind....I want games I play to be challenging. It's just the difficulty curve seemed massive. Maybe it was bad luck though? I don't know, I stopped playing because flares either were hitting knee high walls when thrown or crashing the game.

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1 hour ago, odizzido said:

I found the two 3-raid missions I did to be easy enough. It was that first terror mission that I was effectively dead by the start of turn three. I still had two people alive by turn 5, but the two who were mind controlled on turn 2 were gone still. I never saw them again.

 

Again, I don't mind....I want games I play to be challenging. It's just the difficulty curve seemed massive. Maybe it was bad luck though? I don't know, I stopped playing because flares either were hitting knee high walls when thrown or crashing the game.

I can't play yet, but if the difficulty curve is as drastic as people are saying it should definitely be adjusted.

What was the main thing killing you? Were you outnumbered? Had worse equipment? Both? Or something else? 

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4 hours ago, odizzido said:

Apparently mind control shouldn't be lasting 3+ turns

I didn't feel mind control in version 18, but in previous versions it lasted one turn. And for one turn before the soldier comes under the control of the aliens, the game reported that the soldier is under mind war. Once a soldier's mind is attacked you have one turn before it comes under the control of the aliens. If the alien who attacked him is killed, the soldier will not get under control. Its effect may continue if the alien takes control of the soldier again. To prevent this from happening, i hide the attacked soldier from the sight of aliens.

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Therefore you should have an Armored MARS-Vehicle with a Gun or Rocket-Launcher in your Team. A second Weapon either the accelerated SMG or such.

After the MARS get researched its beside the accelareted Weapon-Upgrades (which cost only some Magnets :D and a little bit time) and Warden-Armor / MARS Armor-Upgrade the first Troop-Upgrade the Xenonauts get.

But the first big Fixes / Ballances / to live upgraded implementations / ect. are coming either at the Weekenend or next Week. But it was clear that V.18 has some Isuses.

Edited by Alienkiller
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I don't feel it should be nerfed or anything based off of one example. It was just surprising for me to hit that wall so hard. What I didn't like is that the penalty for failure was +50 panic which is huge.

Actually I think being put into situations where you are outmatched and the best option is retreat sounds interesting and fun.....but we need to also be able to manage failure instead of losing the region if you fail.

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6 hours ago, odizzido said:

I don't feel it should be nerfed or anything based off of one example. It was just surprising for me to hit that wall so hard. What I didn't like is that the penalty for failure was +50 panic which is huge.

Actually I think being put into situations where you are outmatched and the best option is retreat sounds interesting and fun.....but we need to also be able to manage failure instead of losing the region if you fail.

Of course I think that terror missions are supposed to be some of the hardest and most dangerous missions you come across, feeling outmatched should definitely be part of it, but if players are dying in the first few turns because of mind control then it should definitely be nerfed to some extent (either through directly nerfing it or maybe telegraphing to the player the general direction of the alien that is trying to orchestrate it). 

 

The idea of a mission where you are completely outmatched where you have to quickly complete an objective and retreat before the aliens completely surround and overpower you sounds amazing to me @odizzido. It would be a fun and interesting mission with much different tactics and strategies than the rest of the missions. The objectives of these missions could be to escort an important person, assasinate/capture an enemy commander, secure invaluable goods from the aliens, etc. We could start an entire thread to talk about what a mission like this would look like. 

 
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Argh, it's a shame nobody pointed out the increased Skyranger capacity in the bug forums as I thought I had everything fixed for the hotfix I just put out. It's a bug, it's something I was playing with that must have sneaked into the release version somehow.

As for the ground combat balancing, I definitely need to do a proper balance pass on the ground combat. I've mostly been concentrating on the strategy balancing recently so it's certainly possible that some missions are WAY too hard (and psionics are always a wildcard even at the best of times). It'll hopefully get sorted in the next few builds once I start regularly playing the ground combat missions in the context of a campaign.

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One thing I will say, for a baseline difficulty that terror mission I did was too hard. Again I don't mind that.....I think it might be interesting to reduce the penalty of failure so that retreat is a more viable option. It could give the feeling of getting your ass kicked, but then you gear out your soldiers and go back in and get that satisfying revenge. Just a thought, I have no idea how well it would actually work in the actual game.

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