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V21 Experimental 1 Balance Patch Available!


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I'm certain that Chris wants the waves to become overwhelming, to reflect that time is running out and you can't win by strength of arms (because it's jarring for the Xenopedia to say "you can't win by strength of arms" when in fact you are) and you have to choose your battles. The problem with that is that the psychological impact of an overwhelming situation - it's dispiriting and makes the game feel less fun. Perhaps late-game UFO waves should surge to impossible levels, then die off to more managable ones, so you don't get that dispiriting feeling all the time.

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Yeah, too much too tough ufos with too much escorts. Even if I could manage them, it sure as hell isn't any fun. Can't remember the month atm... I'm at the airport leaving to canarian islands so next time you'll se me here, its february in real world at least. :)
U SUK! LOL! It's raining and cold here for at least two more months!
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Yeah, too much too tough ufos with too much escorts. Even if I could manage them, it sure as hell isn't any fun. Can't remember the month atm... I'm at the airport leaving to canarian islands so next time you'll se me here, its february in real world at least. :)

Enjoy your holiday! You've earnt it, commander.

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I'm certain that Chris wants the waves to become overwhelming...
I sort of understand that, but I'm talking about January here. That seems a bit early for "overwhelming". I ought to count how many UFOs I shoot down in a game. The lore says 3000 UFOs in orbit...if I shot down several hundred of them I'd imagine the aliens might start to think about leaving...LOL.
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Didn't Aaron set a 6-month timeline?
I thought is was a year? If it's six months then the numbers might be OK. Nonetheless, I think fewer, tougher UFO's would be preferrable even if the outcome was the same. I don't have a whole staff working with me like a real commander would. I'm complaining more about the amount of busy work on Geoscape than the actual game play.
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I had the same feeling around the beginning of January when the game transitioned from me being able to handle nearly every UFO that showed up on radar to barely being able to scratch the surface. However, as I'm now in mid-February, the feeling has long since passed despite still using the same tech (First time playing this far; didn't know what to research). Sure, I still've got a 0% chance to down an unescorted battleship, but there's no longer any sort of dread or urgency felt re:the need/inability to take them down. About the only thing I currently worry about on the geoscape is making sure I down UFOs that I can kill over North America as they're down to 80k funding while Central America is capped at 500k and always seems to be the place I score kills. Hell, I was feeling more overwhelmed in the first couple months when you don't have the cash for expansion and have to eat repeated funding hits to nations outside your initial base than I do now in February.

Ground combat also seems a lot less emotional. Probably due to the combination of poor AI function inside UFOs and the fact that these massive UFOs only carry twice the number of aliens that a Scout does. The recent terror mission being the one exception, but that was in large part due to the small map given to me for a mission with ~24 hostiles. At deployment, I think I had line of sight on four or five of'em without moving a single tile.

Also, am I the only one with obscenely long unload times? I've got no issues with the loading time, but finishing a terror mission generally leaves me waiting 5-10 minutes to unload the map, and that's not an exaggeration. If my old computer was functioning, I'd just browse these forums during the downtime, but it's not, and there are only so many dishes that need to be cleaned, heh.

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Also, am I the only one with obscenely long unload times? I've got no issues with the loading time, but finishing a terror mission generally leaves me waiting 5-10 minutes to unload the map, and that's not an exaggeration. If my old computer was functioning, I'd just browse these forums during the downtime, but it's not, and there are only so many dishes that need to be cleaned, heh.

Sounds like a memory leak issue.
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It's made a huge difference for me. The summary comes up pretty much instantly after battle now.

Ditto.

Now my time's getting sunk into battleships and large bases; overbuilt Corsairs and so have limited Alenium for Marauders and such. Bit surprised at how few aliens are outside battleships, though. The base mission was really enjoyable despite its length. Only issue was the usual passive nature of the troops in the command room; made for easy capture of the white dude. Enemies largely stayed near the room they spawned in, though, so being flanked wasn't really a concern (I remember spamming proximity nades in the original to cover my flank, or at least warn me when I'm being flanked).

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How do you guys get around the killing shots out of the dark?

Im up to end of december and have had very few insta kill shots outta nowhere. Im enjoying the game quite a bit. Think auto resolve for air combat is abit to op, as it can do waaaay better than I can so theres no reason not to use it other than i enjoy the interception game(i like how its kinda like steambirds, a fun mobile device game). We definatly need more balance and random bug quashes but ive had very little problems thru my campaign up till now on veteran... almost thought too easy at times once i had lasers and wolf armor on my a team but even before that it wasnt too much of a challenge to not loose more than 1-2 guys or less per mission even early on. Look forward to the reaction fire system we had demoed last patch/build somewhere but right now its been very playable and fun.

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I avoid night missions at all costs almost. If you do go on a night mission any vehicle is immensely useful because the headlights have lots of sight distance, why more than your Xenonauts.

:)

I did mean FOW, when I wrote 'the dark'

Killing shots out of nowhere. Is everyone happy with these? I feel I am the only one that hates them. :)

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Some people do want off-map shooting. So as usual, Chris is stuck between the ones who do want it, and the ones who don't.

Oh well, not much us No's can do about it. The Yes's must be catered for. :)

The comment were he said how a alien shot come from somewhere on the map, and hit something near by, so I would assume he then would duck for cover. Having that happen is one thing and may add to the suspense, but I see no rhyme or reason to instantly losing a man/woman to a magic shot, except to piss the player off.

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I don't get shots out of the dark because I prevent them with smoke. Take along one or two soldiers with smoke grenades and throw smoke so that there's 4-5 tiles of smoke between your shield scout and the black. Any aliens that can see you won't take a shot - their chance to hit you will be terrible. If you get unlucky somehow, then your shield should take the killing hit for you.

In fact, it's the aliens who are getting shot from out of the black in my game. My snipers can pick them off from outside LOS without issue.

I've had ~6 deaths in my v21 exp1 balance patch playthrough up to mid-Dec, and they're down to two reasons: the shield bug and really dumb moves on my part, which I was rightly punished for. My problem with GC at the moment is that it's very by-the-numbers. Scout with smoke, kill the aliens outside, clear out the UFO. Ho hum.

Edited by Ol' Stinky
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My problem with GC at the moment is that it's very by-the-numbers. Scout with smoke' date=' kill the aliens outside, clear out the UFO. Ho hum.[/quote']

This is bound to happen when rules are made one sided or tightened up. You end up with one working tactic, two at the most. Interest is then short lived.

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This is bound to happen when rules are made one sided or tightened up. You end up with one working tactic, two at the most. Interest is then short lived.

I think it's more that the gameplay's like a JRPG's overworld map. Move your party a distance, then a random encounter happens. You kill the 1-3 monsters and then

plays. Then move to the next fight. If there was danger of being flanked, or of alien reinforcements, it'd be another story.

Relying solely on shots coming out of nowhere to build tension is bad, though, I fully agree with you on that. All I'm saying is that it's not my experience outside of Harridans, and there are counters anyway.

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