Xenonauts

Xenonauts

Alucinante Feb 2, 2018 @ 9:51pm
xenonauts in reaction fire
Your most feared and damaging enemy.

You would think experienced soldiers would know when to or not to fire on a friend's back. A shotgun guy waiting in front of the door with normal reaction but a random xeno pops up behind an ally on the other side? Sure, lets shoot! Ops 3x35 damage on friendo whopsie doopsie. Why god why there's not a threshold checker or slider? You have to hug a friend (that NEEDS to be crouched) so you dont fill him holes? Cheesus whats wrong with the % mechanics? It should be like a 1-5%chance to hit a friendly with a one shot, not 50-75%, Friendly fire on such a small unit, fighting weird creatures very different from humans? FF due to inability is expected from archebuses not from modern firearms in the hands of so-called professionals.

Really really wanted to keep playing this as it has so many other good things going for it, but I cant help but ragequit it due to some silly mechanical (poor) decisions. (no, load game isn't a fix its a cheat).

2018 and I keep going back to x-apoc. Really, In apoc I've had 36 agents on field at a time firing everywhere and I didnt have half as much friendly fire incidents as xenonauts gave me with only 8 soldiers.

rant over.:sigh:.

Hope X2 don't have a weird hit engine like X1.
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Showing 1-2 of 2 comments
GhostyGG Feb 3, 2018 @ 1:22pm 
yeah, especially when your guy does a 360 and shoots everyone in the back with his lmg....
Alucinante Feb 4, 2018 @ 11:17pm 
Yeah, for instance in all of my paintball "career" i've had 0 FF incidents, and thats with those ugly innacurate peasant pea shooters, and i've even had some dumb teammates shooting at me by mistake some times. "yeah but they sucked" yep, xenonauts are indeed pretty competent when it comes to hitting friends, but god forbid hitting the 3 shot burst two tiles away.

Its a really broken system. For example, pick two of you guys, put them a few tiles away from each other, then select one guy and aim at your other pawn as if it was an enemy, it will be something like 55-65% chance to hit (if close) but aim at something past the same pawn and vooosh, its now a 75% hit chance because the game now considers it an obstacle. Its even worse the lower the hit chance. Say an enemy is 16 tiles away from your rifleman, so it'll be a sucky % because your men suck. Then put an ally or have another enemy in front of your target? vooosh, instant 75% to-hit chance. LUDICROUS. Simply ludicrous. Now in retrospect I think a possible tactic is having one of your guys run in front of an enemy and then you aim at your guy instead of the xeno so the game will give you 75% to hit the alien. I mean, the chance of your guy getting hit is certainly LOWER this way than by just being a regular xenonaut close to a regular xenonaut doing xenonaut friendly fire stuff.

Agreed on the recruit thing. This bothers me since the first x's, even firaxis didnt get right despite having some mission rewards be soldiers. Its kinda of immersion breaking lorewise and its a detractment to the gameplay. A talent/feat/trait system would be excelent IMO.
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Date Posted: Feb 2, 2018 @ 9:51pm
Posts: 1