Xenonauts
Archerodees 25 dez. 2014 às 21:17
Is alien mind control...balanced, in anyone's opinion?
I'm in the mission to capture the alien preator, or something like that. My first one that's actually able to use it against you. It hasn't gone well.

I can deal with the ones outside, but as soon as I get within a certain range of the ufo, (battleship I think)....

Mind Control
Mind Control
Mind Control
Mind Control
Mind Control

Incidentally does it ever fail? I've never seen it fail. It did in X-com. Anway, where was I? Oh yes

Mind Control
Mind Control
Mind Control

The same guy was mind conTROLLED God knows how many times until only he and two others were left. He killed nearly everyone and was then shot. They must've felt sorry for him as he probably felt incomprehensibly guilty about what they forced him to do, so put him out of his misery just as he was about to fall to his knees and cry out WHHHHHYYYYYYY?!?!?! So I had to do it instead.

My best team n'all, they're not rookies by any means although they're not quite colonels yet, but I couldn't get anywhere near the ufo. I'd say it was quite the shock, but, there's been many so it didn't surprise me one iota.

So does anyone have any tips for dealing with alien mind control? I mean I could've shot the guy, but what's to stop them doing the same on him?
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hermanJnr. 11 jan. 2015 às 9:55 
Mind Control was BS even since the original X-Com, which people seem to forget.

I started on the franchise by playing Enemy Unknown. I then played original XCom. It was very good, but the Mind Control mechanics made me just quit the game.

It used to be that your squad would start in the Skyranger, and you could be immediately Mind Controlled from turn 1 if any psionic alien was anywhere on the map.

So it'd be Turn 1, and the guy with the LMG in the back of the squad would just instantly shoot everyone in the back and gib the whole team. Absolutely ridiculous.

Sounds like they've stuck to the old system with Xenonauts, which is frustrating.
Fortrfire 15 jan. 2015 às 16:56 
Originalmente postado por hermanJnr.:
Mind Control was BS even since the original X-Com, which people seem to forget.

I started on the franchise by playing Enemy Unknown. I then played original XCom. It was very good, but the Mind Control mechanics made me just quit the game.

It used to be that your squad would start in the Skyranger, and you could be immediately Mind Controlled from turn 1 if any psionic alien was anywhere on the map.

So it'd be Turn 1, and the guy with the LMG in the back of the squad would just instantly shoot everyone in the back and gib the whole team. Absolutely ridiculous.

Sounds like they've stuck to the old system with Xenonauts, which is frustrating.

MC in original xcom, strong as it was, could be mitigated. Mass testing for good psi-resistant soldiers, or deliberately bringing along mush-minded soldiers who carried medkits and smoke grenades. You could also do it right back to the aliens once you researched far enough. It made psionics a real tough nut to deal with when first encountered, then easier once you set up however you were going to cope with it.

In xenonauts, you just accept that on missions with psi aliens it is entirely up to the RNG if your squad lives or dies. What fun! Here's hoping V1.5 gives you some method of dealing with it besides hoping for the best.
Última alteração por Fortrfire; 15 jan. 2015 às 17:01
ApatheticExcuse 15 jan. 2015 às 22:03 
I really have not had much trouble with mind control, and usually do not untill a small timeframe in the late game. This is because my weapons tech tends to lag behind my armour a little bit, and it seems like wolf armour will reliably stop laser weapons. In my handful of playthroughs I think I've only lost one guy to any kind of friendly fire situation that was beyond my control - I think the overwatch system has given me more trouble, honestly. Once I'm at the top level of everything, I usually find Ithat between very brave soldiers and being able to kill nearly everything very quickly, it's once again not a huge worry. I only play on normal thus far, but it would seem like this would be the level of difficulty that everything should be well balanced for.

All that said, I have a horseshoe up my ass and it seems like all RNGs everywhere worship me as God. As that can't last forever, it would be kind of nice to have some sort of deployable psi blocker. Something stationary with a limited range, that needs to be deployed by a soldier, and only lasts a few turns before it burns out. I don't think it would probably render psi powers useless because of the limitations, but would still be very useful if used properly (such as while breaching a multi-level ship, the only place mind control ever gives me any kind of trouble).

If the devs put in human psi powers ala XCOM:EW, then I hope they are either completely defensive (something like specialized conditioning to allow troops to resist control, which could perhaps be a mediocre universal bonus not actually requiring psychic ability) or able to be unlocked earlier in the game than they were in EW. I thought it was pretty stupid that by the time I unlocked them, they were somewhat obsoleted by the fact that everyone had either fancy-custom genetically modified physiques or badass giant robot bodies, and that generally, I would essentially have to start training a whole new group of soldiers from scratch against the toughest enemies in the game to actual benefit from them at all. Not to mention the fact that most of those enemies were too powerful to be affected by the higher level offensive abilities anyway.
SportyHeadShot 17 jan. 2015 às 19:44 
I always like to keep my soldiers with a primed stun grenade handy incase any of them get mind controlled, it works rather well especially when the aliens seem to think your friendly once you have been mind controlled, "oh hey friend, your on our side now!, wait whats that in your hand?"

In some of the base missions this worked well, especially with the horrible teleporting aliens, I would get a mind controlled soldier and then the alien rushes in to join him only to have them both stunned.
Archerodees 18 jan. 2015 às 6:08 
I think the best way, that I've found, to capture a Praetor was to grab him from a base instead. On a normal map it's just too open considering squad sight, especially if you get too close to the ufo.

In a base it's all in sections, so as long as you don't get too close to the control room, you can clear out each one without any mind troller doing it's thing. When it comes time to clear the control room, I use a vehicle, or two if there's room, and use them to kill the guards and leave everyone outside out of sight and out of mind.

Using the vehicles to confirm that there is no other alien left to see my squad, I send in three or four soldiers with stun batons (and only batons, in case of no TU's left) and surround the Praetor. And, well, basically beat the living sh!t out of it. You can imagine it can't you, a group of people with batons beating something into submission and enjoying it. I couldn't deny my men that pleasure.
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Postado a: 25 dez. 2014 às 21:17
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