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At close range, you really can't beat a shotgun, but the assault rifle on auto works almost as well and a pistol can be OK.
At long range, nothing beats the sniper rifle. The MG can be pretty good, and the assault rifle is also decent. But shotguns and pistols are useless outside of their range.
FWIW, I'm still seeing my shotgun wielders performing reaction fire in overwatch before other weapon types. Simply having lower TU to shoot works well enough without the X1 weapon type bonus or malus to reaction time.
Agreed that weapon damage in general seems to have been bumped up some. But the aliens-- some of them, anyway-- have more armor and their weapons seem to be more damaging in return. I'm taking at least one DRT fatality in every battle, and at least some of those would have been glancing hits with survivable damage in X1 or other X-Com games.
The thing is, the shotgun/pistol had a 50% bonus to reflexes on X1, making them extremely likely to interrupt the enemy AND not being interrupted, while a sniper/machine gun had a 50% malus, making them basically impossible to do reaction fire. Assault rifle had 100% reflex, so no bonus or malus.
The shotgun still can reaction fire on X2, but not as much.
About each weapon depending on the circumstances, that is correct. But my "tierlist" is based on overall utility and the likeliness of each weapon being useful. For instance, Assault Rifles were extremely bad on X1 based on their damage and accuracy(and the fact that shotguns had 50% reflex bonus lol). Since they can perform extremely well on all situations, I think they are overall the best weapon in the game..
machine guns is king, especially in the close coterd combat nature of this game. you stay out of sign close the distance. then come on and 10 pop. every other gun is pretty much unreliable because you come out you pop and you miss or you hit and don't do enough damage, but with mechine gun you will hit at least 1 out of 10 shots, and even if you don't kill the enemy you will suppress them.
i think the idea is that mag weapons are just human weapons with damage upgrade. and lazer weapon is different weapoon in terms of function
X2 seems to be going with the reaction fire system used by the original X-Com, which was your chance of reaction fire improves with faster-shooting weapons and there was no type-specific modifier needed.
OK. That being said, however, are you going to run a squad of only assault riflemen...?
Assault rifles are the most flexible weapon. They aren't the best at anything, but they are pretty decent in all circumstances. I thought they were fine in X1. I'd rather kill all visible hostiles if I can, rather than hope that they'll run forward and get hit by reaction fire.
First off, my thoughts are based on the differences from Xenonauts 1 to Xenonauts 2. Some weapons were really bad while a few others extremely strong. This is why I praised the sniper rifle, since this weapon was terrible on X1, although I still used on my squad.
Second thing, as people mentioned, you are not considering the different damage types on the ballistic/laser weapons. Ballistic weapons have armor piercing and low armor damage, while laser have 0 armor piercing and high-ish armor damage. The coilguns as mentioned before, are just accelerated ballistic weapons, even the research acknowledges that this weapon is too "primitive" for the aliens considering their avionics technology for instance.
I honestly think the weapons perform as they should, except the grenade launcher, which I think is too bad at the moment.
And as I mentioned before, I rated the weapons based on overall utility/usability. Of course a Sniper will be way better than an assault rifle at long range. But how many situations I can capitalize on that?
Just for instance, assuming the basic dropship with 9 soldiers, I use this squad:
1 shield
1 sniper
1 heavy
1 grenadier(this unit is on thin ice lol)
2 assaults
3 rifleman
While on X1 I would swap the numbers of riflemen with the assaults.
On X1, I struggled a lot during the first few missions. But after I noticed the reaction bonus on shotguns/pistols, I started capitalizing on that and made the whole game stupid easy, only the last mission being the exception. Of course, some units died here and there, but overall I was steamrolling the whole game.
You could just get a unit with mid to high reflexes, give it a shotgun and go to town. You could basically dance around the aliens and they couldn't reaction shot you and when the alien's toe tips were visible, you were already using reaction fire(if you had sufficient TUs).
That is how broken shotguns were. Of course I'm exaggerating for comedic purposes, but the idea is the same. You could walk freely without the fear of being killed by a reaction shot and you could sit pretty and just kill aliens on their turns.
Assault rifles, although decent-ish, didn't had anything other the versatility going for them. The damage was bad, the accuracy was ok-ish and the reactions were not as good. Even with late game weapons, the Assault Rifle was not very good. It was an OK weapon, but not as good as they are right now on X2.
One of the nice things about shotguns in X2 that you've not mentioned is that they're not really reliant on Accuracy in the same way as the other weapons, so they allow you to use an otherwise quite useless soldier in an assault role (provided they have enough TU to get close to the enemy).
I do agree the grenade launcher probably needs some love. The problem with that weapon is it's difficult to balance because explosive weapons tend to be extremely reliable damage due to their blast radius, which can lead to them being overpowered. But hopefully we can find the sweet spot during Early Access.
With thrown grenades already existing, I'm not sure I understand replacing the rocket launcher with a grenade launcher, myself. I guess it can launch stuff further than soldiers can throw, though.
Having not played the game yet it's hard for me to comment on it though. I hope there's research for better explosive weapons this time though, in Xenonauts 1 you just upgraded the warheads instead of the launcher for most of the game until you got that big super gun that fired fusion warheads or whatever, lol. It could only be used with the Predator Suit, I think it was called. Cool stuff.
Like, hopefully the grenade launcher can be upgraded to something like an XM-25 where you can airburst the grenades, for extreme reliability and even more rapid fire, with an even faster reload time compared to slowly refilling a cylinder with grenades?
How does the grenade launcher compare to the old rocket launcher, or a trooper laden down with grenades?
wait does that mean Shot gun is the only weapons that use the old cone bailistic system?
in low cover situations it is much less useful. Perhaps leaning into that further?
Currently ballistic weapons are moderately capable of clearing cover. how a single bullet levels a whole crate ...
reducing the cover clearing ability of non-explosive weapons and increasing the explosive weapons ability (say one tile outside of the damaging people range where it still damages cover)
Also if you add mine and mine-clearing ...
I think the granade launcher could be a very versatile weapon considering its potential ammo types: thermo, smoke, incendiary, shrapnel etc. Each with its own area of effect to balance the damage