Xenonauts 2

Xenonauts 2

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Psionics: Alien Only or Plans for Human Enablement
I like the idea of unlocking psionics for the xenonauts. Was curious if that is in the road map or if it psionics is an alien only ability entire game?
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Showing 1-12 of 12 comments
DaviddesJ Jul 21, 2023 @ 5:24pm 
Probably only for aliens. The first Xenonauts game didn’t have psionic powers for humans, and it’s not on the roadmap that’s posted for Xenonauts 2.

Personally I don’t like human psionic powers.
Nathanael Jul 21, 2023 @ 5:33pm 
pretty sure its alien only.
It's also not such a big of a deal as it was in the first game, there you had psy attacks every turn, panicing one or more soldiers usually, without any counter until you could kill the leader in the command room.

in X2 its more engaging for the player, missed a psyon? get stunned or controlled, but it's allways possible to avoid or break control
Keisuki Jul 21, 2023 @ 6:07pm 
Originally posted by DaviddesJ:
Personally I don’t like human psionic powers.

Agreed in part - The core issue for me is that psyionics become far too commonplace in most iterations
wei270 Jul 21, 2023 @ 6:15pm 
i think in order for this game to be true to xcom as sequel psionic power is a must. it doesn't need to be strong, it doesn't need to be prolific, but it needs to be in the game.
Lord Chaos Aug 27, 2023 @ 2:02am 
Waiting on this to decide if I buy the game. I would have bought Xenonauts 1 if human psionics were an available option.

I own XCOM: UFO Defence, Terror from the Deep, Apocalypse, Interceptor, Enforcer, Enemy Unknown, Afterlight, Extraterrestrials Gold and XCOM 2.

Overpowered endgame abilities are fun. They are also consistent with the human side's goals of making tools that are efficient at defeating aliens.
Last edited by Lord Chaos; Aug 27, 2023 @ 2:31am
markelphoenix Aug 27, 2023 @ 7:21am 
Originally posted by Lord Chaos:
Waiting on this to decide if I buy the game. I would have bought Xenonauts 1 if human psionics were an available option.

I own XCOM: UFO Defence, Terror from the Deep, Apocalypse, Interceptor, Enforcer, Enemy Unknown, Afterlight, Extraterrestrials Gold and XCOM 2.

Overpowered endgame abilities are fun. They are also consistent with the human side's goals of making tools that are efficient at defeating aliens.

This.
Talmar Aug 27, 2023 @ 7:36am 
I wouldn't mind seeing some Psionic powers for humans. And I agree with the above statement that they don't need to be strong, just let us have another tool in the game. This can also go a long ways, strategic level wise, in maybe communicating with the aliens. Maybe even open up an alternative win, with a communications ending and a peace accord. Just a thought
Terminal Aug 27, 2023 @ 7:17pm 
Mild spoilers for the first Xenonauts here,

In Xenonauts 1, there was a Psionics Tech Tree Research Chain, and it was framed as being one of a few different possible leads for developing a Human-based strategic counter for the alien invasion - that is, to create a viable means of reliably winning in conventional engagements with alien forces. The research options start to show up just around the time that enemies with heavy shielding/armor start appearing and it starts to become clear that without some major innovations, fighting them straight-up will quickly become impossible.

But that Research Chain is actually a dead-end. If you research it all the way through, you get some bonuses for resisting psychic influence but your head researcher ultimately concludes that Humanity has zero psychic potential whatsoever, and the effort needed to grant soldiers psychic abilities were excessively invasive and not even likely to work. The entire research chain effectively exists to throw you off-track and potentially to give you a panic attack while you struggle just to survive.

The actual counter intended to be used in Xenonauts 1 is Gauss Weaponry - which also appears to be the case here in Xenonauts 2, albeit Laser Weaponry also appears to remain viable into the endgame (though I suppose that could change).

Certain aspects have changed pretty dramatically between games, but based off what we have seen it seems pretty clear that Psionics are going to be alien-exclusive again.
Erolat Aug 27, 2023 @ 8:06pm 
I don't mind that it is alien exclusive. I would hope that there is a way to develop a resistance or something. A helmet mod that increases your odds of resisting. Maybe even one that causes a feedback loop damaging the psy attacker.
Peter34 Aug 28, 2023 @ 2:11pm 
The problem with psionics is that in most science fiction settings, psionic potential is rare genetics, had by only perhaps one in a thousand or one in a million humans, whereas in games like this, you usually end up being able to spam it relentlessly.
SBA77 Aug 29, 2023 @ 12:48am 
Originally posted by markelphoenix:
Psionics: Alien Only or Plans for Human Enablement
Well if the original game had it, then probably yes. I doubt they'd take it out if that was the case. Psyonics are an X-com staple.
Peter34 Aug 29, 2023 @ 1:07am 
That said, it'd be fun if soldiers had a tiny chance to reveal "psionic potential" every time they level up. That way, it's *not* something the player can spam, but an added spice to make the game more fun and varied.
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Date Posted: Jul 21, 2023 @ 4:58pm
Posts: 12