Xenonauts 2
Milestone 4 Balance & Feedback thead!
Hello everyone - this is the balance and feedback thread for our full Milestone 4 release. I've created this so that people can post up any thoughts and feedback they have while playing through Milestone 4 so we can take it into consideration while we work on Milestone 5. Let us know what you think works well, and works badly.

Please do not use this thread to post up bugs, as we've got a dedicated subforum for those - we should reply to bug reports within one working day if you post in the correct channels, whereas we might not notice bug reports posted here!
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Показані коментарі 3145 із 81
I would agree with a post in another thread about the economy and similar posts here. It seems like we're fighting the economy and making compromises on what to build simply because the game is stingy with resources. So, it seems like that is what takes up most of your time, deciding what to build from what few resources you have.

This leads me to prioritizing the interceptors and their weapons as I know I can't survive without the resources from the infrequent UFOs that show up and need to make sure I shoot any I can get to down.

But the costs of doing that (money and alenium) mean that I end up with ground missions where my troops are under geared so I end up trying to fight Cyberdrones with accelerated weapons, basic starting armor and maybe a laser or two. Or trying to have 6-7 troopers hit the same armored Sebillian at range where my weapons, if they hit are doing single digit damage. I have even seen Sectons take single digit damage due to, I am assuming, the weakened shot due to distance since they didn't show any armor.

I also have to wait for monthly funding so I can build an interceptor since I can't afford to build one if I managed to not build some items so I had the alenium/alloys available, but not the enormous cash costs to build the next level interceptor.

The costs and upkeep of the buildings seems way too high as I can't even get medical or training buildings until month 2 and then only if I put off creating another radar base to try to track UFOs, so that usually waits till month 3. We need training since the troops offered are often showing 2-3 red level starts, or 4-5 yellow stats and can'y get by without the training help.

All of the "waiting for resources" and "build compromises" take away from what I like most which is the missions.

It seems like we go 2-3 weeks and then get 3-4 UFOs at the same time and in the same region so that 1 bases has to try to shoot everything down, because you're screwed if you don't as you miss out on the alenium you so desperately need to build items that you also desperately need.

Again, that is not fun for me.

I would rather have more smaller UFOs earlier on, In my current campaign, I believe I only saw one scout UFO ever and then 2 or maybe 3 destroyers before starting to get observer UFOs and boy you're screwed if your interceptors can't bring them down because you NEED the money from selling items AND the alenium. I seemed to have had a larger number of probes early on.

I would rather have more UFO missions more often, starting with the smaller UFOs (not just probes and unmanned UFOs that you can only scavenge a few resources from) and then slowly work up to the bigger UFOs, but more UFOs more often would help me have more fun and stress less about having to wait 2 weeks for funding for cash so I can build 1 interceptor or hoping to get lucky and shoot down all 4 UFOs in a wave and HOPE that 2-3 provide assault missions.

Ali I seem to be doing is waiting for those resources so I can build a few items or maybe just one big ticket item (resource-wise) and then wait for another 2-3 weeks before I can do that again.
Some things I like about the game:

Love the changes to the grenade launcher - the arcing fire and range really makes it much more useful to clear cover/break armor/damage aliens and the fact that you don't need to reload every shot is a big bonus.

On the farm maps, you can destroy the hedges and can then walk through the gap where in X1 you could destroy the hedge, but the terrain was still blocking movement/fire.

Being able to rotate the camera is fantastic (and you even allowed options for that).

Options for a number of game settings to allow players to adjust things to their liking if VERY nice (too many option settings to list).

Being able to zoom in/out on the mission maps is very nice and adds to my enjoyment of the game.

Being able to upgrade aircraft weapons/explosives/armor/weapons without having to make replacements for each aircraft or vehicle is also fantastic. The same with the soldier gear that upgrades automatically after the engineering project is complete.

Most of the newer sounds effects add a good bit to having fun with the game, even the servitor issue with sounding like humans when they get hit. Though some seem louder than they should.

Things I would like to have changed:

Being able to make (2) aimed shots in a turn if you move a bit (currently you can hardly turn without losing too many TUs to aim shoot twice) -this would help alot, I think, in making rifles more useful in reaction fire against armored/high HP pool aliens in protecting the soldiers as well as in normal turn mode being able to hit/damage those armored/high HP pool aliens.

more space for modules and maybe reduce the weight. Having the extra aim/auto heal and better vision modules take up a lot of space and they weigh alot, such that if I am putting the higher end armor on a trooper that is close to maxed out in strength, they can barely carry extra ammo or grenades. Maybe one more rom in the pack and a unit of weight or too off some of the modules/grenades.

More UFOs (not 4-5 at the same time) but more frequently so that you can get to the downed UFOs even early on and don't have to settle for the cash option since the drop ship is so slow.
The game is VERY unbalanced in Milestone 4.12. High armor and high HP enemies are introduced very early, when a player has little means to deal with them. I had to face Androns on my 7th crash site. The very fist Observer I took down already had ELITE enemies on board. Are you freaking kidding me?

The game is not fun when it takes concentrated fire of your entire squad to take down one enemy and there's 5 more pointing their weapons at you.

Moreover, enemies rarely miss their shots. Their accuracy is sky high. Hiding behind low cover, crouched, smoke screen in front of your soldiers - non of it matters. Your soldiers will get shot and killed by a Psion all the way from downtown.

Enemy reaction shots always hit as well. I mean ALWAYS. it's a miracle if they don't.

And that's SOLDIER difficulty I'm playing at. Can't imagine how much more punishing and no-fun the game is at higher levels.
After further gameplay,I have come to the following conclusions (day 228,still veteran difficulty)

1.Actuator module is too useful compared to the jetpack. To the point that I've started equipping it on every single soldier.
I suggest adding it to the "outer" slot (same slot used by the jetpack),possibly also make it provide a small aim penalty. This will force soldiers to specialise into either mobility or carrying capacity.
While the jetpack should be slightly cheaper to unlock (200-150k,but more alenium),given that it provides no benefit indoors and not every unit can make good use of one.
2. Many other insignificant things are simply too expensive,leading me into skipping them. For example: Upgraded medkit,medical center,quantum array
3. There are too many cases where the landing zone is swarmed by aliens,meaning all the combat occurs at spawn,while the remaining portion of the mission consists of walking through an empty map,leading to poor pacing. This is most common on crash sites and terror missions
Автор останньої редакції: Robob; 4 лип. 2024 о 9:07
Цитата допису Aegelweard:
And that's SOLDIER difficulty I'm playing at. Can't imagine how much more punishing and no-fun the game is at higher levels.
I play on Commander and oh boy the Wraiths have aimbot to let them hit a fly while flying:)
On top of that they can throw a grenade and never miss. It deals insane damage too and one or two shoting my guys ... (
Цитата допису Magicdancer:
[
I play on Commander and oh boy the Wraiths have aimbot to let them hit a fly while flying:)
On top of that they can throw a grenade and never miss. It deals insane damage too and one or two shoting my guys ... (

The horror: Back to back missions with almost 100% wraith :LigeOhGod:
https://i.imgur.com/zVw3y9F.jpeg
https://i.imgur.com/TsSdEI6.jpeg
Rare BUG. While one of my bases went to battle, another base was invaded. The two arrived almost at the same time. At this time, the field battle is triggered, indicating that a battle is taking place in the base. This time, I entered the battlefield. When I finished the battle, the battle in the base disappeared, as if the invasion never happened.
Alright, the game balance is really OFF. Milestone 3 was much, much more balanced and linear. The only good thing about Milestone 4 is more content and less bugs. It looses to Milestone 3 in any other regard.

There are fewer missions to do. Maybe 50% less than Milestone 3, maybe more. Sometimes I just sit on my hands 10+ days straight waiting for anything to happen. This is past day 100, when the game should pick up the pace.

Because there are so few UFOs to assault it leads to less research and manufacturing materials being available. Back in Milestone 3 I would have stormed enough UFOs to get Dragonfly research done and have it built before I could assault Cleaners local HQ. In this build I got it done way later.

Difficulty builds up rather quick and my 7th UFO already had 3 Androns with plasma guns that I could barely take down. My very first Observer was packed with plasma-wielding ELITE Psions. I had to abandon the mission because it was just impossible to win. Then there was a TERROR mission with Wraiths, Androns and Servitors, plasma bolts for days. I spent like 1 hour (maybe more) save-scumming my way trough it.

But then difficulty curve took a nose-dive. It's day 140 and I'm not seeing plasma guns anymore (maybe one or two, occasionally), mostly magnetic. Not seeing any Androns and very few elite enemies. Even on Observer UFOs.

So the game first makes your life real hard and insufferable and if you survive you're given some rest. This is non-linear progression and I don't like it.
It seems silly that you lose all progress on research of a project just because you wanted to switch to a higher priority research project as it became available.
Same feedback on the colossus armor. The limited vision, no modules, only mgs and other drawbacks just make this armor not worth it. It makes sense to have a heavy "power armor" in the game, but it would be better to have the drawbacks just being limited mobility and high cost.
Yeah the Colossus armor needs some love. We have disscussed it here. https://steamcommunity.com/app/538030/discussions/0/4418676609603523108/

I would give it +20 hp bonus, morale bonus, more armor (from 30 > 40) and easier control for HEAVY weapons (lowering TU spent for burst fire; from 51% > 41% and from 75% > 65%) for basic version.
An upgraded version could just have more armor (60?)
It could make it an attractive choice despite having some drawbacks.
Автор останньої редакції: Magicdancer; 7 лип. 2024 о 2:35
I would like some sort of indicator when a trooper is knocked out instead of killed when they are hit and fall to the ground. Or am I missing something ?
Цитата допису orcaa:
I would like some sort of indicator when a trooper is knocked out instead of killed when they are hit and fall to the ground. Or am I missing something ?

You should at least see the mid text box https://i.imgur.com/ynybT9C.jpeg
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Would be nice to see the base batteries being able to shoot down ufo near it, but not wanting to attack base.
Just give it a small O atk range like radar. It's weird to see ufo sometimes literally on top of my base simply passing by & not being shot by the batteries.

Vanguard armor & reinforced shield (/ at least 1 of them) vs alien fusion (this one is faster) feels a bit off. Imo need to be moved forward a bit.
Feels somewhat late compared to the alien's plasma & guardian armor speed.
Note: I just assume vanguard armor & reinforced shield are in the same pile of research because i never see the reinforced shield (bugged?) in my run.

Something like a tooltip / something else for easier:
'this one is alien officer'
'that one is alien leader'
'this one is eternal'
Right now i just try to catch everyone with a different color-ish because i have no idea who is who... ¯\_(ツ)_/¯
The big armored floating eye thingy keeps crashing the game. Also the game crashes annoyingly as I can't close it from task manager, somehow the crashed game window blocks from clicking on stuff. Only way to solve this is signing out of windows account.
If I have suppressed an alien and go to melee it with a stun baton, I should have a decided bonus to hit. Instead, I missed 3 of 4 tries at 77% and 1 out of 2 tries at 68%.

That doesn't seem right. If the alien can't move/reactive fire or anything, my ability to beat it silly with a club should be MASSIVELY enhanced, in my opinion.
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Опубліковано: 26 черв. 2024 о 13:13
Дописів: 81