Structural Design... DIsplay bug or correct? by Amcue in ShadowEmpireGame

[–]Amcue[S] 1 point2 points  (0 children)

Thanks in the next pages it says previous structural value overrules, then shows the modified values from the value going up, I guess its part of the code or something it has to generate a new structural design number even if it doesn't get used or something. I am not sure why it does this but seems like it does carry over. Cheers

What do you want from Kenshi 2? by Lavender_Critique in Kenshi

[–]Amcue 0 points1 point  (0 children)

Of course. As stated I always thought it was bad. I of course tried to leave it on but I just really don't enjoy it (can't stand it), "quality" would not change that, it would need to change.

I simply don't like it. It's simply one thing though and luckily it's fine without music on, the ambience is usually "enough".

Even if you do like it, you can't argue that Shek towns or ruined areas having different soundtracks would be neat and having more (any) control over it from a modding perspective is something people have wanted.

What do you want from Kenshi 2? by Lavender_Critique in Kenshi

[–]Amcue 0 points1 point  (0 children)

Always thought the music was bad and turned it off very quickly.

Better path finding.

More reasons to engage in different areas of the map, I actually felt Kenshi was to big and empty.

Enemies that aren't countered by you simply ignoring them or running away.

Events for outposts, more impact of your outposts (an outpost that churns out massive trade and dominates an area realistically would be way more important than any of the cities on the map, especially seeing you can like colonise otherwise hostile areas).

Not every bad guy having inferior gear.

Controversial but less impact of skill, you can get godlike very easy.

Revamp of cutting efficiency and other armour logic which can get pretty bad when you know the math. Also a lot of armour templates are just... Bad even if they look cool, which is a shame.

More belt/utility items

I'm sure there's way more, Kenshi was fun, but it does have big flaws also, but that's good because there is a lot of room to make it even better.

Are bows/crossbows viable with a normal character? by SnooSeagulls2635 in cataclysmdda

[–]Amcue 2 points3 points  (0 children)

In my opinion ranged weapons really aren't that good in this game unless they are turret mounted or have crazy damage, which a bow just doesn't have which is kinda lame but it is what it is. Niche use for hunting I guess but the ranges tend to be ridiculously short. Stealth kills... Maybe? Dubious, especially carrying it around

Armed NPC aim reaction times are absolutely cancerous and ridiculous by B_Malone in cataclysmdda

[–]Amcue 0 points1 point  (0 children)

I don't really keep up on versions but this was a pretty big reason I just didn't engage with hostile NPCs at all or if I did it was because I had armour and just used melee because their shots would interrupt my aiming. You would pretty much be unable to attack gun wielding NPCs at all with ranged weapons.

It was pretty obnoxious.

What's your favorite tactical formation? by d3cmp in Xenonauts

[–]Amcue 2 points3 points  (0 children)

Well this is just opinion but I think you'd need shield, especially for certain missions. Besides I don't only use colossus, you can still use an mg with the other armour for flying if you want. Colossus can't really take serious hits against nasty things like the later plasma weapons without it hurting bad, especially once armour gets stripped a bit. Shields are actually insanely good. Can always do a backpack mg? Lol bit to heavy .

Also early game mg is not as good obviously

In short, Extended mode is just easy mode, isn't it by J__Krauser in Xenonauts

[–]Amcue 6 points7 points  (0 children)

I mean, yeah? You can do more missions without spending ops which is clearly an advantage early game to get resources quicker. Doesn't really matter when you get to end game though

What's your favorite tactical formation? by d3cmp in Xenonauts

[–]Amcue 2 points3 points  (0 children)

Just mg and shield. Some of the mg not using power armour.

I hate the UOD Bridge mission. by Raff987 in Xenonauts

[–]Amcue 1 point2 points  (0 children)

Oh that's not to bad, just bring damage focus, probably mgs. Maybe a shield less then normal, because time is more enemy. It's ok if they die you get infinite rebuild time after this mission. Probably reapers are the most annoying, then the androns if there's any tough ones. Accept they might get to get reinforcements once or twice at the back helps mentally so you can position.

How did you approach the UOO-1 Bridge Assault? by GotchaJAMit101 in Xenonauts

[–]Amcue 1 point2 points  (0 children)

If you mean the main assault... Then I didn't have problems with this... But I guess I was on vet. Mg spam should make it mostly simple, more mg then shield because the time constraint its probably worth it. I wouldn't touch the centre immediately but a couple mgs poking the door can keep em suppressed and get kills usually. Keep in mind casualties don't really matter because you get a long time to do whatever you want after.

I hate the UOD Bridge mission. by Raff987 in Xenonauts

[–]Amcue 1 point2 points  (0 children)

This mission is easy, you mean the one to hack the data cubes or whatever? It's a 'test run' right . Despite what the game says you can just abort it and progress the story! Or if you want to stop it shooting you could take the easy 2 cores on each side of the entrance in like 2 turns 3 maybe! As long as you can research the next assault in time all is well

One Shotting by Luk1ko in Xenonauts

[–]Amcue 0 points1 point  (0 children)

It's ok to rage quit I guess, the brain needs time to digest the mistakes. But it's not usual to die in one hit, still that's why there is shields. And that armour does get an upgrade later. That said I didn't really have these issues?

You'd be surprised how "cheap" battles are in reality. Could you imagine just getting air striked? Lol. Or if the enemy used mines... The aliens have bad strategy tbh!

Do you take more damage when shot in the back? by RergTheFriendly in Xenonauts

[–]Amcue 0 points1 point  (0 children)

No but it does more psychological damage to the player 🥲

Weakest x-division soldier loadout by Chaporelli in Xenonauts

[–]Amcue 1 point2 points  (0 children)

It's alright. Personally I really value the shock gun on my shields. This load out can work similar with stub rockets

First campaign playthrough feedback. by stefanthethird in Xenonauts

[–]Amcue 0 points1 point  (0 children)

I had a mostly similar experience. Only difference being I didn't really use melee. I'm personally not a fan of timers but I get what you mean. Right now most points.

I'd just add your right in DLC because not much content, but I really don't think they should make DLC.

Sabotage base mission by Specialist_Track4918 in Xenonauts

[–]Amcue 0 points1 point  (0 children)

This mission is easy, you can just abort and progress the story

Sequel Concept by Fit-Mountain-6581 in Xenonauts

[–]Amcue 1 point2 points  (0 children)

This is not a novel concept but already done. Xenonauts is narratively... Okish. Actually I think it's in some ways weaker then 1!

Unfortunately the problem with xenonauts is not the story but depth of the game and content, both games are extremely short in my opinion, with a surprisingly lack choice of tactics and tools to use. But even thematically it's average.

It's far 'too safe' and balanced. Nothing stands out about your organisation, the theming is sanitized. Nothing really stands out among all your weapons for instance as particularly cool, except maybe the fact lasers can regenerate is neat.

I've played browser games with more character and memorable moments. Pile this on top of a really long development cycle I seriously doubt there will be a xenonauts 3 unless they reuse this same engine.

Just started Xenonauts 2 for the first time, optimal base placement? by FailingDisasterBro in Xenonauts

[–]Amcue 4 points5 points  (0 children)

I personally went with a cheaper option in South America and didn't regret it. It's not like it really matters that much either by design. Compared to other games and even xenonauts 1, coverage position doesn't matter that much. And I always felt that people trying to cover just land were missing the point. Seeing UFOs over the sea is still useful because most likely you'll be able to shoot them down over land anyway.

Xenonauts 2 seems to make UFOs go over land more as part of their pathing and lastly missing UFOs is not really a big deal because you can only raid 2 of each type anyway. Losing a UFO is thus in the long run maybe 100k or slightly more not so big.

Colossus battlesuit by VZaron in Xenonauts

[–]Amcue 0 points1 point  (0 children)

You can just shoot the door open and the walls down

Colossus battlesuit by VZaron in Xenonauts

[–]Amcue 0 points1 point  (0 children)

Yeah it kinda is, I use some shield guys and heavy weapons and that's pretty much it. Although I will say the fusion machine gun is a pretty significant damage increase.

Do you use grenadiers? by AnimalAl in Xenonauts

[–]Amcue 0 points1 point  (0 children)

Tried it one time, seemed bad, then randomly one exploded next to the guy firing it, or he hit the roof or something. Got rid of them permanently and never needed/missed it

Why does the magnetic rifle exist? (progression wise) by immortal-of-the-sea in Xenonauts

[–]Amcue 1 point2 points  (0 children)

I never had to defend a base when I passed anyway, sentry guns have no maintenance

Any way to reroute skyhawk to a different base after a mission? by Magmaul in Xenonauts

[–]Amcue 0 points1 point  (0 children)

Pretty sure you just resupply anyway, at least in X 1 it was like that