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Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.

Darkrenown posted:

My Xenonauts story is I couldn't figure out how to heal a wounded troop after rushing over a dude with a medikit. Eventually I tried pressing M and found this was actually the hotkey for Melee when my medic pistol-whipped my casualty to death.

I saw this happen in Space Station 13 once and had to get a newbie to stop beating someone to death with the first aid kit.

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Alchenar
Apr 9, 2008

The patch list changes are all really good but it kinda tell the story of the development of the game that we are a full year on from release and a patch can include changes to the metagame like:

The rate of Pandoran evolution is slowed down with approximately 20% on Rookie, Veteran, and Hero difficulty.

The Lone Badger
Sep 24, 2007

Ghost Leviathan posted:

I saw this happen in Space Station 13 once and had to get a newbie to stop beating someone to death with the first aid kit.

Why did you do that?

MiddleOne
Feb 17, 2011

Alchenar posted:

The patch list changes are all really good but it kinda tell the story of the development of the game that we are a full year on from release and a patch can include changes to the metagame like:

The rate of Pandoran evolution is slowed down with approximately 20% on Rookie, Veteran, and Hero difficulty.

No balance changes for the block of HP enemies yet I see.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Ghost Leviathan posted:

I saw this happen in Space Station 13 once and had to get a newbie to stop beating someone to death with the first aid kit.

Project Zomboid is notorious for this kind of thing. The first time you play the you open with a wounded wife in bed, and a pillow is in the same room, if you "give her the pillow" ostensibly because you assume it will make her more comfortable instead you just outright smother her to death. It's horrific and amusing in equal quantities.

Sylphosaurus
Sep 6, 2007

BitBasher posted:

Project Zomboid is notorious for this kind of thing. The first time you play the you open with a wounded wife in bed, and a pillow is in the same room, if you "give her the pillow" ostensibly because you assume it will make her more comfortable instead you just outright smother her to death. It's horrific and amusing in equal quantities.
This manages to be both horrible and hilarious at the same time.

World War Mammories
Aug 25, 2006



I said "oh thank god" out loud at the speeding up of lategame research/building. idk how this will all work out in practice and I'm not going to find out for myself any time soon, but holy poo poo. getting to the late game meant spending two weeks or more waiting for loving synedrion to build a launchpad or whatever. having the inferior neutral weaponry be available at the start is also good, so fresh recruits with them won't end up stranded until you build more guns

Nordick
Sep 3, 2011

Yes.

World War Mammories posted:

having the inferior neutral weaponry be available at the start is also good, so fresh recruits with them won't end up stranded until you build more guns
They're available for manufacturing. Meaning you gotta build them too just the same. They're cheaper than the Phoenix guns you can make, but I don't see much point to them. (Source: I just started a new game some hours ago)

Unrelated, I bought the Expansion Pass to get Festering Skies, and... now I kinda wish I hadn't? This whole air war thing doesn't feel very fun, rather just another layer of bullshit I have to deal with.

Nordick fucked around with this message at 23:46 on Aug 6, 2021

World War Mammories
Aug 25, 2006


Nordick posted:

They're available for manufacturing. Meaning you gotta build them too just the same. They're cheaper than the Phoenix guns you can make, but I don't see much point to them. (Source: I just started a new game some hours ago)

Unrelated, I bought the Expansion Pass to get Festering Skies, and... now I kinda wish I hadn't? This whole air war thing doesn't feel very fun, raher just another layer of bullshit I have to deal with.

yeah, that's what I mean. you've got just enough guns for your current jokers, then you recruit a guy with a yat AR or whatever, hooray. but his gun takes different ammo, so you have to either research the shittier gun or build an entirely new assault rifle. having the ability to make ammo for those guns at the beginning makes the burden of getting recruits and equipping them less lovely, since you can't be tricked into devoting research time to an explicitly worse stopgap

and yeah, festering skies was my third playthrough and I gave up pretty quickly. the poor explanation of systems (BEWARE, THE BEHEMOTH IS WANDERING AROUND! what does it do IT'S WANDERING AROUND!!!) and the sheer number of whatsits and mcguffins make fuckin' Long War look intuitive and user-friendly

Nordick
Sep 3, 2011

Yes.

World War Mammories posted:

yeah, that's what I mean. you've got just enough guns for your current jokers, then you recruit a guy with a yat AR or whatever, hooray.

Ah, right. I just haven't ever seen a new recruit come with that lovely neutral gear, far as I remember, so I didn't think of that.

EDIT: And just after I posted this, I got one of those missions where you rescue a bunch of neutral soldiers, which I'd completely forgotten about. lol.

World War Mammories posted:

and yeah, festering skies was my third playthrough and I gave up pretty quickly. the poor explanation of systems (BEWARE, THE BEHEMOTH IS WANDERING AROUND! what does it do IT'S WANDERING AROUND!!!) and the sheer number of whatsits and mcguffins make fuckin' Long War look intuitive and user-friendly

Yeah, if only it did just wander around. :v: Like, okay, I wouldn't mind dealing with it if I could actually deal with it. The mist is bad enough, I don't like the feeling of having another inexorable force wandering the globe loving up havens. At least there's some rewards from shooting down the little flyers I guess, but then again those barely cover the expenses of outfitting more planes.

Nordick fucked around with this message at 00:47 on Aug 7, 2021

FrancisFukyomama
Feb 4, 2019

The lack of real tech progression makes the overall game feel very not Xcom, which is a shame bc having all the research being sidegrades is a pretty deliberate design decision so they’re obv not going to change that and at the same time mod tools seem dead so no one can mod that in either.

It’s real underwhelming when you gear up a squad with shiny new guns and then you go into combat and they’re just like 10% more damaging for a mag size penalty or something, when in Xcom the first time you get lasers is always a huge milestone

The Lone Badger
Sep 24, 2007

One thing I liked in Xenonauts is that you have unlimited quantities of conventional weapons. You want a couple dozen M4s, that's not even a rounding error on the budget of one of your host militaries just take em. Only advanced-tech weapons have to be built and tracked.

FrancisFukyomama
Feb 4, 2019

The Lone Badger posted:

One thing I liked in Xenonauts is that you have unlimited quantities of conventional weapons. You want a couple dozen M4s, that's not even a rounding error on the budget of one of your host militaries just take em. Only advanced-tech weapons have to be built and tracked.

I think Long War does that too, it makes managing multiple squads on the geoscape a lot more challenging

Alchenar
Apr 9, 2008

FrancisFukyomama posted:

The lack of real tech progression makes the overall game feel very not Xcom, which is a shame bc having all the research being sidegrades is a pretty deliberate design decision so they’re obv not going to change that and at the same time mod tools seem dead so no one can mod that in either.

It’s real underwhelming when you gear up a squad with shiny new guns and then you go into combat and they’re just like 10% more damaging for a mag size penalty or something, when in Xcom the first time you get lasers is always a huge milestone

Yeah I really like the narrative that tech progression establishes in XCOM, which is:
1) Human tech. XCOM totally overmatched.
2) Future-human tech. XCOM scrambles to crash develop some weapons out of current known concepts to establish a fighting chance.
3) Alien tech. You've salvaged some stuff from the aliens. They might have some inherent strengths but you are now more or less equal on the battlefield.
4) XCOM tech. We took the best of the alien stuff and applied some human ingenuity and we made some crazy good poo poo. Go use it to blow up the mothership or whatever.

FrickenMoron
May 6, 2009

Good game!
I don't know if its still the case but the fact that you START with some of the best gear (PP had the best vehicle for example) really irked me about the game. I only played it at launch on gamepass, unless the game actually has any kind of progression I won't come back.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


FrickenMoron posted:

I don't know if its still the case but the fact that you START with some of the best gear (PP had the best vehicle for example) really irked me about the game. I only played it at launch on gamepass, unless the game actually has any kind of progression I won't come back.

I have to agree, the weapon progression was exceptionally disappointing and it never feels as if you really progress, but the enemies definitely do. It just makes the game feel long and far less interesting.

Disclaimer: I played totally vanilla, I don't know if any expansions helped that.

BitBasher fucked around with this message at 20:10 on Aug 7, 2021

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Alchenar posted:

Yeah I really like the narrative that tech progression establishes in XCOM, which is:
1) Human tech. XCOM totally overmatched.
2) Future-human tech. XCOM scrambles to crash develop some weapons out of current known concepts to establish a fighting chance.
3) Alien tech. You've salvaged some stuff from the aliens. They might have some inherent strengths but you are now more or less equal on the battlefield.
4) XCOM tech. We took the best of the alien stuff and applied some human ingenuity and we made some crazy good poo poo. Go use it to blow up the mothership or whatever.

This is a good post I agree with but it's also really funny because you didn't describe any xcom games, you described the xenonauts tech progression. XCOMs all top out at T3 :v:

Ugly In The Morning
Jul 1, 2010
Pillbug

Psycho Landlord posted:

This is a good post I agree with but it's also really funny because you didn't describe any xcom games, you described the xenonauts tech progression. XCOMs all top out at T3 :v:

T4 in XCom is like, the crazy endgame ships and psychics.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Psychics are alien tech! Explicitly!

I'll give you the Avenger in OG tho

TheAnomaly
Feb 20, 2003

Psycho Landlord posted:

Psychics are alien tech! Explicitly!

I'll give you the Avenger in OG tho

No, psyhics are humans who have been genetically manipulated by XCom to take use of latent psychic abilities, something XCom figured out by reverse-engineering alien psychic technology.

Also I don't remember if the blaster launcher (I think that was its name, the rocket launcher that let you program waypoints) was originally alien tech, but the advanced bombs for it were certainly XCom. Sleep-gas bombs in that thing were a game changer, especially in late game when you needed to capture certain ranks of certain aliens to progress.

chiasaur11
Oct 22, 2012



Psycho Landlord posted:

This is a good post I agree with but it's also really funny because you didn't describe any xcom games, you described the xenonauts tech progression. XCOMs all top out at T3 :v:

I mean, there's the plasma sniper and the Alloy Cannon in Enemy Unknown, the toxigun in Apocalypse, the fusion missiles, the Blaster Launcher in Enemy Unknown, the power armor in the original...

Even the psi-amp, while it mimics alien abilities, is human technology, allowing you to outperform the aliens at their own game.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

TheAnomaly posted:

No, psyhics are humans who have been genetically manipulated by XCom to take use of latent psychic abilities, something XCom figured out by reverse-engineering alien psychic technology.

Also I don't remember if the blaster launcher (I think that was its name, the rocket launcher that let you program waypoints) was originally alien tech, but the advanced bombs for it were certainly XCom. Sleep-gas bombs in that thing were a game changer, especially in late game when you needed to capture certain ranks of certain aliens to progress.

The blaster launcher is absolutely alien tech. Ask me how I found out :v:


chiasaur11 posted:

I mean, there's the plasma sniper and the Alloy Cannon in Enemy Unknown, the toxigun in Apocalypse, the fusion missiles, the Blaster Launcher in Enemy Unknown, the power armor in the original...

Even the psi-amp, while it mimics alien abilities, is human technology, allowing you to outperform the aliens at their own game.

Wasn't power armor just reverse engineered from Muton gear?

EDIT: Oh I guess even so flying armor counts

Psycho Landlord fucked around with this message at 20:54 on Aug 7, 2021

chiasaur11
Oct 22, 2012



Psycho Landlord posted:

Wasn't power armor just reverse engineered from Muton gear?

Nope.

You can build it in the original without ever meeting a Muton, and unlike Mutons, it's fireproof.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Hmmm it might be me that is owned

Alchenar
Apr 9, 2008

Psycho Landlord posted:

Hmmm it might be me that is owned

It is a bit niche, and it varies from game to game.

FrancisFukyomama
Feb 4, 2019

There’s a LWOTC mod that swaps the appearances of the final tier from plasma to coilguns which have a sort of industrial angular design which fits that narrative since they look just like what you’d expect a human design incorporating homebrew tech even superior to that of the aliens would look like

Bogart
Apr 12, 2010

by VideoGames
Has there been any Xcom or Xcom-alike that makes the air war fun? Other than the joke of equipping the hoverbikes with guns in Apocalypse and trying to swarm, that is. I find Enemy Unknown / Within's miserable and Long War all the worse. 2's fine since it's basically nonexistent.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

I actually really liked the Xenonauts air war mechanics, but that's apparently a really divisive opinion.

Also just liking Xenonauts in the first place seems divisive so I dunno

Psycho Landlord fucked around with this message at 23:39 on Aug 7, 2021

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
An air-adjacent thing I really like in Xenonauts is the ability to just bomb missions you don't want to deal with.

Pierson
Oct 31, 2004



College Slice
How is the game now compared to the original release? I crowdfunded it back then and it had some good ideas but the presentation sucked and the whole 'feel' of the game (lack of music, atmosphere etc) was kind of dull.

Pierson fucked around with this message at 00:35 on Aug 8, 2021

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Does anyone know how to check what DLC you have enabled in a save? I thought I started over with festering skies disabled but I still got the egg and now The Gift just procced.

Nordick
Sep 3, 2011

Yes.

TheAnomaly posted:

No, psyhics are humans who have been genetically manipulated by XCom to take use of latent psychic abilities, something XCom figured out by reverse-engineering alien psychic technology.

Also I don't remember if the blaster launcher (I think that was its name, the rocket launcher that let you program waypoints) was originally alien tech, but the advanced bombs for it were certainly XCom. Sleep-gas bombs in that thing were a game changer, especially in late game when you needed to capture certain ranks of certain aliens to progress.

As already said, the blaster launcher was unambiguously an alien weapon, and also it sure as hell didn't have any gas bombs. The "small launcher" that fired stun bombs was the only ranged stun weapon in the OG. Vanilla at least, I'm sure there might be mods that add them.

X-Com didn't actually develop any weapons tech past the laser rifles in the original, everything else was just alien stuff they learned to use. Well, except for developing their aircraft weapons based on alien tech.

EDIT: As for Phoenix Point, there is a little bit of progression in the shape of advanced weapons, like New Jericho's armor piercing guns, and I also remember a Phoenix created laser PDW or something that was strictly more powerful than the normal one. Helluva long and arduous journey to get those, though.

Nordick fucked around with this message at 01:50 on Aug 8, 2021

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Bogart posted:

Has there been any Xcom or Xcom-alike that makes the air war fun? Other than the joke of equipping the hoverbikes with guns in Apocalypse and trying to swarm, that is. I find Enemy Unknown / Within's miserable and Long War all the worse. 2's fine since it's basically nonexistent.

With xenonauts there's a very active mini game. Your planes turn up, the UFOs turn up, you control the heading/speed/afterburner/when you launch ordinance. Everyone has firing arcs. The lighter interceptors all have a barrel roll where they sidestep and can dodge missiles or get into/out of shooting positions. There a couple of missile types, anti interceptor or big game hunting. You can use pack tactics like getting the ai to focus one while your other planes swing into their rear arcs.

At first I hated it but when the Stockholm set in I really enjoyed it compared to watching number go up.

The worst aspect of it being a game in its own right is you can easily win battles autoresolve will lose. The battles are usually a minute long though unless you're doing shenanigans.

pedro0930
Oct 15, 2012
Xenonauts' implementation is ok because they don't have you fight endless amount of the same air combat scenario. The alien escalate their aircraft, you escalate your aircraft, and the auto-resolve award 100% sure thing result as long as you have the tech/number without any chance of flopping and losing your expensive aircraft.

You start with regular UFO that your fighter can easily down, then you encounter tougher UFO that your fighter can't dispatch with missile and will have to basically empty their cannon ammo to kill so you develop heavy interceptor that fires "aerial torpedo" that'll one-shot this new UFO (at this point you can auto-resolve with 0 damage to your interceptor). Then alien starts to deploy fighter escort, and you have to play the mini-game and figure out how to beat this combo with your interceptor, then you upgrade your missile/gun, and your air fleet will be able to auto-resolve the new combo, and I think next obstacle is the alien also get missile that you have to bait with your fighter dodge a few times until you get another upgrade then you can auto-resolve air encounter again, etc. You never have to play the same kind of encounter too many times and it acts more as a tech progression check that you can delay if you play the mini-game well.

MiddleOne
Feb 17, 2011

Xenonaut airgame was a real treat imo. Short, satisfying and doesn't overstay its welcome.

Nordick
Sep 3, 2011

Yes.
I liked how early on in Xenonauts, you could down basically anything with just Foxtrots (the first heavy torpedo intercecptor), by a simple procedure:

1) Tail the target on the Geoscape for a second
2) Engage, coming in exactly at the target's 6 o'clock (due to 1) )
3) Hit afterburners and order your planes to zoom past the target
4) FIRE ZE MISSILES
5) Win, or if not, bail and let the second squadron finish the job.

The "Foxtrot Sucker Punch" worked even against some fighter escorts, who would start turning to face you but were too slow at it and usually finished their 180 just as the Foxtrots zipped past between them. The more advanced ones were too agile though. This tactic was, understandably, nerfed later on by various changes.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Sorta nerfed but not massively so. You can still absolutely do foxtrot boom and zooms on everything up to interceptors. You're just a lot more likely to take fire from larger UFOs now.

But then they buffed the corsair into absurdity at the same time, so

dogstile
May 1, 2012

fucking clocks
how do they work?

Darkrenown posted:

An air-adjacent thing I really like in Xenonauts is the ability to just bomb missions you don't want to deal with.

Absolutely. loving reaper mission at night or hang around for ages to get around to it? Nah son, burn in hell. I'll pick up the pieces later.

uber_stoat
Jan 21, 2001



Pillbug

dogstile posted:

Absolutely. loving reaper mission at night or hang around for ages to get around to it? Nah son, burn in hell. I'll pick up the pieces later.

hope your cruise ship had good insurance. it "mysteriously exploded."

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The Lone Badger
Sep 24, 2007

Psycho Landlord posted:

Sorta nerfed but not massively so. You can still absolutely do foxtrot boom and zooms on everything up to interceptors. You're just a lot more likely to take fire from larger UFOs now.

But then they buffed the corsair into absurdity at the same time, so

I never used the Corsair. It can't take down medium+ ufos so I couldn't see spending that much money on it.

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