All enemies are active on the map, they just don't know about your presence there from round 1 and do their own thing instead. Once they are alerted they will change their priority to murdering you.Does the enemy respond to noise independently etc. or is it the pod activation + free move of nuXCOM games.
its obviously for retarded couch gamers to sit on their smelly fart sofas and play with their controllersDoes anyone else find the UI kind of ... "phonelike"? I got annoyed just playing the tutorial. Huge windows, huge text, most of the interface is mouse only, and can't remap the keyboard? I have no idea if the game itself is even fun yet as the UI is pushing me away.
also the generic looking apples, airplanes, "guy running" to indicate an exit etc...used for the UI is fucking horrible and reminds me of being at an airport or a baseball stadium looking for a toilet and is very jarring and not at all immersive. Not sure WTF they were thinking.I talked about game made for tablets/phones. Basically what I said about new developers who grew up with cell phones and can't imagine proper interface, that applies to Phoenix Point as well.Does anyone else find the UI kind of ... "phonelike"? I got annoyed just playing the tutorial. Huge windows, huge text, most of the interface is mouse only, and can't remap the keyboard? I have no idea if the game itself is even fun yet as the UI is pushing me away.
You are wrong in some of these points.The more I play PP, the more glaring is the fact that this is not a finished game, and that people making it don't really care much about it. Compare and contrast to Xenonauts 2, which is not released yet and looks better already.
So, tl;dr X2 lacks some really nice QOL features, but feels more polished and labour-of-love than PP. PP is more to the riff of nuxcom, while X2 is firmly ufo:eu thing. PP is hidious, X2 looks very nice and stylised. Here's a brief let's play of 1st mission in X2, so you can see some art:
- both games have plenty of art that looks placeholder - except X2 is not released yet, and those placeholders are clearly labeled as such
- both games don't allow you to rebind controls
- PP gives better indication of whether you're in cover or not, ala nuxcom. In X2 you have to judge this by yourself. imo PP is better in this regard, it's nice QOL.
- Both games have nice, rotatable 3d maps and soldiers
- you can't zoom in X2, which is a shame, as the art looks nice (but that prob saves the devs for having to do too much details). You can zoom in PP but why would you, everything is so fucking hideous.
- PP is nuxcom style AP, X2 is good old ufo:eu style
- PP displays nicely on the ground how far you can move and still fire, this is a very nice QOL feature that X2 lacks
- PP also indicates at which enemies you will be able to shoot at from your destination. Another QOL that should be implemented in x2
- you can deploy way more soldiers in x2, so the whole thing feels more like ufo:eu meat grinder
- you can move multiple soldiers at a time in x2, while in PP you have to wait for the movement animation to finish before you do anything with another soldier
- maps in x2 feel much bigger than in pp
- no direct-fire (VATS-style) in X2
- in X2 you have your familiar research tree progression, while in PP it seems you're stuck at same level forever, and only get lots new research when you ally with a faction
- PP aliens are quite original, x2 not so much
It is not placeholder, it is just kind of ugly.
- both games have plenty of art that looks placeholder - except X2 is not released yet, and those placeholders are clearly labeled as such
Not true. PP uses same system as old UFO, it is just that all actions are put into groups of 25%, 50%, 75% and 100% of your max TU. Old UFO has a bit more variation and you could have 40% and similar kind of actions. I don't see this as a problem, it makes it more usable for new players while still allowing free movement and other stuff.PP is nuxcom style AP, X2 is good old ufo:eu style
You get some new items that you can research from your own tree like grenades and shotguns. Maybe more later.in X2 you have your familiar research tree progression, while in PP it seems you're stuck at same level forever, and only get lots new research when you ally with a faction
Not true. PP uses same system as old UFO, it is just that all actions are put into groups of 25%, 50%, 75% and 100% of your max TU. Old UFO has a bit more variation and you could have 40% and similar kind of actions. I don't see this as a problem, it makes it more usable for new players while still allowing free movement and other stuff.PP is nuxcom style AP, X2 is good old ufo:eu style
Why would they, they already got both the Fig and Epic money.that people making it don't really care much about it.
I doubt it is enough for retirement.Why would they, they already got both the Fig and Epic money.that people making it don't really care much about it.
Perks that give you abilities on top of everything is another layer and nothing to do with base TU system. Perks also cost Willpower which is a new think in PP (new for both Xcoms).Not true. PP uses same system as old UFO, it is just that all actions are put into groups of 25%, 50%, 75% and 100% of your max TU. Old UFO has a bit more variation and you could have 40% and similar kind of actions. I don't see this as a problem, it makes it more usable for new players while still allowing free movement and other stuff.PP is nuxcom style AP, X2 is good old ufo:eu styleThis is a very misleading statement. PP has a more fluid action economy than XCOM's essentially move-and-attack one but isn't really a simulationist system like the UFOs and the cargo cults are.
You use superhero powers to gain extra actions and such afterall.
It is not a bug, since vehicle cannot get XP it gives its XP to other soldiers. So mission XP is shared between 3 guys only.I accidentally discovered a cheap way to earn exp for 1 soldier. If you load a ship just with a vehicle and one unit and you get ambushed while exploring, just enter the vehicle with your unit and finish the mission: my solider gained 4 levels in a single mission with this trick. Probaly it will fixed in the next patch.