Xenonauts 2 looks more Xcom 2 than PP to be honest
I think he meant UFO, not nuXCOM.Yeah bro wow they look so similar, I wouldn't have known they were different games if you hadn't mentioned it.
I think he meant UFO, not nuXCOM.Yeah bro wow they look so similar, I wouldn't have known they were different games if you hadn't mentioned it.
Are you sure? Because It doesn't make sense, they are too different.No I think he meant XCOM2.
it looks overall far more appealing to me than NuXCOM.
Xenonauts 2 looks more Xcom 2 than PP to be honest
[INT9] But wouldn't that mean that XCOM 2 looks dull and bland?Question of tastes. Xenonauts 1 and 2 (expecially 1) look pretty dull and bland to me. One of the worst artstyle i've ever seen. And i play games since '93.
Xenonauts 2 looks more Xcom 2 than PP to be honest[INT9] But wouldn't that mean that XCOM 2 looks dull and bland?Question of tastes. Xenonauts 1 and 2 (expecially 1) look pretty dull and bland to me. One of the worst artstyle i've ever seen. And i play games since '93.
Your logic is almost as good as Bethesda's
The many demo gameplays i've seen, expecially maps, looked like a Xcom2 Ripoff. I meant ahestetically of course
Biomes, props, fences, streets, cliffs....they look almost identical.
The many demo gameplays i've seen, expecially maps, looked like a Xcom2 Ripoff. I meant ahestetically of course
Biomes, props, fences, streets, cliffs....they look almost identical.
Um....all you did was post three Xenonauts 2 maps in a row....not quite sure I understand your comparison. Why don't you post a XCOM2 map side by side with a Xeno 2 map? Cuz right now, I think we're all thoroughly confused on what you're talking about.
Ah I see. I stand corrected then.
No I think he meant XCOM2.
Sure.
The generator system is identical, "Temperate\Snow\Desert" with the same props and 2 levels with cliffs.
UnstableVoltage
There is an ETA for the next update? Latest is from Xmas and the demo didn't show so much. I'd like some news about enemies, mutations, classes and maybe the Geoscape. Thanks.
Yes, I can understand that. I'm just impatient to learn a few more details about the game because, until now, we haven't see much more than that shown during the FIG campaign (which wasn't so much).There might be some more concept stuff to show. We don't want to show too much though.
This is same video that was posted earlier but now I got some new comments about it.Looks like they have another video up on Facebook where they do a better job at explaining things, including movement after shooting.
It's not the same video, it's actually a different one.This is same video that was posted earlier but now I got some new comments about it.Looks like they have another video up on Facebook where they do a better job at explaining things, including movement after shooting.
UnstableVoltage in this video I noticed one problem right away, changing weapons changes how much you can move before firing. That means that many many players will either need to cycle weapons to see how much they can move with each or they will have wrong one selected, move too much and then not be able to still fire. Current UI is pretty bad for this. You need to add that players can mouse over other weapon and movement range for them will be shown so it is not needed to click and rotate them all the time. Also don't have a rotating UI, let us select directly what we want to use (leave rotating menu for console version or something). Current UI looks made for consoles, not PC.
2nd, I find it funny that shooting a rocket takes so little TU, I hope that is because these Jericho guys got some cool high tech launchers. I hope game has multiple rocket launchers and that the big ones take more TU to fire and restrict movement more (also fire bigger rocket that do more damage).
Ok, but mouse over showing moving range will be important (or some other way to show it to players); we veterans will be irritated by needing to click and rotate all the time to see movement range, but casuals are going to miss move all the time and blame the game.It's not the same video, it's actually a different one.This is same video that was posted earlier but now I got some new comments about it.Looks like they have another video up on Facebook where they do a better job at explaining things, including movement after shooting.
UnstableVoltage in this video I noticed one problem right away, changing weapons changes how much you can move before firing. That means that many many players will either need to cycle weapons to see how much they can move with each or they will have wrong one selected, move too much and then not be able to still fire. Current UI is pretty bad for this. You need to add that players can mouse over other weapon and movement range for them will be shown so it is not needed to click and rotate them all the time. Also don't have a rotating UI, let us select directly what we want to use (leave rotating menu for console version or something). Current UI looks made for consoles, not PC.
2nd, I find it funny that shooting a rocket takes so little TU, I hope that is because these Jericho guys got some cool high tech launchers. I hope game has multiple rocket launchers and that the big ones take more TU to fire and restrict movement more (also fire bigger rocket that do more damage).
I agree about having to have the correct piece of equipment selected to avoid over-moving. It's something that I have already brought up, and the dev team are aware of it. That said, the UI is always a constant work in progress - every time you add/change a feature or mechanic, the UI has to change to support that.
You can actually directly select the item by clicking on it - but the game is also built with controller support, hence why there's an option to cycle. As there are only 3 items, it's going to take a maximum of 2 key/button presses to get to every other item on the wheel.
I believe the reason the HMG takes so long to fire is because it has to spool up, and then fire a large burst. The NJ rocket launcher is essentially hands-free.
You can actually directly select the item by clicking on it - but the game is also built with controller support, hence why there's an option to cycle.
official survey result said:How important is it to have controller support on PC? 1.9
Yeah right good to see what you talk, an what you do.Julian Gollop said:The bottom end of the table reveals that you clearly want the focus to be on a PC based, single player experience. It would definitely be wise of us to place our limited resources in this direction.