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UFO2: Extraterrestrials - actually finally out

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,206
So, how's technology research-wise? Standard plasma weaponry overpowers everything, or are there "tiers" like the first game?
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
588
Played it so that others wouldn't have to.

During 8 in-game month the only intersting feature i've seen is that air combat happens on the global map instead of in a mini game, also base AA defences shoot at ufos that fly too close, and there are helicopters (slower than interceptors but have more armor) and apparently navy (though i didn't get to build any ships in my game so far).

There are no shotguns, pistols, machine guns, sniper rifles and riot shield like in xenonauts. Only rifles. Also no stun & smoke grenades only regular ones. And no flares. :o Some heavy weapons like rocket launchers and light mortars are in the game.
For some reason, the body armor that you get at the start is incredibly tough. Its common for a soldier to run into the dark spending all TU's, receive a 3 round burst from a local sectoid-equivalent for but have all damage absorbed by armor, turn around and one-shot the sectoid on the next turn. The armor is almost impervious to grenades as well.

Only seen two aliens so far. One is aforementioned sectoid-equivalent armed with a photon beamer (that has worse stats than your regular assault rifle) and photon grenades (that are the same as regular frag grenades) and gets one-shot by anything.
The other is a bit better armored (usually needs 2-3 shots to kill) flying melee-only robot (?) that is so slow that i think i've only ever got hit by it once, for zero damage ofc.

Feels like this is some special game-journalist version of the game because its almost impossible to lose a soldier, let alone a mission. (Picked hard difficulty at the start ofc).

The strategy layer is what one would expect from x-com clone. Built 3 additional bases with radars and 2 interceptors on each on month 5 and that was enough to cover most of the globe. Never lost an interceptor (1 interceptor is enough to deal with a scout ufo, 2 interceptors for light cruiser ufo). Also ufos are faster than interceptors but amost never try to escape, they charge the interceptors as soon as one gets in range of ufo cannons. So also little to no challenge.

Haven't seen anything to suggest that capturing live aliens is a thing in this game so far, even though i've researched all the techs that i could (need a bigger ufo for next tech).

So seems like a complete decline compared to original X-COM, UFO: ET original or Xenonauts.

Not sure why i thought that this can be anything but shit. :negative:
 
Last edited:

Fluent

Arcane
Patron
The Real Fanboy
Joined
Apr 8, 2021
Messages
830
Maybe stick with it Alpharius . Sounds like you're still not that far into it if u have to upgrade to unlock more tech. The challenge might arise later on? I don't know, but the first UFO seemed really neat (gotta play it still, and will in time) and this seemed like more of the same. Interesting report, though, thanks for that! <3
 

VonMiskov

Educated
Joined
Feb 20, 2021
Messages
127
The game is too easy at the beginning but as I wrote - like in the original - you will suddenly start a "damage - protection" reasearch race. For what I played until constant CTD win with me I finally started to get tougher UFOs that get to shot down my best planes and I had to specialise with my armor because the original didn't protect from special damage types that is more often used in later months like fire grenades... but that was mainly a problem in enclosed spaces where enemy could ambush and outnumber you.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
588
The game is too easy at the beginning but as I wrote - like in the original - you will suddenly start a "damage - protection" reasearch race. For what I played until constant CTD win with me I finally started to get tougher UFOs that get to shot down my best planes and I had to specialise with my armor because the original didn't protect from special damage types that is more often used in later months like fire grenades... but that was mainly a problem in enclosed spaces where enemy could ambush and outnumber you.
True, after 9 in-game month or so the more adequate enemies started to appear. Though all exept for the big flying thing (bird of prey) are still armed with pea-shooters that more often than not deal zero damage.

Was the first ufo:et the same? Played it a long time ago but i remember these flying things with aoe chemical attack were giving me a lot of trouble until i've produced hazmat armors, and i'm pretty sure they were appearing right at the start of the game.

A :retarded: decision by the developers imo. Instead of having to decide wether to spend money on better weapons and armor for infantry or aircraft, more labs, or more bases, the ground and air combat becomes challenging only when i've already built all the bases and labs that i'll ever likely need. Not to mention that its a very boring start of the game.

Noticed that it is impossible to hire more than 20 soldiers (no option to build more barracks either). :decline:
Also not possible to transfer the dropship to secondary base, or buy one there, or transfer soldiers to secondary base.
+ cant produce infantry equipment in workshops that are not located at main base.

Perhaps a patch will fix this. But it seems like the devs assumed that everybody will play with just one dropship. (The basic dropship takes 8 soldiers, the upgraded one probably will take more).

So seems like a complete decline compared to original X-COM, UFO: ET original or Xenonauts.

Xenonauts was completely shit, your opinion has 0 value.
Yeah, fuck you too.

Xenonauts were a honest effort at making an x-com clone, while this is a half-assed attempt.
 
Last edited:

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Xenonauts wasn't awful, but weapon research and progression was NOT one of its strong points, since the next "tier" of weapons was basically just a clone of the previous one in every way with nothing interesting to offer beyond more damage and usually less ammo. Also it cost a lot of money and would likely be obsolete before you could afford to deploy it, so you just skipped it and spammed machinegun until the last tier.

Best part was probably the Interceptor minigame, because no longer were you frustrated with how badly they did their jobs, you could actually do it properly, and if you screwed it up, it was your fault.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
uh oh, the original game can no longer be bought on steam:

https://store.steampowered.com/app/37030/UFO_Extraterrestrials_Gold/

this is a shame, since this is one of the better xcom clones. if you want a key, grab one from g2a before they dry up

https://steamcommunity.com/app/1049850/discussions/0/3051734364731575937/#c3051734364731687593

The main and sad reason is that TBS games does not sell well. So the income was poor. And there was an agent between Chaos Concept and the Steam. So the income was much more poor. The income from UFO2 is very very far from the breakeven point even though it was being developped in garage conditions. We are trying to get funds for the UfO2DLC/ new edition that could help us reach the break even point.. The second reason is that we thought about some improvements for UFO1ET: Perhaps a Tank Laser Cannon would be interesting(in tribute to 1993 Xcom/Ufoenemy Unknown. Perhaps Cyclop's brother equipped with Laser/ Akew Cannon could be good hammer against aliens. And last but not least the contract between CC and the agent expired so it freed our hands. Perhaps an UFO:ET Platinum edition could be created? We do not promise anything though, we are aging.. Your thoughts?

Actually now ufo1et works only for those who has bought it. The account to UFO1Gold has an agent between us and Steam. So the UFO1 Platinum makes us way how to get UFO1 on the Steam an offer it to those who want to buy it. I checked some UFO1ET gameplay and the tanks there are still cool. It has vast research tree, profound story, enabling the player to travel from Esperanza to the Earth and necessity to prevent aliens from mining Avonium is also cool because once aliens mine enough they move their armada to Esperanza. I think that the Alien Mind Control, Tank Laser Cannon, Tank Mortar, Cyclop Mortar/Laser, Greyone alien and some other alien race, hellicopters on the Geoscape and some other improvements could be fun. What we need is to reach break even point for UFO2. And it looks we will not without money from Ufo1Platinum. But first I have to convince my co-funder and programmer Fidak, to start working on it. It wont be easy coz, we are deep in red numbers.
 

somewhatgiggly

Scholar
Joined
May 31, 2018
Messages
169
Played it so that others wouldn't have to.

During 8 in-game month the only intersting feature i've seen is that air combat happens on the global map instead of in a mini game, also base AA defences shoot at ufos that fly too close, and there are helicopters (slower than interceptors but have more armor) and apparently navy (though i didn't get to build any ships in my game so far).

There are no shotguns, pistols, machine guns, sniper rifles and riot shield like in xenonauts. Only rifles. Also no stun & smoke grenades only regular ones. And no flares. :o Some heavy weapons like rocket launchers and light mortars are in the game.
For some reason, the body armor that you get at the start is incredibly tough. Its common for a soldier to run into the dark spending all TU's, receive a 3 round burst from a local sectoid-equivalent for but have all damage absorbed by armor, turn around and one-shot the sectoid on the next turn. The armor is almost impervious to grenades as well.

Only seen two aliens so far. One is aforementioned sectoid-equivalent armed with a photon beamer (that has worse stats than your regular assault rifle) and photon grenades (that are the same as regular frag grenades) and gets one-shot by anything.
The other is a bit better armored (usually needs 2-3 shots to kill) flying melee-only robot (?) that is so slow that i think i've only ever got hit by it once, for zero damage ofc.

Feels like this is some special game-journalist version of the game because its almost impossible to lose a soldier, let alone a mission. (Picked hard difficulty at the start ofc).

The strategy layer is what one would expect from x-com clone. Built 3 additional bases with radars and 2 interceptors on each on month 5 and that was enough to cover most of the globe. Never lost an interceptor (1 interceptor is enough to deal with a scout ufo, 2 interceptors for light cruiser ufo). Also ufos are faster than interceptors but amost never try to escape, they charge the interceptors as soon as one gets in range of ufo cannons. So also little to no challenge.

Haven't seen anything to suggest that capturing live aliens is a thing in this game so far, even though i've researched all the techs that i could (need a bigger ufo for next tech).

So seems like a complete decline compared to original X-COM, UFO: ET original or Xenonauts.

Not sure why i thought that this can be anything but shit. :negative:

JFC

It's like, it's been how many damn years? While the helicopter, ship, and AA stuff is interesting, but the lack of capturing aliens, the air combat, the high starting armor.... Not having different weapons....

It feels like the reason this game took too long was some asinine attempt to emulate NuXcom and SuperStrong SuperDuper Soldier Syndrome. When that's not what we want (I'm figuring). We want old, blood-churning xcom, where 90% of the squad can die, where it feels like an actual war, where loads of men are fighting loads of aliens. It's brutal and bloody and hard fought. Not impossible, of course, but not a cakewalk either.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,269
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Started playing this and I have couple questions.
Is building laboratories the method to get more scientists?
Do game's equivalent of living quarters have some max capacity? Do scientists and engineers take spots in it? Why can't this fan project tell me such basics?!
Who drew goatees with marker on faces of every single one of my ground operatives?
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,269
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
:hmmm:
4ef2a986ea290ae6.png
 

jebsmoker

Arcane
Patron
Joined
Nov 17, 2019
Messages
2,588
Insert Title Here Strap Yourselves In I helped put crap in Monomyth
ufo 2 mostly looks fine but the way it does water is really fucked up and it stands out so sharply it borders on being comedic
 

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