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rsf77

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  1. I believed they are fixed immediately when you finish the battle, so that even if you have a damaged tank and fly to another battle without visiting base you get back a full health tank! I'm pretty sure the game doesn't keep track of vehicle hitpoints outside of battle but I could be wrong about that. Another reason I like tanks is it takes some of the tediousness out of finding and moving to the UFO with your troops, find and blaze a path to the UFO with the tank and not having to worry *so much* about moving there tactically, inch by inch, with soldiers so you don't end up losing valuable troops to an ambush or a reaper to the face. In fact I usually just set my troops up in defensive positions around the dropship until I scout out the UFO. You lose a little troop experience this way though and, depending on what tank/gun you are using, you lose a small bit of cash from exploded salvage as well. But whats a couple extra bucks when you can have fun turning everything into gibs! Xenonauts makes me miss jagged alliance so much just for one thing: when you are out of combat for a handful of turns you can command your units like it was a RTS and not have to move each unit individually, end turn, repeat, etc. Whenever another unit was encountered or spotted it would immediately go back into turn based, or you could just switch over whenever or just keep turn based on all the time. So for traveling across the map instead of moving each soldier individually, I just waited in position for a few turns for it to kick in then click, drag and move them all at once until something happened, maybe I'm lazy though.
  2. What is the most efficient way to make your bases? Currently I am going with 4 bases all relatively similar, one thing is that I have only one of either a workshop or lab in any given base. A base is either a lab base or a workshop base, I was hoping this would cut down on my upkeep costs by not needing the extra living space and being able to have more bases to cover the globe better. Also, all bases only have one radar, as unfortunately the radars upkeep cost is HUGE compared to other buildings. Currently they are: Cuba: Lab base, 2 foxtrots, 2 condors, 8 troops, 1 tank and a charlie Middle East: The only workshop base, 2 foxtrots, 2 condors, 8 troops, 1 tank and a charlie Indonesia: Lab base, 2 condors, 8 troops, 1 tank and a charlie Northeast Russia: 2 condors, 8 troops, 1 tank and a charlie I am making money, though not very much of it but my funding is increasing by a decent amount every month thanks to the air coverage. However, I don't feel that 4 bases is enough... I want more lol. In hindsight, is it really necessary to have a full compliment of troops and a dropship at every base? Maybe if I had, say, one or two main bases and maybe 4-5+ minimalist air defense bases with fighters and a few missile batteries? If you have 3 main bases, full compliment of troops and sufficient fighters, etc in the "standard" positions across the map, saving as much money and cutting corners as much as possibly how many small defense bases can you effectively make across the map? Just wondering about all this, how do you cover the geomap (geoscale? something like that) effectively and still allow enough extra money to have lots of building space and extra war toys?
  3. You have to linger near the door for a few turns with a demolitions guy, giving them the chance to ambush him. Also tank can kill aliens deeper inside the first room instead of right around the door, and sometimes there is another door... behind the door. Though you could always just use both, set c4 and have a tank with full TUs waiting just outside the blast radius aimed at the door ready to fire, vaporizing whatever unfortunate sob is in that first room, much fun. I usually breach the exterior door with a tank, then once im inside I use stuns/flashbangs from crouching shield guys followed up with machine gunners standing directly one tile behind them (so machine guns never hit the crouched shield guys), working my way through dangerous areas a few tiles at a time. In places where there are multiple passages/routes I give one a nice coat of stun gas and then work on the opposite side until I'm sure I can't be flanked, actually sometimes I just fill entire rooms with stun gas, close the door and take a smoke break while the gas does its thing. I use specialized shield guys specifically for assaulting UFOs, keeping them unharmed until I get to the UFO. Heaviest armor and dual wielding two shields if possible packing lots of grenades of various types, TUs aren't important because they move very slowly through the UFO. Stick a healthy machine gunner behind them and then another soldier packing a decent weapon, flashbangs and smoke a few tiles off in case both of them get suppressed. I never move farther than the machine gunner can reaction fire. Only the manliest, highest health of my soldiers dare become a shield or machine gun specialist. My squads are usually something like two of these teams and a tank, any more might be backup or additional heavy shield guys because they tend to absorb most of the hate. Tank takes the brunt of the scouting and work on open map.
  4. I hate doors and usually try to remove them before approaching them, I like to use scout car/tanks on the big UFO doors.
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