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Posts posted by phantra
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fire in the hole, great mod, definetly worth checking out~
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I actually don't try going for a UFO capture victory my expirience with UFO breaches is very bloody especially in my first playthrough, ussualy take the UFO area, kill anyone who is outside the protective door, leave a sniper/machineguner and anyone who is at risk of dying (supports/wounded/broken shields etc) overwatch them there and scout the maps remainding hiding spots with the remaining team...sortave laying siege to the ufo ship from sniper/LMG range off to the side of the door and using the little defensive position i created as a regrouping camp for the rest of the team i send scouting, only ever breach the ufo at the end. breaching is alwais the hardest part for me, you never know when some wiseass xeno will decide to stroll out of the door burst fire your breaching setup and run back inside singing trolololo
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I have that, called the class "comandos" essentialy pistol/smg with splosives and war tools of all kinds ^^
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I'm actually playing both games, xcom: enemy within (with long war mod) and xenonauts (AND_GREAT's xenophobia mod reconstruction) at the same time sortave, they are both quite different from one another, xenonauts being more realistic combat and xcom being more puzzle-solvery combat. I think you might be playing a bit too cautiously.
my expirience in xenonaus so far has been quite action packed in the ground combat, I start off securing the Landing zone then move to secure the civilians then move to find the UFO and cleanup any leftover xenos scum...that doctorine of play of mine definetly didn't leave me with turns of "nothing is happening" o_O
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don't know about the sound..i ussualy play with some very loud background music
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do medkits have a chance where they don't heal anything or something? I encountered a few cases where they would eat all the TU's of the healing xenonaut and neither heal the wounded nor stop the bleeding, the most recent example being a 49 TU's going into healing a 4hp bleeding soldier resulting in....well a 5hp soldier who will bleed out and a 0TU's would-be-medic standing out there (apperantly practicing alternative medication on the poor lad rather than applying a first aid)
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personaly I keep a few saves but mostly out of fear that a bug or a crash might accur
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@mercominaroja , there's an english option in the installer where you choose what stuff to include with the mod..there is also a screenshot of it in the instructiones i believe =P
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do I need to edit only the weapons.xml or also the weapons_GC.xml ? (and are there more files aswell that need to be changed regarding weapons stats).
in my experiment i changed a pistols clipsize to 15 in weapons.xml, didn't touch weapons_GC.xml (in the mod im playing it is 6) but it shows 6/6 when equiped and 6/15 in inventory and in base loadout screen o_O;
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how much do you reload on ground/air combat? when do you do it and do you think the game is winnable if we would just let the dead die?
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aye, having infinete explosives and ammo back at the base realy allowes for some liberal usage ^^ some night farm maps were literally left a burning inferno by turn 3 >
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got my handle on the game's mechanics~ realy like the TU system to my surprise =P also I ussualy find myself reaching the weight penalty without picking items that i wouldn't normaly stuff in my soldiers backpacks but that's partly because of my assault rifle mania. assault trooper? here have this rifle for when you're not shotguning! rocketier? put that RPG on your back and grab a rifle! shield carrier? hmm well you're gonna need a rifle for when your shield breaks....etc etc ^^ only one that don't get one is the machinegunner ...mainly because I didn't find a logical reason for why he should have one o_O;
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how does one shield btw? my shield carriers usually have a reserved bed in the medbay and a discount on coffins if you catch my drift...
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Happy newyear ppl! and yes Aiming on the rookies is unreliable at best, also i realy don't recomend leaving your guys on "snap shot" reaction fire....it makes for worse facepalming material than xcom:enemy unknown's panic friendly fire.
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haven't played the original xcom, and it's my 1st play through of xenonauts..I found myself saying "alright..that didn't go exactly as planed...I need a new volunteer!" ...quite alot
I lose 1-2 on average, some missions though go very badly and i swear those crashsite ship doors remind me more and more of ww2 mg42 emplacements as the aliens get tougher.
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very cool mod, finaly got a link to the torrent (since the russian site no longer lets you register for free i had to find it elsewere =( )
also the 'shield 0/100 bug' seems to be related to it being set to common in items.xml ( maybe the game thinks the shield is a weapon and needs ammo in stores for it?! o_O )
setting it to "unlimited" in the items.xml file seems to have fixed it permenatly for me~
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thanks jasmine & max =] !
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just started the game yesterday after quite a campaign of long war mod for xcom, xenonauts seems to handle things..diffrently I have some questions that popped up.
- first I didnt quite understand the post mission loot setup...it seems that after 2 ufo light scout assaults, according to my stores clerk at the base, I acquired...5 allien alloys and a farmer's shotgun that one of my guys picked up..?! my question is where did everything else go?! o_O is it supposed to be like this?
- on the same subject are there items worth to look for that one will need to manualy loot off corpses ?
- also is there a way to throw flashbangs/grenades over cover or into a window? im having trouble with using those when there is no direct line of sight between the xenonaut and the xenos.
- when is it best to build a new base, is it safe to do so ?
- final question i have is squad composition/loadouts, im currently rolling 8 infantry and very gear heavy ( basicly the maximum they can carry without weight penalty (well..without weight penalty as far as i can see in the "TUs after weight penalty" bar in the loadout, is it the correct approach or do they get extra mobility/TUs if i just send em in with like a rifle and a clip?
would realy appriciate the help =] !
Some thoughts on ground mission grind
in Xenonauts General Discussion
Posted
I do keep them together when scouting , the main wounded /killed are ussualy the guys who take that first look into a window or behind some building, sometimes its fine and sometimes the alien just sits there with full TUs on overwatch and he gets a reaction fire. I realy don't know how to minimize casulties in that regard other than taking that look from further away or with a shield guy(which is why those ussualy have broken shields by the end of the mission if not worse) .
but i do lose several guys a month allot of those from RNG shenanigans, I once had a 95% rocket miss its mark and make goo out of my machineguner...ever since then i never have anyone 90 degrees infront of the rocketlauncher even at 95% "charles got the rocket launcher out! run! run damnit! save yourself xenonautss!!!!"