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StellarRat

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Posts posted by StellarRat

  1. I forgot to mention that Reapers can't hurt them. I don't know how you guys use them. Myself, I use them just like soldiers. I keep them in cover then move to scout then back in cover. I don't use them like "real" tanks that are invulnerable to small weapons. To me they're really good scouts with big guns. They are also excellent for clearing the LZ right after you land specially during a terror mission. That's when you're most likely to suffer casualties. I tend to use a lot of snap shots at the start of a map then it tapers off as my infantry gets into position and takes care of business. They'll save you a lot of casualties during the "find the UFO" phase of a recovery too. Definitely worthwhile in my book.

  2. but my tank gets shot and gets killed in 2-3 shots. Same as my soldiers.
    I've never had a tank one shotted by anything other than a plasma cannon. While I've had plenty of soldiers in Wolf one shotted. Also, I believe the armor is directional on the tanks. So, side and rear shots are more dangerous for them. If I'm wrong someone correct me.
    • Reapers no longer have a 0x reaction fire modifier - i.e. they no longer always trigger reaction fire when sighted, irrespective of the current Initiative of the shooter (likely why the local forces were so good at killing Reapers).

    The only files changed are the .exe files and weapons_gc.xml - the latter has just had a reaction modifier stat added to the Reaper / Zombie claw weapon entries.

    What value was selected?
  3. I have a scimitar tank and it only has 100 hit points? 2 or 3 hits and it's dead. My soldiers have 75 hit hit points. And my plane has 1250 hit points. Let me assure you, a tank CAN and DOES take far more hits in battle. Even a 20mm cannon won't do anything against a tank, but that 20mm cannon will destroy an airplane.

    If a tank is destroyed do you get to rebuild it back at base like you do an airplane? Or is it gone?

    Transporting the tank to a different base is accomplished by loading it onto a shrike or chinook or valkyrie and relocating it?

    You're not taking into account the tank armor. Also, their weapons are pretty much instant death for most aliens and they aren't subject to psionic attacks. They have better spotting range than human soldiers too. I think they're pretty powerful.
  4. I just lost my entire team and all our lovely gear (ironman) 1 man at a time to mind control with no LOS. Something isn't right. We were in the battleship lift sections stood blocking the teleport platforms so no aliens could get in. There's no way they had LOS unless its glitching through the floor (its not for my guys) or as the other poster suggested the corpses are giving squad sight.

    Its showing V1.07HF

    None of the alien PSI requires line of sight.
  5. Now did the Lord say, "...Then thou must build to three. Three shall be the number of thy bases and the number of thy bases shall be three. Four shalt thou not build, neither shalt thou build two, excepting that thou then proceedeth to three. Five is right out.

    Once the number three, being the number of the bases, be reached, then launchest thou the Holy Foxtrots in the direction of thine foe, who, being naughty in my sight, shall snuff it."

  6. They used to teleport next to your troops and fire all in the same turn! That was not cool. They probably should always attempt to teleport behind your guys, but I have no idea how the AI would know what "behind" really is other by taking an average of the direction all your men are facing. Ideally they'd teleport in behind your guys, in cover, and crouched down to engage the following turn.

  7. Corners are a problem in real life too. It's even harder in Xenonauts since our troops don't have necks. :P The solution I use is to send a high reflex troop with a shotgun or pistol / shield to take a quick peek around the corner and see if there is anyone around. The aliens are very unlikely to be able to reaction fire at someone with high reflexes and the weapon multiplying their reflex score by 1.5 on top of that. If it's clear then you can swing the rest of squad around to face the new angle (hopefully from covered positions.) If it's not you can duck back around the corner and decide what you want to do OR you might decide to have the scout try to kill whatever they spotted. If it's close and he/she has a shotgun there's a good chance you can just run up and gun it down immediately. Another approach is to swing the back of the squad around first, keeping the rear troops far enough from the action that the aliens won't see them. After that lead guy can look around the corner and the snipers/LMG in the back can still engage.

    The bounding overwatch example I used in the guide breaks down a little in tight terrain. Although you should always figure out a way to cover your lead troops sometimes you'll have to bunch up to take advantage of cover or maybe you can't maintain a V, etc... On city maps it gets even harder. It takes a patience to reposition everyone. The lead troops may have to sit in one place for two or more turns while you rearrange the back of the squad. If you get impatient and forego covering fire you'll get nailed every once in a while. I can just about guarantee that. Once you've established a direction of travel changing it will take extra time and the bigger the unit is the harder it gets. Full armies are like super tankers, everything is great as long as you don't have to turn. :D

  8. MIND BLOWN!!! thanks lol ironically it was my medic that I had stun baton her. Ive mostly just kept going and considered it a loss. Lol, I never even thought to search for that. I found out that you can swap grenades for flares on night missions by right clicking... I love this forum, its helping fill in what I'm not able to find in the manual.
    One or two minimum TU healings and they should wake up on following turn.
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