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About Cynical

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  1. In one of the dev threads, they've already covered this -- it's going to be a cross-breed of typical X-Com style and Silent Storm: Sentinels training system. Some skill can only be gained by seeing combat, but you can train significantly while chilling out at home base.
  2. Given that they've stated that one of the design goals for their new strategic layer is that you lose games where you're losing more quickly, I don't think balance is going to be a problem. Imagine if in X1 if you didn't follow the proper "put your first base in the middle east, immediately drop a second air-only base in central America, add a third to cover Indochina + Australasia ASAP" strategy, you just game over'd in November 1979, instead of limping to February 1980 to die there like you do now -- there wouldn't be a balance issue, you'd get it right or the game would quickly end instead of creating a really unfun 10 hours where you can't really do much.
  3. ...I thought that the entire concept of Xenonauts-2 is that it's a shadow war with the Aliens infiltrating governments rather than overtly attacking like they do in the first Xenonauts?
  4. I actually tried Rocket Launcher on attempt #4; that was part of how I lost six guys on one turn and ended up wiping (seriously, how do you miss your target by 30 degrees?!?!) I've gotten to March 1980 on attempt #5, and think I've found something that's working -- I've stopped using assault rifles entirely, and instead run this: 2x Shield + Pistol or Shield + cattle prod 2x Sniper rifle with Shotgun in the backpack 2x machine gun 2x Rocket Launcher Start the mission with a basic UFO approach with shield acting as scout, sniper + machine acting as fire support, Rockets acting as cover destroyer (and also destroying the front door of the UFO). Usually during the "approach" phase of things I'll break into two four-man fireteams that stay close enough to offer each other support when needed. When it comes time to push in, have snipers switch to shotguns, and abuse the combination of teleporters, the low AP costs of pistols and shotguns, and reaction modifiers to just potshot like crazy.
  5. Cynical

    Easier recovery from catastrophe

    Agreed with the original poster. One bad turn trying to breach the top-floor of a UFO, and you lose an entire 15+ hours of a campaign. Xenonauts is far less forgiving about this than X-Com, to a horrible fault; the economy is tighter so you can't replace gear, and soldier experience is more important so you can't replace people. You're just done instantly and unrecoverably from one or two tiny mistakes, or even possibly just one or two bad die rolls.
  6. So, I just lost my fourth campaign to a wipe on the exact same UFO layout, and I really need help before I'm willing to spend another 10 hours to wipe in the exact same spot a fifth time. How the heck are you supposed to breach the upper floor of a landing ship if it's got Sebelians or Androns? It seems 100% impossible; I've tried everything, and nothing works. Blowing the doors open to not get pot-shotted is easy, but they just stay out of LoS of open doors; you have to run in. Shields don't help, because you're running into an open room and taking fire from lots of different angles. Grenades don't work; Sebelians at that point are too tough for stun grenades, and Alenium grenades don't do enough damage to even scratch them. Rushing doesn't work; you simply don't have enough DPS to get through Andron's health/Sebelian's HP regeneration. Trying to pot-shot from around corners doesn't work, even if you can do it without getting interrupted, they'll just regenerate any damage you can do. Suppression doesn't work; it never procs on these guys, and it's not like you're going to try to do a mission with nothing but machine guns anyways, so you'd never be able to suppress all of them. I'm completely out of ideas; it seems like once you start downing landing ships the game effectively ends, there's no way into that upper-level cockpit without wiping and losing four months worth of Workshop time on Armor/Weapons, which is a completely unrecoverable situation.
  7. I just played the demo, and I don't understand the reaction fire mechanics. I've been religiously saving enough TUs to always have a snapshot (at least) available at end-of-turn, but enemies can dance around in my line of sight all day and I don't get a reaction shot. Meanwhile, the aliens get a snapshot literally every single time I move within their vision. What causes the reaction shot to activate? Unrelated, but also, is there any way to change what direction a soldier is facing without having to move? I *really* miss this feature from JA2 and Silent Storm right now.