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Posts posted by Chollirem
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Well honestly no army has a person using 2 weapons at once, even pistols
that and you would have to make a new sprite sheet for it...and like apoc give both weps a -50 to aim or somthing
as for flame throwers and canisters, the army looked at that, but the cost over ruled the safty factor...and then yes, they put it in tanks until flame throwers became outlawed weapons in war
buuuuuut
when your facing genocide...cost isn't a issue...and aliens aren't human...didn't even show up at Geneva (that we know of)
sooo
(sung to the tune of the Christmas song AKA chestnuts roasting)
Chestnuts roasting on a burning corps
and aliens screaming fills your ear
Xenonauts singing, as the aliens burn
All dressed in tin foil cloths
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Ive seen that xenonauts crashes a lot LESS when you don't play it through desura (now I use des to update otherwise I have a short cut to the game on my DT so I dont even have to open des to play)
not sure what thats about tho : /
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???
the game play video on "alright lets be frank for a moment" is yours?
dude have you monetized with you tube yet? make some money off that vid : D
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hmmm well i played and beat EU2012 on classic and with MP time I got in like 80ish hours...but I still play Apoc, tftd, and UFO...got them for 20 bucks...20 years ago...THAT is good bang for the buck...
but if you realllllly want to go into the nitty gritty on why people dislike XCOM EU...a game with 4 years plus dev time.... in a open source engine.... and has more bugs then any game from a AAA publisher would normally allow...
read these two posts some time...its good fun : )...and ya...op...you missed a lot on why xcom eu2012 fails, but
Im sure you will LOVE this : D
http://steamcommunity.com/app/200510/discussions/0/864948300020375439/
or
http://steamcommunity.com/app/200510/discussions/0/864951022534431348/
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Thanks again Max! that was good intel
Max, how to you increase blast size of rockets/grenades? they are painfully small right now
Is there a way to increase visual range for everyone as well?
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So do I, now I have both, they play nice...usually...when they don't I put them both in time out.
and both are free : )
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ummm but both of my "killed troopers" showed up needing 4 days to heal, the guy who has 10 health and finished the mission needed 17 days 0.0
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Ya, as I understand it the current AI system doesn't allow this sorta stuff : (
but I can hope
what sort of nasty tricks would you guys like the aliens to pull?
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Max that was some nice intel thanks!
Hey taco, get it through desura, auto updates! : )
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even if they are off to the left or right, rockers and grenades direct hit xeno troopers if they are even semi between you and alien target
example
a=alien
x=xeno
tx= xeno shooting rocket or throwing grenade
it seems to almost every time hit "X" when I aim at "A"
and by hit I mean grenade lands tween his feet, or rocket hits him dead center
a
.........................................................................tx
....................................x
after this the two soldiers had all their gear blown up, one bleeds to death then came out "alive" at end mission screen
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Ya 17.5 has 2 gigs more in data
17.1 only was 2.3 gigs
17.5 if 4.3 gigs
0.0
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Smoke grenade is possible trigger, I threw one, it landed at a soldiers feet (instead of the spot I wanted) soldier made death sound during hidden movement leaving just his medipac on the ground, later, aliens shot and killed a second soldier and wounded a third in area smoke grenade used to cover.
at end of mission the two dead soldiers needed 4 days in the hospital to recover, the heavy wounded survivor needed 17 days in the hospital
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when I throw a grenade and there is anything civ/alien/xeno between me and the area I want the grenade to go, it seems to always land between the feet of any person between my solder tossing the grenade and his/her target
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I saw this in 17.1, it shows up and goes away...never seems to hurt anything, just a visual glitch
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yup, just had same issue
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in 17.1 at the bottom of the UI in combat, it had 1 2 3 4 etc all the way up to the last soldier you brought on mission, this used to put a high lighted box around the selected soldier to help you track what soldier you are working with.
In 17.5 this is gone so i have to move a soldier and use AP to see who I'm using
see what i mean?
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Looking into this more I also have alien power, alien alloys, alien pistol, and alien riffle in my research tree at game start
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I can build and use laser pistols at game start, is this supposed to be like this?
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Ya Ive seen that, have to send my chopper with fighter escort ever place now (they shot my chopper down!)
... on the topic of air combat, can we like hold shift and click way points we want our fighters to follow, this air combat could get very deep from a strategy stand point. Its a lot of fun dealing with 3 alien fighters and the like too.
can we send more then 3 fighters on a mission though?
p.s. max_caine...your the man
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HWP thanks for that intel, this first,....dunno about, but the second one Im glad to hear, I like how things are here, more fun and laid back
lol gorlom...oh look my trolldom was drop kicked.... oh look : )
...i give him...4 points (he only bounced twice on impact and had a poor dismount)
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yup, as tornado said, In short to beat a lot of this you would use a lot of this with diff weapon configs be it tank to spot for snipers, flash bangs to clear houses if its a inside x shaped ambush. And as you play around you will figure out other fun tricks to use.
but basically i would use a rolling linear ambush like I do now, find the enemy, and figure out from what I see how to kill him best.
We like 3 to 1 numerical advantage against a enemy IRL, so I would use that as well
I use the army wedge a lot to
x --->
......x --->
...........x --->
x --->
gives good 180 degree fire arc and the wider the better, lets the far end soldiers have mild flank on targets in front of the lead soldier
often used when im sending 4 troops from corner a to corner b
the rolling linear ambush below is also good
x --->
x --->
x --->
x --->
used when going left/right, or up/down on the map
finally stuff like this will separate your game from the posers, you can be all like we actually HAVE military strategy in out game, SUP! lol
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@ Gorlom
Tacobandit is a very active troll in the steam forums, I'm just making sure that its nipped in the bud since he followed me over to here.
Otherwise I'll chill as you requested and let you guys handle any problems as you see fit
@Gauddlike Awesome intel, thanks for the link
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ya I'm new to pictures in this forum, sue me : P
As for us players, you can use all of these to good effect on alien forces simply by making 3-4 man teams and "moving" the ambush around the aliens
I often use the linear ambush and move it acrost the map. As you find and kill aliens one side of the line always gets slowed down, meaning the faster side forms the flanking side of the L shaped ambush
the slower units gets on line and holds its ground as the faster troops make the flanking side of the L(flanking side) and then push across with flank fire from the slower soldiers who are now on line and shooting at aliens
(If this is confusing let me know Ill fraps a video, put it on you tube and link it to here)
but it looks like this
FIRST
...a...a
a....a....a
x............x............x.............x...........x.............x.................x
SECOND
.............................................x
...a.....a.................................x
a...a....a
..........................................x
......................................x
x..........x..............x...........
THIRD
x
x
dead aliens
x
x
x........x................x
keep in mind even my small scouts have 20-30 aliens so I have lots of business and business is good
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In the linear ambush the enemy gets on line, usually using cover like the long fences in some maps, once the enemy comes in range they simple react fire, once their turn starts, the aliens free aim on the closest target to take out soldiers with over whelming fire superiority.
Its important to note they can move forward on line like this sweeping an area, the other option is the right half moves up, ends turn then the left half gets on line and ends turn, and they repeat, its slower but exposes less of the alien forces as they advance and leaves the side standing to free aim targets the moving side spots for them
IMPORTANT, the "bait alien" starts with his group, then moves out away from the group half his AP and then run back
This can be used with any ambush
The L shaped ambush is set up to remove your ability to have effective cover, no mater what you do, one side of the L can shoot at you in most situations.
Once this is engaged the aliens should wait 1 or 2 turns and just shoot at you, if you try and advance then they fire away, if you retreat they should fall back and try something new or hold this ground if its all they got
Again, this will work well on fence lines so they have some cover
The Z shaped Ambush is a modification of the L shaped ambush, when the aliens have no clue what direction you may come from, this gives them 360 Degrees of adjustable fire power to bring to bear on you. If the Xenonauts come from the left or right of the formation shown, the 3 aliens there should engage the enemy and the aliens behind and out of sight should set up the proper ambush or advance if they horribly out number the xenonauts 3 to 1
The Y shaped ambush, best in your game when the lower aliens in the Y can be hiding behind a building so as you walk past they are close, can react fire, and shoot at you, normally you would have groups making up each leg of the Y with cover or massive numbers for fire power if out in the open
IMPORTANT, the "bait alien" should run to the middle of the Y once he sees any one with a gun, wait 2 turns and then go looking for armed enemy civs/xenonauts again
X Shaped Ambush (since I'm limited to 5 pics per post and I need 6 Ill draw it out here for you)
..................a..............................................................a...................................
.................a..................................................................a
.....................................................x
......................................x..............................x
.......................x
This in your game will work best indoors with aliens taking up the 4 corners of a room and waiting for xenonauts to walk in. If smoked or flash banged they should try and head upstairs, out of the building or stand and fight 33% across the board on chance the alien group pick option 1, 2, or 3
If aliens can lean around corners then buildings outside allow the use of this ambush style
IMPORTANT, like the Y ambush the "bait alien" runs back to the center of the ambush once he sees armed cix/xenonaut so in this set up he would run into the building that they are holding (figure the lizards with poor eye sight and aim would use this a lot)
MOVEMENT DRILLS
so...we went over how the aliens wait and bait, lets talk how they move
This is a rolling linear ambush,
a1---->
a2---->
a3---->
a4---->
1 based on cover alien 1 moves first
2 if no targets are seen the rest move up on line
3 if a target is seen, the aliens in the back shoot at the target
3a if all targets killed, lead alien goes forward to his pre picked cover
3b if targets still active, lead alien falls back to his line
start of next turn the AI get goes back to doing 1 2 3
Next is the basic army wedge, the idea is you expose the smallest number of your group to the enemy while maintaining easy 360 degree fire arc with little chance of shooting your own. Again you use the lead element to find and point out targets for guys in the back
a1--->
.......a2--->
..............a3--->
a4--->
in this mock op, A3 moves first, followed by a2 then a1 then a4
as above
1 Lead alien moves to a pre picked spot
2 if no targets are seen the rest move up
3 if target seen the aliens in the back shoot at the target
3a if all targets killed, lead alien goes forward to his pre picked spot
3b if targets still active, lead alien falls back so he cant see the target (unless no good cover is in range then he runs to what ever cover is around and holds it).
from here aliens get on line and push up 1 scout so the boys in back can shoot the target
NOTE with both of these set ups, the lead alien doesn't move forward until his team catches up, so after combat they get back into formation if they win and resume mission
Hope this helps
if not in this game then the next
Proposed Suppression Model
in Xenonauts General Discussion
Posted
well they should both suppress the target the same but a grenade is meant to kill, kill range of 5 meters, wound range of 15, flash bang takes you out of the fight but is used to keep someone down so you can grab em...
for example if you have a stun rod, you dont run up to a armed alien and stun him...you would get shot, you flash bang him till hes all "WTF!", then run up and stun him.
if you use a grenade you could stun the little pieces of him that are left...but thats not gona help if you want a live alien....unless he has very ...VERY bad @$$ armor and then he still may bleed to death
Each weapon its job, each alien its grave : )