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Solver

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Posts posted by Solver

  1. They're okay, not great though. I like using a Hunter car in the beginning because it's fast and reasonably durable. It can scout ahead, it can often survive a shot (at a time when your soldiers cannot), and it's cheap to replace. In order to get more tactical mileage out of them, I prefer to use the rocket launcher version, that gives me an option to use the car as a cover/building destruction unit.

    10 hours ago, A_F said:

    I have heard they can do damage to your squad, if they blow up adjacent, but I have had this happen and did not notice injuries.

    Vehicles can definitely do that. I've lost soldiers who were taking cover behind a scout car.

    That said, I feel vehicles aren't good enough once you become comfortable with the game's tactical combat. Two soldiers can accomplish more than a vehicle. Because of this, the major mods like X-Div or X-Pack include a vehicle rework. If playing without big mods, I like the Armoured Assault mod by kabill, which is a slight buff to the vehicles and makes them a more interesting tactical option. With AA, the Hunter car is always going to be faster than your soldiers, and also a bit tougher, definitely not going down in 1 shot versus early-game aliens.

    • Like 2
  2. I don't know how this happened. Something went wrong with the airplane transfer, causing the original base to also retain a link to the plane. Possibly something else happening with hangars or planes while the airplane was in transfer - I cannot say without a save file from before the problem happens.

    Any chance you bought a plane while it was in transfer?

    There's no save editor for Xenonauts.

  3. 31 minutes ago, A_F said:

    Do you have any tips for nades? My guys died to reactions after throwing them. It's hard to find a safe angle.

    Smoke first, if using smoke. If a heavy machine gun is present, let it fire first to suppress. If Androns, you'll just have to risk it, with smoke preferably. I think assaulting a room with one entrance that's guarded by Androns is the most difficult situation in the game.

    33 minutes ago, A_F said:

    I raided another Andron base, since I posted, and tried smoke. It seemed to work. It would be nice to get confirmation in the game data somewhere.

    Smoke works.

    33 minutes ago, A_F said:

    I meant the enemy disc shaped flying drones that usually accompany Androns. I was wondering if they can act as spotters for Androns to fire from beyond visual range into smoke. But I think I have my answer.

    Note that it's the smoke that decreases accuracy anyway, spotters or not. Also, if your guys are deeper in smoke, it's even better.

     

    34 minutes ago, A_F said:

    Thanks for the tip. I am researching them now.

     

    I think having more than 2 shield troops might be a good choice for bases. Since there are so many high ranking aliens spraying reaction fire. I might leave the tank at the base and bring 4 more troops next time. It is not so great in close quarters.

    Yeah, Androns will be much easier to deal with when you have EMP grenades. Vehicles are indeed not so great in bases, and they're especially bad in some base layouts.

    On the other hand, soldiers loaded with rockets work wondefully in alien bases. Rocket launchers have a huge range and significant area damage - you can soften up a room by firing a couple of rockets into it.

    Enjoy the challenge once it lasts, really. Alien bases are difficult. Dark, strong alien crews, a lot of vision obstruction, tight corners. Once you're comfortable taking on alien bases, there's not too much challenge left in the base game.

  4. 21 minutes ago, A_F said:

    Well I played the CE a few hours last night, so I will keep going with the new game. Is the CE harder? I feel like my soldiers are getting shot more.

    They definitely do not get shot more. X:CE includes a few optional balance changes in the xcebalance mod, there's absolutely nothing as dramatic as higher alien accuracy. Though the AI may act more intelligently in some situations.

  5. Or rather, the map itself was bugged, causing this.

    door.png

    See something strange in that shack? The door opens into a wall. The door is originally closed in the save, and there's an alien on the outside side of the wall. He wants to run into the shack and then gets stuck at the door. Tries to open the door as usual but fails because somehow there's also a wall in the same tile. I have no idea how that happened in the first place.

    • Like 1
  6. Light Scouts should go down to one missile from the Condor. Disable auto-fire on one missile (click it so it turns red). Fire your first missile, wait for the UFO to attempt to dodge, then click the red missile to fire it as the UFO dodges. The second missile will hit and you'll shoot it down. If you send two Condors, just the cannons should be enough.

    Don't use Foxtrots for Light Scouts, they're too small and agile to be hit with the heavy torpedoes the Foxtrots carry.

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