Dead Dread
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Smoke in V20 stable thoughts
Dead Dread replied to ccrunner1756's topic in Xenonauts General Discussion
just wait til you face Wraiths, they will teleport into the smoke right next to your guy and blast them or teleport straight through it, around it and have you completely flanked. But early on, yeah it can be exploited pretty easily. -
throwing flashbangs into a ship from outside it is bugged tho.. the first flashbang does very little suppresion which is why i dont use that method. if you are going to throw flashbangs you will need 2+. try to throw them in with your soldier at an angle to the door so that they can get them inside but are out of line of sight and therefore dont expose themselves to reaction fire.
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dont get me wrong, i like the look of the slim ones... i just cant click and drag in the right place when using my laptops mousepad ;P
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+1 for wider scrollbars
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The vast majority simply require you to install them in assets found under \Steam\steamapps\common\Xenonauts\assets and overwrite the default files. If you screw up verify integrity in steam will detect the non standard files and overwrite them. Note that some mods may break with updates.
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Character rendering and exo-species.
Dead Dread replied to opticnerver's topic in Xenonauts General Discussion
You might like to try installing Jsleezys excellent "real" mods, He's spent 100s of hours on them and they look great! Jsleezys Real Fighter Portraits Jsleezys Real Armour -
How many soldiers is it acceptible to lose per mission?
Dead Dread replied to Falesh's topic in Xenonauts General Discussion
early on without armour you often lose some but it doesnt matter. Their stats are poor and weapons free. Later on it starts to really hit you if you lost a soldier because you would lose their armour and laser (ie $dosh$) and replace them with a rookie. They have removed overdamage from the current exp build (21) I think that means you will no longer lose equipment and so losses later on wont be as punishing financially. You will probably still lose a soldier or 2 on terror missions and sometimes on base assaults. -
Im doing those Veteran Andron Terror missions without lasers or plasma weapons, Its perfectly beatable... You NEED to use soldiers as packmules to carry all the spare rockets and C4 and nades. Liberal use of smoke is also required... the biggest problem is that you blow up all the goodies and dont make anywhere near the cash you should
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Slightly different but most likely the same issue I have. My game doesnt lock up on terror missions (Andron, Veteran Mode)) but enemy movement on round 3 & 4 progress VERY slowly. Hidden movement disappears and the game seems frozen, but after 2-3 minutes Hiddenmovement pops back up and it appears to progress a bit before locking up again, etc, etc finally finishes after ~8 minutes. After round 5 things speed up and it plays enemy movement at normal rate. So even for some of us where we can finish terror mission it still has problems.
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Thanks!
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sad to hear it, they were great... i nuked my youtube channel a while back as well so i understand it.
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Difficulty level is through the roof... seriously.
Dead Dread replied to ls35a's topic in Xenonauts General Discussion
I found keeping fairly close to the chinook, advancing by small amounts (5 squares) and waiting a turn means your much more likely to be facing a few at a time rather than a dozen... Waiting a turn after killing the last alien is very usefull otherwise you just get flooded. And there is a tradeoff to using lots of explosives... you blowup all the money making items like enemy weapons, but due to the relations (funding) penalty for failing a terror mission i liberally throw C4 everywhere >:-) -
+1 Its especially odd the way new scientists, engineers or soldiers are described as items when they arrive at a base... more meat for the grinder :-)
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yeah, smoking the ramp was mandatory in the OG. Have you got up to an Andron terror mission... after my 3rd move i had 8 Androns, 1 heavy drone and 2 light drones come into view at once... I had almost every guy dump smoke & ran like a sissy back to the chinook... leaving a trail of C4 in my wake
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yeah, once you get armour the weak ones really stand out.
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V20 Experimental Balance Patch 1 Available!
Dead Dread replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Well I've found a way to be successful but i dont really like the gameplay it produces, Smoke Everywhere. Reaction fire is Sooo deadly that I smoke always then advance and wait for it to clear.. doubt this is intended gameplay but its relatively safe and works. the lowered movement cost is completely wasted as I dont dare move anywhere near that far. Havnt played through very far but im wondering how badly losing soldiers will affect finances once my units have some armour and lasers. [EDIT] & yes I do remember smoking the exit ramp in the OG but was hoping to leave that in the past. -
[v20 stable] Ground combat?
Dead Dread replied to Alexey's topic in Xenonauts Bug Reports / Troubleshooting
They are working on it... -
[Stable 20 hotfix 1] 98% health
Dead Dread replied to Skitso's topic in Xenonauts Bug Reports / Troubleshooting
+1 -
New Mission End Screen (feedback / opinions welcome)!
Dead Dread replied to Chris's topic in Xenonauts General Discussion
total scores are fine for me, they are whats important. +1/+2 doesn't do it for me... sick of games spamming the screen with every little number change. [EDIT] Are the numbers on the left supposed to be correct? It looks confusing, you have a bunch of x2...$1,500,000 and yet the total sale value is $200,000? Maybe this explains why i only got 2,000 for completing a light scout mission earlier ;P -
monochrome monitors... remember those days well. But I'd lose the yellow black stripes.
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No worries! In the current build (v20HF1) i sometimes find that blowing the door is all you need to do on light scouts. If the aliens inside are up against the door they get turned into a fine purplish paste >8-)
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The biggest mistake I see people do in screenshots is to line all their soldiers up right at the door. It is even worse now that aliens use grenades properly. I suggest keeping your guys well back (7 squares). I like to have 2 shields that act as forward men in missions, in ship breaches they act as mobile cover for my 2 snipers. Line these 4 up in front of the doorway (7 squares back, shields kneeling in front, snipers behind). 1 shield carrier should have a smoke nade in their hand, pistols do little damage and you need smoke for emergencies. The other can have whatever you like (i prefer a different type of nade). If you have an mg place him next to your snipers, they are great for suppression. A rocket guy is also good here as well, just make sure these 2 are a square back from the shields so they dont take too much fire. OK so now your setup do the following; 1) Blow the door with C4 (it may take 2 goes) 2) Assess the situation, if you cant see any aliens move your shotguns closer to the sides (2 squares from the door) DONT RUN THEM INTO THE DOORWAY. Wait and reaction fire on any alien that comes into view. 3) If you can see aliens then the fun starts, how many aliens do you see? if its only one or 2 and they are a way back then fire with your snipers, they have good chances to hit, deal decent damage and can cause suppression. With a little luck any reaction fire will hit the shield bearers. You can try suppressing them with mg fire as well. In fact once aliens start being suppressed you can almost guarantee supression by firing an mg at them. ONLY if they are suppressed move your shotguns to the doorway, blast and retreat. If you screw up and cant retreat a shotgunner because you miscalculated TUs dump smoke on him! 4) If you see lots of aliens Dump smoke on the doorway and blast through it with rockets! 5) If you want to capture an alien, soften them up a bit with the regular tactics then dump smoke on the doorway and fire stun smoke rockets/nades in everywhere This is just my method, but I find it works well on veteran difficulty. Like you i find smoke as much a hinderence as a help, dont get me wrong its a must have defensive item on every soldier I have. But I pretty much only dump it on exposed soldiers to save lives. Plenty of other ways can work so try them as well! Also as new versions come out some tactics might need changing! This could be especially true now aliens fire from further ranges than before! [EDIT] Yep I was right.. The aliens are now much more accurate and dangerous with the latest build.. Keep your men well back, the 7 tiles mentioned above is too close.