MellowJello
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Posts posted by MellowJello
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Regardless of whether the video applies to this thread or not, I'm suddenly interested in this game. Thanks!
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3 bases here. 2 of em main bases, and the third is an interceptor/research base. May as well use up the free base space for some labs.
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I think the way it works is that burst fire only calculates shield hits one time. So if one shot gets past, they all will.
I also read somewhere that hit% is around 80% (correct me if I'm wrong), and I don't think range matters.
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Shield/pistol all the way. There's an exploit to save TUs that involves dropping the pistol, throwing a grenade, then picking up the pistol. Saves 9 TUs if I remember right, compared to throwing it with gun in hand.
The thing that people hate about shields and grenades is how underwhelming they seem to be. Shields sometimes let a plasma shot through, which always means plenty of pain for the guy behind it, while regular (non-alenium) grenades don't blow up cover well and don't guarantee a kill.
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This problem is especially noticeable on things like railway cars and hay stacks. It's rather annoying, but it's not a gamebreaking kind of thing.
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After shooting down 3 different UFO sets (2 light scouts and a bomber with fighter escorts), my research on alloy fabrication just happened to finish.
I try to close it, but I just end up with a dead button that won't close the xenopedia. Tried escape, enter; nothin'.
Here's the save I managed to get right before the research completion:
http://www.mediafire.com/download/675p6oqxcqzzl81/2013-09-06_18.11.13.sav
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Candidate 3 seems to have made prior saves unreadable. Bummer.
Extras?
in Xenonauts General Discussion
Posted
Same here. Pre-ordered as well.