Jump to content

spacebug

Members
  • Posts

    34
  • Joined

  • Last visited

Posts posted by spacebug

  1. I generally find that a single riflemen cannot be relied upon to kill.. well, pretty much anything. A single aimed shot, even if it hits, usually fails to kill.

    ...

    Snipers, OTOH, I've pretty much stopped using altogether. While they were useful for capping low-ranking Caesans in the first month or so, they can't reliably kill tougher stuff on their own.

    What difficulty are you playing on? All my experience is from insane, and while i need more than one hit from snipers/rifles to kill an alien, this does not matter. Becase thats true for all weapons. Sure, shotguns most of the time kill faster than onther waepons, but getting close to an alien is extremly dangerous if he's not suppressed, or if he has friends.

    The only alien i can reliable onehit with a ballistic shotgun are caesean red-shirts, and even those survivea point blank shotgun blast sometimes. So i need a xenonaut that can get 2 shots off after approaching the enemy, or i need to use 2 assault troops at once. Unless i'm fighting inside a ufo (or a similar close-combat situation), its easier to use long-range fire, relying on supression and smoke.

    Note that i don't consider shotguns as bad weapons. My starting team always has 2 assault troops with them. But i think if i would use more of them, my long-range firepower would drop too much.

    (My current early-game setup: 1pistol/shield, 2 shotgun (with rocket launcher in backpack), 2 rifle, 2 sniper, 1 lmg.)

  2. Let's keep the Saucer snowball rolling with Scout:

    That power source right at the entrance might make assaulting it a bit too hard, considering how early you fight your first scouts. Too much risk of blowing it up by accident. Otherwise, looks good.

    (I think light scout and scout should both be somewhat friendly for new players, even in a mod. unless its a difficulty mod of course.)

  3. I'm doing a 2-base run at the moment (insane difficulty, bases in middle east and middle america), and i got no problems with funding so far (mid december).

    The only things i build in my first base during month 2, where living quarters and a garage.

    Instead, i build my 2nd base on day 1, where i build a radar, 2 hangar, a living quarter, and a research lab (but without hiring the scientists for it during month 1).

    With some light scout missions i barely got enough money for the following things during month 1:

    -get my main base to 15 scientists

    -increase number of my xenonauts to 15

    -build a hunter scout car

    -build 2 foxtrott (which means i have 1 condor and 1 foxtrott at each base)

    At the start of month 2, i could afford the following things:

    -build 1 new hangar at each base

    -build 2 foxtrott (getting me to 2 foxtrott + 1 condor per base)

    -hire 15 scientists at base 2

    -build 1 additional radar per base (getting me to a total of 2 per base)

    By now (mid December) i have:

    - a team with wolf/flying armor + laser weapons, including a hunter (still the basic drop shit though, researching the new one soon)

    - am currently researching heavy plasma weapons (and startet production on my first plasma rifle)

    - 1 corsair and 4 foxtrott per base

    - 3 radar per base

    - 1 full functional lab and 1 full fonctional mamufacturing centre in each base

    Australasia hates my guts, russia and india are on poor, but my predicted funding for the enxt month is still 500k more than my expenses, and rising.

    EDIT:

    As this is only my second try at a 2-base-run, i do not know how much luck this needs during month 1.

    If you are curious why my first try failed: I ended up at -600k funding and a messed up scout run during month 1.

  4. LMG are an extremly powerfull weapon. But i can think of a reason why some newer players don't find them usefull: They are extremly dependant on the stats of the xenonaut wielding them.

    You basically need high tu (so you can still walk a few tiles after/before shooting), high strength (because of the recoil penalty) and high accuracy to get the most out of them. And they also gain a lot from higher weapon tiers, because those make them awesome at cover clearing. Try giving a laser LMG to a xenonaut who has at least 60 in all 3 of those stats, and see him move down his enemies.

  5. Wow you can't stand your native language? Really?

    That happens quite fast if you read/listen to too much english. I'm german, too, and while I wouldn't say i dislike the language, i just got so used to english on the internet, that everything else just feels weird.

    And its easier to find someone doing good videos in english than in german (because there are more people doing it), so at some point i probably startet equating german videos with bad players. (Which obviously is not true, its just harder to find something good because there isn't that much of it.)

  6. After watching some of Korandor's videos, I find it interesting how different my play style is, both in geoscape and in ground combat. (Which is good, it would be boring if there's only one strategy).

    -Ground combat: I use a mix of all weapons, including tanks, and every soldier carries as many grenades as possible (mostly flashbangs and smoke, but also some explosives and later elektroshock). Shotguns are awesome up close, and smoke/flashbangs/supression fire allow you to get right up to the alien without getting shot.

    -Geoscape: I build my second lab a bit later (so it finnishes on the first day of the second month), use less interceptors per base, and don't immediately expand radar range of my initial base. I found that 2 Interceptors (mig + foxtrott) per base is all i need to start off, building more can wait until i have 3 bases with radar and a strike team with armor + laser weapons up.

    Instead, I use the money i saved that way to build my second base on day 1, and my third on the first day of the second month.

    EDIT: Playing on insane, of course. :)

  7. hm. it we think about this, than yes, geeks can just open it's hard drive \ memory and disassemble it's programming. so you aren't really need one alive.

    another problem is: why aren't they crushed to BSOD after being hit by high voltage charge of stun baton?

    According to the tooltip, the stun baton does stun + electro magnetic damage. So if you score enough hits, the andron should go down.

  8. Well it would take quite a bit of AOE to take down 13 slots! I'll watch the video after the second half, thanks for sharing!

    Original X-Com /TFTD alien grenades have a blast radius and strength bigger than Xenonauts C4 and can be thrown further than a Xenonauts rifle can shoot. Or at least it feels that way.

  9. They are great for scouting. If there's a local force/civ, chances are high no alien is close.

    Also, aliens tend to shoot them before your xenonauts, because most often they are the easier target. Having a civ between the alien and you is like getting a free riot shield you don't have to carry. :)

  10. @spacebug: I'm 95% certain that will work fine.

    Thanks. I tried it out, nothing blew up so far. (Except a few grenades. And rockets. And my Chinook, because i tought my condor would get the fighter first....)

    As for the Air Superiority missions, can they target civilians? Because if they only target Xenonaut craft, the political impact should be negligible, but I get the feeling that is not the case (airliners and fighters getting shot down is probably their fault).

    Yes, thats the air superiority missions.

  11. I just reported a similar thing at the bottom of this page: http://www.goldhawkinteractive.com/forums/showthread.php/10232-Bugs-Issues-in-Xenonauts-V1-0/page5

    My problem only existed after loading an autosave though...or at least the soldier wasn't dead in the battlescape. He earned a purple heart and everything, but the autosave labled him deceased

    Seems like a different bug, as it seems your soldier was listed as living in the debriefing.

×
×
  • Create New...