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  1. I know we're suppose to get better craft to supplement the F-17 and Migs later on but for the moment they're all we have. Anyone have any luck downing alien assault ships and those bombers? I'm throwing everything I have at them and they refuse to go down. Doesn't help that they're usually escorted by heavy fighters. Heavy fighters that I usually only take down if I outnumber them 2 to 1. (1 distracts, the other homes in on it's 6). I'm probably overlooking something here so, halp. Signed, Clueless Xenonauts Air Boss
  2. Clearly I am new to this Alpha and I understand that things will change and ballance out before the Beta or indeed release. However I'm having trouble with air combat, I find it almost impossible to go toe to toe with 3 fighters vs 3 of my aircraft (have used both types). I did once manage to kill 3 fighters with 2 of my own for no losses, but that was because the 3 hostiles followed on of my fighters and allowed the second to straif them all from behind. but when ever I use 3 v 3 they each follow one of my planes so I can't sneak up behind any. Could anyone offer some advice or should I resign to the fact that 3v3 will = losses on every encounter?
  3. Does anyone have an tips for assaulting scout crafts? right now I have a heck of a time getting into the engineering section as their are usually 2 -3 aliens inside that just tear me to shreds with reaction fire, and it's difficult to lob grenades into it in such a way to actually get them in the blast zone, as they are always lined up against the wall just waiting patiently. I've killed my best friend in 5 different new games because of this
  4. Considering how much people seem to like the air combat I feel like I must be doing something wrong. So far I have shot down 1 alien ship and lost like 5 aircraft. I didn't even notice the roll button until just recently. It helps, but I still struggle. I keep finding myself trailing closely behind an alien ship; too close to shoot it. I turn left to engage, it turns right to try to circle around. I turn right to engage, it turns left to try to circle around. I literally went right off the grid trying to line up a shot. Finally, my ship ran out of gas and the game prompted me to return to base. When I clicked on ok the game froze and I had to close it. Anyone have some tips? It can't be as hard as I'm making it. Is there more to it than just Space Bar = Pause, click Afterburner, Click Roll, click to select/de-select Armaments? Is there any way to slow down when you're tailing to create a firing lane? I tried to disengage (and then re-engage) to create a little distance, but I quickly found out that this doesn't work (as it did in Xcom).
  5. I've been following Xenonauts for ages, recently decided to pre-purchase as I loved all the Xcom games, and even the UFO series etc... So, finally load it up to play. Figure I'll set it on easy to get an idea what I'm doing. Explore the base menu etc, nothing to research yet but I guess I have to kill some stuff first. Start fast forwarding time to find a UFO after building an extra radar. UFO appears, intercept it, boom, it is destroyed, no wreck. This used to happen with the first "very small" UFO on xcom as well, so think little of it. Proceed to play for 30 mins fast forwarding time and killing everything I can that is over land. Everything gets destroyed, nothing crashes, even medium UFOs. Decide to try shooting stuff with cannons, but I can't get into range before they fly away, even with afterburners. Decided I should try sending the chinook to one of the points on the map that have appeared, within seconds of it leaving my base it gets shot down. At this point I gave up completely. Hopefully this is still an alpha etc, but right now the game feels very frustrating and inaccessible to me...
  6. Just recently found out about this game, and went ahead with purchasing it. Been enjoying it immensely (when it hasn't been crashing on me, though I hear that will be fixed next patch). However, I'm running into one really major issue that I haven't quite figured out how to handle... Breaching into buildings, leap-frogging across open terrain, night missions where the Chinook lands right next to the UFO and I'm surrounded, no problem. I can deal with all of this without having any real casualties, maybe a wound or two, but that's it. I also don't have too many problems with breaching the 'cockpit' area (the round part between the wings, is I assume the cockpit). However, when it comes to the cargo bay (the back part)... how the heck do you guys deal with the one lone alien that holes up in there? Sometimes I get lucky that they're in a blind-spot that I can grenade spam, sometimes they're in the open and I can take them out. Most of the time... they're looking right at the door, in a spot I can't hit with grenades (unless there is a way to bounce them? ), if I move a Xenonaut through the door, I get reaction fired upon, if I'm lucky I got enough AP for a shot or two (I've tried with shotgun, assault rifle, and pistol) but I don't seem lucky enough that the AP will be enough to kill it before I run out of AP, and next turn my Xenonaut is dead. If I'm particular unlucky, the reaction fire one-shots my Xenonaut in the combat armor. One particular nasty example that I had. The alien was in that spot where I couldn't grenade it, if I try the grenades impacts on the corner of the door and blows up in the Xenonaut's face. So, I had to retreat the first one. Second one walks in pistol primed (I end turn at the door where the alien can't shoot me, then take one step to give me full APs), I got hit with reaction fire, then unloaded all pistol rounds into the Alien. It survived. Retrospect, I shouldn't have fired the third or fourth time, and retreated instead. Next round, my Xenonaut is dead due to no APs to retreat. So, I figure the alien must be near death after being hit that many times with a pistol. I march up a shotgunner, he gets reaction fired and dies instantly. I facepalm, sigh, and march up an assault rifle Xenonaut at this point (again, noting that I end turn at the door so I only pay 4 APs for a single square more before attacking with each of these Xenonauts), I get reaction fired, Xenonaut survives, but his APs for the turn goes down from the wound, and I barely have enough to full-auto, so I utilize it. Which was a three round burst I believe (First time I had used full auto with the assault rifle), of which, two shots hit and alien is still alive. Naturally, that Xenonaut is killed on the next enemy turn, so I'm down three xenonauts trying to kill one alien now. I think at this point I went "screw this", and set the rocket launcher guy to go in next, somehow the alien doesn't reaction-fire this time, I fire off the rocket-launcher finally killing the alien, and taking a little splash damage, and the combat ends as that was the last alien on the map. So, what else is there that I can try doing, except throwing the privates I now have at the sole alien in the cargo bay so that I'm not losing my veterans instead? As I understand, while the interceptors can down a UFO, and the buildings are destructible, we can't actually blow open the cargo bay with explosives, can we? After all the grenades I chuck into the cargo bay, I'd think it would have happened by now. I tried a machinegunner out, and did not like the style of that weapon at all for normal play, and it would figure the one time I deployed a machinegunner, the cargo bay was empty. And I can't really think of anything else that I can try.
  7. I've been playing a bit more Xenonauts recently, and I've noticed that the MiG-32, when armed with Avalanches, seems rather useless in a head-on fight where the UFOs are charging right at you. As there's no option to slow down and you can't change directions without losing missile lock, you have to fly the MiG right into the UFO's guns, and by the time you can launch the Avalanches due to the 8-second lock time they've got you in their sights, thus ensuring a dead MiG as it doesn't have the dogfighting capability of the F-17. My question is, am I just using the MiG wrong, or is this something other people have encountered? It seems problematic to keep a MiG out of weapons range of a UFO when the UFO is on an attack heading, thus defeating the entire purpose of having Avalanches in the first place. Any advice on how I can better use the MiG and Avalanches would be greatly appreciated!
  8. Hey All: I'm new to Xenonauts, and X-Com in general, and I'm here to solicit advice in terms of general gameplay. I'm about to sit down with the manual before giving my first game a go, but I was hoping that some of you could offer up some general how-to advice - on a tactical/strategic/logistical level, rather than a "here are the keymappings and menu layouts." Essentially, anything you think a new player should know that isn't covered in the manual. Keep in mind, I've been gaming on the PC for 15+ years, so I'm pretty comfortable with most of the terminology and any analogies to other games/design concepts that you may make. I did a few forum searches, and a wee Google search, and came up dry, but if this has already been covered, please point me in the right direction! Thanks, Aidan
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