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Showing results for tags 'aircombat'.
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I was watching a Xenonauts 1 playthrough by CaptainSPrice, and one of his preferred air-to-air tactics was to steer his Foxtrot fighters into melee range of an agile UFO and then fire the torpedo at point-blank range, leaving it no time to dodge and usually destroying it instantly. The Foxtrot could usually survive it long enough to make that work until Heavy Fighter UFOs started showing up (which would kill the Foxtrot before it got close enough). If this is still doable in Xenonauts 2, then I think it'd make sense for Aerial Torpedoes to be given a minimum arming distance. I.E. if you fire it from too close, the damage will be reduced drastically because it won't explode. This is how torpedoes and air-to-air missiles work in real life so they don't blow up the aircraft or ship that fired it. I know this would sound like a straight-up nerf to them, but if they are given a minimum range, they can be afforded more power elsewhere to compensate. This would also emphasize their role as a long-range weapon for use against slower UFOs.
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Milestone 2.10 UK Version In commence air attack, i can't hit the hot keys to move the aircraft sideways. I have to push the buttons to move the aircraft sideways.
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I'm getting consistent crashes every time one of my condors intercepts a light scout. It seems to be triggered by toggling autofire on the sidewinder missiles; from afar I can toggle without problems, but as soon as I'm in range, toggling either missile crashes the game. Here's a save seconds before the interception begins: https://www.mediafire.com/?1cdl60rf4rc8kdp For all I know, this bug might not be specific to light scouts, but the crashing makes progression a little more difficult so that's all I've had to opportunity to intercept so far.