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Filthy Campers


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So, is it correct the aliens just camp in their ship with a few 2-4 leaving on scout duties?

I can't fault them. Sending a couple of scouts out on reconnaissance while the main force defends the ship and attempts to repair and evacuate is solid strategy.

It does mean however that every map breaks down to a slow sweep, and then a breach and clear of the UFO itself. Is it something to do with the way I'm playing? Slow and steady, or is this just their standard (and pretty sound) AI.

Additionally, let's hear your breach and clear strategies.

For the most part I line up the shields at the door, equip flashbangs, open, throw, unleash the heavy, sniper and rifles, finish with shotguns where necessary. If I can't do it in one round, I typically just close the door at the end of the turn, re-arm and go again.

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Flashbacks and stun granades work wonders, stun gas is also really good to clear a room in a safe way. Use C4 if your opponents cannot be suppressed. If you don't have any left can also throw some smoke grandes and hope for the best when charging in. Keep in mind that your current amount of TU, the the reactions of soldier and the reaction-modifier of your weapons plays a role whether you can shot first or not.

But I definatly like the new camping aliens :)

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The AI has gotten a lot smarter recently. Previously, aliens in the UFO would just sit there and wait. Now they sometimes do nasty stuff such as opening the door and taking potshots at you, which can really hurt if you are caught out of position. If you assume the UFO's front door is safe while you clear the rest of the map, aliens might get you by surprise.

For breaching, suppression is of course the way to go. Throw in a flashbang, fire with the MG to suppress further, rush in shotguns to finish at point-blank range. Corvettes are a bit trickier because there's this entrance corridor, and aliens tend to be inside on either side of the room, you can't fire at them from the corridor, and get reaction-fired when entering the room. That is where I put two shotgunners up front, have a soldier from the second row throw smoke inside, and run inside with the assault guys.

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I'm now wondering if its possible to program a countdown into some missions where the ship will repair/leave if you don't breach and subdue the aliens. Or perhaps give the aliens some kind of weapons platforms or something to defend a bit more heavily.

Hi ho silver! To the modding forum!

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Sometimes when there's good cover outside the UFO it can be good to take positions away from the doors and blow them up with a rocket. Then you can shoot the aliens inside from further away (assuming you have line of fire) and take reaction shots against them as they move about inside the ship (good for training both reflexes and accuracy). I've done it with the big scouts and it's worked out really well so far.

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I don't know if there is an "ideal" strategy for the aliens. If it was me, I'd have maybe 25% of my troops outside as recon and snipers and all the rest in the ship ready to make the humans fight for every compartment, but that would be a bit boring from a gameplay perspective. MANY configurations were tried before the current mix was settled on and I think it's a pretty good compromise. The AI is far more competent in Xenonauts than it ever was in XCom AND it doesn't cheat like it did in XCom.

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I approach fine without shields. Liberal use of flashbangs, machine gun fire do the trick nicely. Remember, if you are directly adjacent to cover, it does not count against you. So run your assault men directly up to their cover and shoot them over it. Then your guys will have cover from the aliens deeper in the UFO on the next turn.

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How can flashbangs and machineguns help you if the alien is behind doors and you can't even see him and then he comes out or just opens the door and shoots one of your guys (or three) before you can react?

c4 the front door. Only risking 1 guy, the rest of the men can stay back in covered positions. Even if an alien does pop out and splash your c4 guy, worst case is he drops his c4 and it explodes at the same time as it would have if he would have placed it.

Why waste TUs opening a door? Liberal use of explosives is always a solution.

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I don't know if this has changed since I last played. But I used to put my guys in rows at the door, pop a couple of smokes, open the door, pop another smoke, then throw several stun grenades, close the door and put my guys on reaction fire.

Throw in a couple of stuns every odd turn and that's it. On the odd occasion that the aliens are dumb enough to try to run out, they'll run into one of my guys at point blank (who also happens to have an auto burst set for reaction fire). Again, haven't played for a couple of months so this might have gotten changed.

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Do the aliens still run out or just open the door every now and again? I used to dread that door opening sound as I was trying to position my troops.

Oh, they definitely run out. Have lost 2-3 good soldiers to sebbies popping out at the most inopportune moments possible (and that's only as far as landing ships in my current game)

And, I think that's absolutely fantastic. The former boring predictability of closing on a UFO is gone :cool:

Edited by dpelectric
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C4 is great. I highly enjoy demolishing a door while having a rocket launcher and/or machine gun specialist waiting to mow down any aliens waiting at the entrance (especially with smaller ships, as the aliens tend to cluster up near the front).

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