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Charon

THIS IS SPARTA !!!! X-Division Version

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Welcome,

this place is for everybody who struggles with the difficulty of X-Division. If you are stuck, cant deal with a certain problem or dont know how why you fly your airplanes into the ground every time, you can look here for help. Note that those things wont tell you how to deal with a problem, but show you different approaches and tools you can then use or invent your own. You can learn from the successes here as much as you can from the failures.

I really struggled with the diificulty in XCOM because i was used to get led by the hand and shown every little piece of the game. I was not used to adapt and think myself out of a bad situation. Until beaglerush introduced me to some new strategies and new forms of tactical approaches and especially like you can handle a game that is chanced based on every little step. I hope this content helps you to start your own experience, shows you new ways and enhances your gameplay.

Cheers Charon

 

Table of Content

1. X-Division Developers Diary 

1.1 Youtubers and Lets PLay

1.2 Indepth Game Explanations on Youtube

2. Stunning aliens

3. An approach to deal with tanks

4. Main weapons and Side weapons

5. Elarions charts

5.5 Techtree for yED

6. Airgame basics

7. Pandis Aircombat Circus

 

1. X-Division Developers Diary 

I´ve started a developer diary where i simply play the hell out of X-Division. This is without any commentary yet, but you can pick up some tricks along the way if you struggle with the difficulty. Especially air encounters should give you one or two hints on how you could deal with them.

Ill be playing with the latest changes and patches so things you might not have seen yet. The mods used are as stated as in the installation description, check them out if you want.

Dont think about this as a lets play but rather as an encyclopedia where you can look up certain situations and a way to deal with them, or examples of failures. Or you can simply watch and enjoy it.

I am one of the developers but i´m basically playing this as blind as any other player who has spent 700 hours playing xenonauts. Especially Ground Combat is 100% new to me sicne i didnt develope it and although i made the airgame i dont know anything besides balanceing points either. So this is going to be hella fun.

I skipped the beginning part of the first 28 days but you can pretty much see what i did in them.

The difficulty is veteran/ironmann.

Enjoy

 

Phase 1

X-Division Developers Diary Part 1 - 39

https://www.youtube.com/watch?v=o9fd3TOdSBs&list=PLF0CJiHTqevYS2uDAgPTllyJoioJUsev6&t=160s&index=1 - its playlist and all videos are in order

Phase 2

X-Division Developers Diary Part 40 - 55 ( ongoing )

https://www.youtube.com/watch?v=O1YN4azj6F8&index=1&list=PLF0CJiHTqevbv561dmYBzBxfaDCy5zXdZ - playlist

 

1.1 Youtubers and Lets PLay

Some people have picked up the game on youtube and may be able to teach you a thing or two. If you are stuck, looking for new ideas or simply want to get entertained, this is the place for you.

Mulligan: ( Veteran/Ironman ) ( English )
Season 1: https://youtu.be/8kYalOes-LQ
Season 2: https://youtu.be/MgO67x5mIJA ( recommended )

Lambert2191: ( Normal/Ironman ) ( English )
Season 1: https://www.youtube.com/watch?v=fNk3w51eJbY&list=PLxx5-blJHlBBVo-w3Abkv7OWfvExzLRqe
Season 2: https://youtu.be/Ia25rwVBHx8?list=PLxx5-blJHlBBeda18IeaiW0H1yyN2JlLR ( recommended )

VenTronixx: ( Easy/Ironman ) ( German )
Season 1: https://youtu.be/T16jF_KDIXE

The Seeker Group: ( Normal/Ironman ) ( Russian )
Installation video: https://youtu.be/J-y9HX221PE
Random Streams: https://youtu.be/pOoSK02o_d4https://youtu.be/cqBkprjLInMhttps://youtu.be/S9pxOTayX9o,
Season 1: https://www.youtube.com/watch?v=ta757y5jdBs&list=PLTtg5eMzQco-_A4oJsWdpVdOK6eV-lVi3 ( recommended )

 

 

1.2 Indepth Game Explanations on Youtube

Molnar Paul Lucian: ( Veteran ) ( English )
Season 1: https://www.youtube.com/watch?v=-0OhqtyEF1s&list=PLaFz18QmoP8ircOIp1_twHyFVbnSoCX_0 ( mic quality gets better over time, definitely check it out )

 

 

2. Stunning aliens

 

On 12.9.2016 at 4:27 AM, Charon said:

Ok, so where do you think the lies the problem ? Is it the RNG screwing you over with only seblillian missions ? Or is it the lack of stuning equipment ?

You are right, stunning is a caesan thing and it needs an caesan medic on top, who isnt that common. Getting a few sebillian missions first means that you dont have the time nor the proper equipment to stun anything in that particular time period. Now add that to the fact that not everybody knows how to research stun equipment ASAP, and you will leave many desperate players.

Although there are alternatives from the very beginning. Melee weapons. They have the ultimate mitigation and are almost inflicting 100% of the damage even if they are 2 phases behind, but against the the hardest of enemies, androns for example. Nothing stops a katana though. Dont try to cut a drone though, its possible but kind of suicide :P.

All dmg now does 50% of its damage as stun damage, or rather it decreases the stun threshold by 50% of its damage done. Now add that to the fact that melee weapons do 25% stun dmg and you have 75% stun weapon. An actual case ingame example is around 60% of stun like that, the rest has to be done with batons. Even an phase 1 stun grenade on a phase 3 unit will do the job like that.

Shock Technology should also get available from the engineer branch without any complications. Put them together with an energy shotgun/carbine to blast away the armor first and aliens will fall faster than dominoes to your dominance.

Doesnt mean you have to main energy weapons either, jsut put 2 energy carbines and 2 shock weapons in your backpack and start hunting after the worst part is over.

As you can see there are a lot of possibilities to achieve the same goal. Im not saying its easy, but it should be doable, except if there is an actual bug preventing something.

Most of your options depend on your overall performance against the aliens, there isnt a single way to achieve a goal anymore. The better you perform against the extratterestrial thread the more options you will have at hand to deal with a problem. The game isnt meant to be beat at your first try, or even tenth. Play, learn, cry tears because you couldnt save that particular civ, lose and come back for more.

 

3. An approach to deal with tanks

On 18.10.2016 at 6:45 PM, Suave said:

Hey Guys,

   How do you solve the "issue" with aliens early tanks? I mean tanks-tanks, not drones or anything else...what is the good AP weapon? I have tried throwing C4 at them, but they do move... I encounter them when I still use division/laser weapons.

 

On 18.10.2016 at 9:49 PM, Charon said:

 

 

 

 

 

 

Nah, im just kidding :).

Well thats the point of teh game to figure this out :). I could give you a 1000 ideas to approach this but lets go with one.

 

Tanks move - yes, but they performance to adjust to different situations without infantry is poor. Furthermore using the main cannon for discs/tanks/mechs use a lot of TU, leaving them in the open even more if they want to shoot you in the same turn. So here is the approach.

 

1. Design the scapegoat which will be the target for the enemy fire, usually the tank is the best option to go, but it offers as much advantages as it offers disadvantages. The advantages are bigger health pool and more armor, as well as an easy replace in case it should get destroyed, the disadvantage are that a tank is considerably bigger and easier to hit. But a shieldcarrier can take this job too as he is at least to be expected to take one hit ( full shield ) without dieing.

2. Throw a smoke grenade inbetween your tank/shieldcarrier but let it/him stay in sight of the enemy. Sebillians can see through smoke yes, but neither tanks, disc or mech can, lowering the chance to hit for them to approximitelly 1% - 5 %. If you are under fire from sebillians on your flank, throw a incendiary grenade to block and hinder their sight. Smoke for Caesan.
Seriously use smoke grenades, they are incredible good now. And incendiaries for sebillians ofcourse.

3. The enemy vehicle will now try to shoot you but will effectively pin itself down. Now you have different options.

  • Since the tank is pinned down you can sneak any explosive under its hull. In most cases it wont have enough TUs to fire and move effectively in teh same turn.
  • You can use a hide and pop strategy, where you position yourself right behind corners to tactically pop shoots whenever you think its safe. No reaction fire is to be expected since teh enemy vehicle should be in stalemate with your scapegoat

4. This position should be favourable for you since its 8 soldiers + 1 vehicle vs 1 alien vehicle. Always evaluate the situation you are in though, as this is the most crucial point in this game . theres never a clear button to win.
Neverthless the enemy vehicle has different options available.

  • Rushing forward: THIS IS YOUR CHANCE. Calculate if you think you have enough firepower to kill it in one turn. Naturally you should have your heavy weapons already in position to do maximum damage. Make use of the double attack of your vehicle if it has one. Dont trust explosives as the alien vehicle can rush through it, and then its game over.
  • Retreating: This is actually the best option for alien vehicles but they rarely do it to not let go of the pressure. Keep it simple. Either move and continue with the same tactic or reposition yourself in case it comes right back.
  • Flanking: Same thing again. Adapt to the new circumstances and keep the pressure up. Always give them a target to shoot at which should optimally be protected by smoke.

5. Win
Things to keep in mind though:

  • Always have enough ammo for every fight, if you dont theres no way you can beat it, even if the aliens would let you.
  • Switch your scapegoat if it is near death/destruction.
  • The pin down tactic is very effective, and explosives are too, but keep in mind only 1 explosion on the same unit gets counted per instance, so 10 c4 dont do more than 1 if they all explode at the same time
  • No plan survives first contact. Always adapt to your circumstances.

 

Heres an exemplary performance for this:

 

 

Heres another clever play which takes advantage of the environment.

 

 

 

Good luck Commander !

 

 

4. Main weapons and Side weapons

On 26.11.2016 at 7:42 PM, Sir_Dr_D said:

I just realized something that was very obvious about rocketeers. Something that changes my perception of them.   And the following is a minor tactictical tip that some people might not want to read

 

.... but  .....

 

I always thought if a soldier carried a rocket launcher that would be its primary job. I would put a rocket lancher in its hands and fill the back-pack up with rockets. Then I would put a pistol in the belt pouch because that was the only weapon that can fit in there.  Then I realized you could put a sniper rifle in the soliders main hands, two extra rockets  in the belt pouch, and the launcher in the backup. You end up being able to carry just as much rockets.   So one just needs to think of a rocketeer as someone who is primarily a sniper (or a rifleman) who can occasionaly shoot something that leaves a bigger hole in aliens then normal. (assuming there is anything left of the alien).  Rocket launchers should be thought of as a backup weapon, that most of the time you don't need. But when you need it, you need it.  In that  I would say rockets are probably well balanced.

And two other weapons that need to be thought of as backup weapons, otherwiser they seem useless, are cannons and shotguns. In both Xcom and the Xenonaughts game, we are used to thinking of them as the soldiers main weapon. If you treat a shotgun as a primary weapon in XDivision though you will find them subpar. There low ammo count, and short range means you are better with a pistol most  of the time. But when you know you are doing close combat, then you can take them out of your backup, and they can be a blessing.

On 30.11.2016 at 1:35 AM, Charon said:

What i did realise is that we balanced this concept very well with actual charges. The thing you have to realise is that charges + grenades have the advantage of using up way less space and weight, and additionaly in comparsion to their damage/space/weight, in comaparasion to the additional bazooka + rockets variant. The disadavantages for charges is that they only explode at the end of the alien turn, and not necessarily when you want, with some lower throw accuracy as well.
So as awesome as the bazooka + rocket variant sounds, this is mostly for the most experienced and strongest soldiers which survived the longest, because less experienced soldiers can deal the same damage output with charges + grenades, at the expent of lower accuracy throw and the charges exploding at the end of the alien turn. Apart from the fact ofcourse that less experienced soldiers wouldnt even be able to carry an sufficient amount of equipment without being slow as a snail.

 

5. Elarions charts

On 22.4.2017 at 3:52 PM, Charon said:

5.5 Techtree for yED

 

6. Airgame basics

 

On 15.10.2017 at 5:49 AM, Dapifer said:

Anyone has some tips on airplane functions or wing composition?

In all my Xenonauts playthrough, modded and otherwise, I always just used wings of 2 of the best planes available, but now we have so many options... I am a little overwhelmed.

I have foxtrots and Asierus available but don´t know what to build, since they use the same resources...

Since Asierus looks cooler/more advanced I am currently constructing 2 to replace my first Condor wing.

Any advise would be much appreciated :D

On 15.10.2017 at 2:55 PM, Charon said:

Use dogfighters with cannons against interceptors and small UFOs, and bombers against anthing bigger.

The advantage of cannons is that their aircraft is fast and agile most of the time, and can roll. The downside is that their damage is not on par with missiles/torpedos.

Missiles are very versatile and share the trait that they do good damage with torpedos. The downside is that you will have a hard time downing interceptors with them.

If the UFO has escorts you will need to figure out what to do.

At least thats the basics ;).

 

Phase 1 is just the tutorial, so there is a lot of room for mistakes and time for experiments. The airgame is like a picture, and the colors are your aircraft and weapons.

 

7. Pandis Aircombat Circus

 

On 26.2.2018 at 10:59 PM, Charon said:

If ´yer ever wondered to what perfection a player can play the airgame, take  a look into Pandis Aircombat circus, the man who can defeat UFOs with a single toothpick.

On 24.2.2018 at 5:20 PM, Pandi said:

Some time ago, @Charon asked me for some air battle chronicle. Now I finally found an opportunity to do this, and I hope it will be useful for someone.
The first wave of the 3rd phase with a terror battleship at the head. Veteran Ironman.

https://www.youtube.com/watch?v=CaDNF1hymzQ

Enjoy!

 

 

Edited by Charon
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1 minute ago, Charon said:

Ok, so where do you think the lies the problem ? Is it the RNG screwing you over with only seblillian missions ? Or is it the lack of stuning equipment ?

You are right, stunning is a caesan thing and it needs an caesan medic on top, who isnt that common. Getting a few sebillian missions first means that you dont have the time nor the proper equipment to stun anything in that particular time period. Now add that to the fact that not everybody knows how to research stun equipment ASAP, and you will leave many desperate players.

Although there are alternatives from the very beginning. Melee weapons. They have the ultimate mitigation and are almost inflicting 100% of the damage even if they are 2 phases behind, but against the the hardest of enemies, androns for example. Nothing stops a katana though. Dont try to cut a drone though, its possible but kind of suicide :P.

All dmg now does 50% of its damage as stun damage, or rather it decreases the stun threshold by 50% of its damage done. Now add that to the fact that melee weapons do 25% stun dmg and you have 75% stun weapon. An actual case ingame example is around 60% of stun like that, the rest has to be done with batons. Even an phase 1 stun grenade on a phase 3 unit will do the job like that.

Shock Technology should also get available from the engineer branch without any complications. Put them together with an energy shotgun/carbine to blast away the armor first and aliens will faster than dominoes to your dominance.

Doesnt mean you have to main energy weapons either, jsut put 2 energy carbines and 2 shock weapons in your backpack and start hunting after the worst part is over.

As you can see there are a lot of possibilities to achieve the same goal. Im not saying its easy, but it should be doable, except if there is an actual bug preventing something.

Most of your options depend on your overall performance against the aliens, there isnt a single way to achieve a goal anymore. The better you perform against the extratterestrial thread the more options you will have at hand to deal with a problem. The game isnt meant to be beat at your first try, or even tenth. Play, learn, cry tears because you couldnt save that particular civ, lose and come back for more.

 

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Been catching up on these and I've learned a few more tricks on how to improvement my air engagements :) I'm only a few weeks away from Phase 3 things showing up so I'm sure I'll have some questions on how to deal with this.

Assaulted an Alien Outpost last night and was very pleased to see it was all Phase 1 units, for once my team felt like they were on the winning side using Phase 2 armor and weapons and gunning down anything that came to fight them. On that note, alien base AI is hyper aggressive, it seems easily the most optimal choice is to defend the spawn location until no more aliens arrive, then you just need to wipe out the command room.

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Don't miss any video at our testosterone channel! Charon tried to explain me that channel name but this is still easier to say, and got a real meaning.

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10 minutes ago, drages said:

Don't miss any video at our testosterone channel! Charon tried to explain me that channel name but this is still easier to say, and got a real meaning.

:D:D:D:D

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3. An approach to deal with tanks

On 18.10.2016 at 6:45 PM, Suave said:

Hey Guys,

   How do you solve the "issue" with aliens early tanks? I mean tanks-tanks, not drones or anything else...what is the good AP weapon? I have tried throwing C4 at them, but they do move... I encounter them when I still use division/laser weapons.

On 18.10.2016 at 9:49 PM, Charon said:

 

 

 

 

 

 

Nah, im just kidding :).

Well thats the point of teh game to figure this out :). I could give you a 1000 ideas to approach this but lets go with one.

 

Tanks move - yes, but they performance to adjust to different situations without infantry is poor. Furthermore using the main cannon for discs/tanks/mechs use a lot of TU, leaving them in the open even more if they want to shoot you in the same turn. So here is the approach.

 

1. Design the scapegoat which will be the target for the enemy fire, usually the tank is the best option to go, but it offers as much advantages as it offers disadvantages. The advantages are bigger health pool and more armor, as well as an easy replace in case it should get destroyed, the disadvantage are that a tank is considerably bigger and easier to hit. But a shieldcarrier can take this job too as he is at least to be expected to take one hit ( full shield ) without dieing.

2. Throw a smoke grenade inbetween your tank/shieldcarrier but let it/him stay in sight of the enemy. Sebillians can see through smoke yes, but neither tanks, disc or mech can, lowering the chance to hit for them to approximitelly 1% - 5 %. If you are under fire from sebillians on your flank, throw a incendiary grenade to block and hinder their sight. Smoke for Caesan.
Seriously use smoke grenades, they are incredible good now. And incendiaries for sebillians ofcourse.

3. The enemy vehicle will now try to shoot you but will effectively pin itself down. Now you have different options.

  • Since the tank is pinned down you can sneak any explosive under its hull. In most cases it wont have enough TUs to fire and move effectively in teh same turn.
  • You can use a hide and pop strategy, where you position yourself right behind corners to tactically pop shoots whenever you think its safe. No reaction fire is to be expected since teh enemy vehicle should be in stalemate with your scapegoat

4. This position should be favourable for you since its 8 soldiers + 1 vehicle vs 1 alien vehicle. Always evaluate the situation you are in though, as this is the most crucial point in this game . theres never a clear button to win.
Neverthless the enemy vehicle has different options available.

  • Rushing forward: THIS IS YOUR CHANCE. Calculate if you think you have enough firepower to kill it in one turn. Naturally you should have your heavy weapons already in position to do maximum damage. Make use of the double attack of your vehicle if it has one. Dont trust explosives as the alien vehicle can rush through it, and then its game over.
  • Retreating: This is actually the best option for alien vehicles but they rarely do it to not let go of the pressure. Keep it simple. Either move and continue with the same tactic or reposition yourself in case it comes right back.
  • Flanking: Same thing again. Adapt to the new circumstances and keep the pressure up. Always give them a target to shoot at which should optimally be protected by smoke.

5. Win
Things to keep in mind though:

  • Always have enough ammo for every fight, if you dont theres no way you can beat it, even if the aliens would let you.
  • Switch your scapegoat if it is near death/destruction.
  • The pin down tactic is very effective, and explosives are too, but keep in mind only 1 explosion on the same unit gets counted per instance, so 10 c4 dont do more than 1 if they all explode at the same time
  • No plan survives first contact. Always adapt to your circumstances.

 

Heres an exemplary performance for this:

 

 

Heres another clever play which takes advantage of the environment.

 

 

 

Good luck Commander !

 

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Update:

 

Phase 1

X-Division Developers Diary Part 1 - 39

https://www.youtube.com/watch?v=o9fd3TOdSBs&list=PLF0CJiHTqevYS2uDAgPTllyJoioJUsev6&t=160s&index=1 - its playlist and all videos are in order

Phase 2

X-Division Developers Diary Part 40 - 54 ( ongoing )

https://www.youtube.com/watch?v=O1YN4azj6F8&index=1&list=PLF0CJiHTqevbv561dmYBzBxfaDCy5zXdZ - playlist

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Hall of Fame

1 hour ago, Sir_Dr_D said:

I just realized something that was very obvious about rocketeers. Something that changes my perception of them.   And the following is a minor tactictical tip that some people might not want to read

 

.... but  .....

 

I always thought if a soldier carried a rocket launcher that would be its primary job. I would put a rocket lancher in its hands and fill the back-pack up with rockets. Then I would put a pistol in the belt pouch because that was the only weapon that can fit in there.  Then I realized you could put a sniper rifle in the soliders main hands, two extra rockets  in the belt pouch, and the launcher in the backup. You end up being able to carry just as much rockets.   So one just needs to think of a rocketeer as someone who is primarily a sniper (or a rifleman) who can occasionaly shoot something that leaves a bigger hole in aliens then normal. (assuming there is anything left of the alien).  Rocket launchers should be thought of as a backup weapon, that most of the time you don't need. But when you need it, you need it.  In that  I would say rockets are probably well balanced.

And two other weapons that need to be thought of as backup weapons, otherwiser they seem useless, are cannons and shotguns. In both Xcom and the Xenonaughts game, we are used to thinking of them as the soldiers main weapon. If you treat a shotgun as a primary weapon in XDivision though you will find them subpar. There low ammo count, and short range means you are better with a pistol most  of the time. But when you know you are doing close combat, then you can take them out of your backup, and they can be a blessing.

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20 hours ago, Charon said:

Hall of Fame

 

 

My problem is that the rocket carry man can only carry the rocket launcher and maybe two rockets...that's it.  Because he is not strong enough to carry anything else.  Sometimes they can only carry the rocket launcher.  That's with ALL new men.  The originals might be able to carry more if they survive enough missions in XDivision which they usually DON'T.

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Just now, Charon said:

What i did realise is that we balanced this concept very well with actual charges. The thing you have to realise is that charges + grenades have the advantage of using up way less space and weight, and additionaly in comparsion to their damage/space/weight, in comaparasion to the additional bazooka + rockets variant. The disadavantages for charges is that they only explode at the end of the alien turn, and not necessarily when you want.
So as awesome as the bazooka + rocket variant sounds, this is mostly for the most experienced and strongest soldiers which survived the longest, because less experienced soldiers can deal the same damage output with charges + grenades, at the expent of lower accuracy throw and the charges exploding at the end of the alien turn. Apart from the fact ofcourse that less experienced soldiers wouldnt even be able to carry an sufficient amount of equipment without being slow as a snail.

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Step 5 gives the location of scripts for Windows, I thought I would share the location for Ubuntu 16.10.

/home/USER_NAME/.local/share/Goldhawk Interactive/Xenonauts/mods/internal/scripts

 

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51 minutes ago, Shoes said:

Step 5 gives the location of scripts for Windows, I thought I would share the location for Ubuntu 16.10.

/home/USER_NAME/.local/share/Goldhawk Interactive/Xenonauts/mods/internal/scripts

 

Ive put it into the OP of the main thread, thanks for the heads up :).

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Added to OP:

1.1 Youtubers and Lets PLay

Some people have picked up the game on youtube and may be able to teach you a thing or two. If you are stuck, looking for new ideas or simply want to get entertained, this is the place for you.

Mulligan: ( Veteran/Ironman ) ( English )
Season 1: https://youtu.be/8kYalOes-LQ
Season 2: https://youtu.be/MgO67x5mIJA ( recommended )

Lambert2191: ( Normal/Ironman ) ( English )
Season 1: https://www.youtube.com/watch?v=fNk3w51eJbY&list=PLxx5-blJHlBBVo-w3Abkv7OWfvExzLRqe
Season 2: https://youtu.be/Ia25rwVBHx8?list=PLxx5-blJHlBBeda18IeaiW0H1yyN2JlLR ( recommended )

VenTronixx: ( Easy/Ironman ) ( German )
Season 1: https://youtu.be/T16jF_KDIXE

The Seeker Group: ( Normal/Ironman ) ( Russian )
Installation video: https://youtu.be/J-y9HX221PE
Random Streams: https://youtu.be/pOoSK02o_d4https://youtu.be/cqBkprjLInMhttps://youtu.be/S9pxOTayX9o,
Season 1: https://www.youtube.com/watch?v=ta757y5jdBs&list=PLTtg5eMzQco-_A4oJsWdpVdOK6eV-lVi3 ( recommended )

 

 

1.2 Indepth Game Explanations on Youtube

Molnar Paul Lucian: ( Veteran/Ironman ) ( English )
Season 1: https://www.youtube.com/watch?v=-0OhqtyEF1s&list=PLaFz18QmoP8ircOIp1_twHyFVbnSoCX_0

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I am having a hard time balancing how to deal with enemies with strong resistances. For example, when I was doing a base assault in my last game, there were androns defending it; they have great armor against ballistics, so my division weaponry was useless against them. Was I supposed to have a backup plan? Or am I playing suboptimally by equipping everyone with lasers OR ballstics, and I should instead be running a 4/4 split? (I've only thought of that just now, and I might actually start doing that)

Also, that first terror mission. Am I even supposed to try to beat it? It seems unending ;p

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On 18.2.2017 at 2:07 PM, Shoes said:

I am having a hard time balancing how to deal with enemies with strong resistances. For example, when I was doing a base assault in my last game, there were androns defending it; they have great armor against ballistics, so my division weaponry was useless against them. Was I supposed to have a backup plan? Or am I playing suboptimally by equipping everyone with lasers OR ballstics, and I should instead be running a 4/4 split? (I've only thought of that just now, and I might actually start doing that)

Also, that first terror mission. Am I even supposed to try to beat it? It seems unending ;p

Yes, X-Division was made so that you have to use everything.

You also dont only rely on stun grenades, therer are a lot of aliens which are immune to them, but you take stun rods and shotgun/carbines too and adapt to the situation you are in.

The first terror mission should serve as an example of that you cant beat everything in your way. It is possible to beat it though, and numerous people have demonstrated it. VenTronixx beat it on easy quite ... easily :D.

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I succeeded on my second terror mission, but mostly because it was against Caseans. They are much easier to deal with. Their Xenomorphs go down much quicker than the Reaper Bulls, and they don't regenerate if I don't get to take them down in a single turn ;p

Something I've noticed and wondered; the rockets on the Hunter have a burst fire, but the "four" might detonate as one or something. I fired four rockets into two bulls, and while one was destroyed, the other only seemed to take 120 damage in only one instance. My game does freeze when a lot of projectiles fire, so maybe I didn't see the other hits.

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2 hours ago, Shoes said:

I succeeded on my second terror mission, but mostly because it was against Caseans. They are much easier to deal with. Their Xenomorphs go down much quicker than the Reaper Bulls, and they don't regenerate if I don't get to take them down in a single turn ;p

Something I've noticed and wondered; the rockets on the Hunter have a burst fire, but the "four" might detonate as one or something. I fired four rockets into two bulls, and while one was destroyed, the other only seemed to take 120 damage in only one instance. My game does freeze when a lot of projectiles fire, so maybe I didn't see the other hits.

I need something to work with, otherwise i cant say anything.

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All dmg now does 50% of its damage as stun damage, or rather it decreases the stun threshold by 50% of its damage done.

Is it still true? I saw shotguns doing blue damage, but didn't notice it on rifles, or it's just hidden?

And another question - what to do with androns standing still and waiting till u open door(for react shoot you)? There was medium ufo, i killed all aliens, and came to second ufo floor, opened door and got oneshoted by andron(~300 dmg, even shield didn't help me). And there was 2 androns standing and waiting me, so i couldnt do anything. I found out if i open door with one soldier and shoot with another standing 2 tiles away, andron won't shoot me back(if standing 1 tile away or near door, andron will react), but i feel it's cheat/bug, am i wrong? Any advise?

And another question about mdeical center - i saw someon said here on forum, he build 2-3 med centers for faster healing, but in game description saying multiple building effects dont stack for med center. Who right?

Edited by Elarion

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Anyone has some tips on airplane functions or wing composition?

In all my Xenonauts playthrough, modded and otherwise, I always just used wings of 2 of the best planes available, but now we have so many options... I am a little overwhelmed.

I have foxtrots and Asierus available but don´t know what to build, since they use the same resources...

Since Asierus looks cooler/more advanced I am currently constructing 2 to replace my first Condor wing.

Any advise would be much appreciated :D

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On 3/17/2017 at 1:19 PM, Elarion said:

Is it still true? I saw shotguns doing blue damage, but didn't notice it on rifles, or it's just hidden?

And another question - what to do with androns standing still and waiting till u open door(for react shoot you)? There was medium ufo, i killed all aliens, and came to second ufo floor, opened door and got oneshoted by andron(~300 dmg, even shield didn't help me). And there was 2 androns standing and waiting me, so i couldnt do anything. I found out if i open door with one soldier and shoot with another standing 2 tiles away, andron won't shoot me back(if standing 1 tile away or near door, andron will react), but i feel it's cheat/bug, am i wrong? Any advise?

And another question about mdeical center - i saw someon said here on forum, he build 2-3 med centers for faster healing, but in game description saying multiple building effects dont stack for med center. Who right?

 

Greetings. Not an expert or anything, but hat I do is break the door open with heavy machine gunfire (heavy weapon / Hunter scout car) or blast it open with rockets / reaching charges.

 

I prefer machine guns / rockets since you can blast the door from afar and cream the aliens when they come out of the ship with the reaction fire of your firing line.

Hope this helps :)

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