![]() Barring that, keep eyes peeled for Fighter UFOs doing air superiority missions when you send the transport.ĭon't (always) autoresolve air combat even if you are 100%. It can be escorted it with two interceptors when going to a mission. Getting your transport shot down can ruin your day (week ?). Let me know if any of this doesn't make sense However, safety never killed a xenonaut.Ĭopy Pasta from what I have posted on another thread. Sorry if it rambles, I didn't proof it.Įdit Also just realized you play under normal, you don't have to be quite so paranoid about how they are better than you. If you have a specific mission you want me to utterly nitpick over like this, give the link and a timestamp of when you either equip the guys or land. Short mission, but those were some easy quick changes. 22:15 you should have scouted the room with the heavy by just turning him. 20:45 You should have moved the shotgun guy behind the dumpster to get closer. 19:40 you mentioned how it was bad to stack people, but forgot to mention two things: they can all be suppressed and explosives are bad mmmkay. 19:10 you moved the heavy into a terrible spot, but you knew it as well as you did. Always crouch first, it increases accuracy. 18:00 you move that sniper to the alley to the left and ignored the two spots of cover from the cement blocker things. ![]() His gun is worthless at that range, and he should just hide. 16:15 you crouched a shotgun guy in plain sight of an enemy, when you had a door, alley, and the ship to take cover in. If you saved the TU, you might have been able to shoot the next guy you saw in 2 minutes. You didn't scout your blind spots near the front of the ship 14:15 you had a good shot with the two aim at 71%, which you could take two shots at. Watching your video: TU Reserve isn't required to set for them to do reaction shots. That said, take them to terror sites, you will need them. Rockets can be ok, but they are heavy, take forever to reload, and when they miss it tends to be worst for you as there is no reaction time. So all it does is take TU, or give them cover. C4 is the best way to open an alien craft, that door closes start of your turn, not end. You should have every guy laden down with as many as they can carry, without effecting their TU. Thankfully I had backup with a grenade, but that was a huge chance as if I miss both were dead. I've had a ton of situations where I ran up and burst shot an alien with my laser rifle at 95% missing two of the shots. In fact never count on requiring a shot, even at 95%. However regardless of distance never count on more than 2 of the 3 shots hitting. Shotties are great as well, for corners and opening doors. It certainly is not a way to make up for a lack of armor. Falls to pretty close to useless soon though, imo. Especially early game when one shot is a kill more often than not, and you need to get two or three.Įarly game, the riot shield is pretty good and I would recommend it. Using all your TU on a move gives the aliens initiative, and since they are superior to you in almost every way this is bad. This allows you to shoot, should you find something. If not, the ship makes excellent cover, use it.Īdditionally you don't ever want to use all your move on scouting. Usually you will be near a corner, go scout around the corner just in case as your pilots apparently refuse to look out the windows. Then one back left and right, just out the door, again turning around to look. I send one guy left front, one right front. Here you want to make small moves with all the guys. The first big step is getting off the drop ship as far as scouting goes. If you mistime it, you can just patrol the ship around (send fighter backup if needed, ufos can be jerks and shoot you down) Never do a night mission, ever, if possible. Of course this isn't always possible, but the enemy will pretty much always have the advantage when it comes to aim + numbers. ![]() You want to have cover, and to be able to look down the area. Therefore how you scout around corners is vital. So what you want to do is have space between you and them. Most alien weapons tend to suck at distances, and the most horrifically dangerous ones are melee. So the most important thing is how you scout, still, but in a different way. And instantly lethal should there be a reaver. Xenonauts it is a decisive weakness to have blank spots to what is around you. Beyond that it was be in full cover, or half cover and hunkered down. I liked to think of it as safety by ignorance. In XCOM you wanted to manage number of active enemies by limiting your scouting into specific zones at a time. 2012 XCOM is an entirely different type of beast, especially as far as strategy goes. ![]()
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