Feel almost bad for that first guy. Here he is just working a security job at the docks when suddenly in flies a black helicopter , two guys jump out, and he's misted by a grenade. He had a fishing trip planned this weekend.
Ah, so they did keep the old Cleaner lore. Just made a weaker rank of indirectly manipulated intelligence/law officers. I hope they add yet another layer to the Cleaners for the final game with a group of rogue janitors and maids.
regarding your attempt to double suppress, the first flashbang only suppressed the cleaner leader, not the mook nearby. The mook was one tile out of range of the flashbang and thus was only hit by the second one
Wow, I didn't notice that at all. I was watching the neon green AP bar on the bottom of the screen to see if it would change while I was moving things around. (And I can see now that it did change *after* I closed the inventory screen, but not while I was actually moving things around.)
@@RetconRaider This was one of those classic UA-cam moments where you circle your mouse over the TU cost as you say that it doesn't cost any TU. I like that the devs put the cost right above the confirmation button to help make sure you see it before you confirm changes, but they could have included a preview change to the green TU bar as well so that it would be consistent with shooting, moving, and most other things you do.
0:52 The sigh of relief seeing I got the good stuff this mission, if I die, I die in style XD 19:39 "Listen not my fault I got greasy hands!" 46:56 Cheers to you Angel-1, just needed the emotional support of the Commander watching over their mission
Retcon! The explanation for aerial combat is in the notes/guide section of the game. You can control the speed, roll left or right, and it’s right click to move it in a direction
Ha, yeah, I ended up taking a crash course in how it all works after I finished recording. I was mainly just surprised they hadn't even put a cribs note version in the tooltip. :)
You have one (living) mentarch prisoner and no mentarch corpses, and yet the text talks about "reactions from a mentarch corpse" and tells you to "try to capture one alive". Looks like someone didn't bother to actually code a couple of basic checks before feeding the player that text. It would be pretty trivial to show different paragraphs based on what you actually have.
So i don't know if the Cleaners will auto have an upgraded gun (basically the new weapons you can make to now but with a different look) when you do the Cleaners base.
I wonder if Cleaner base OR Cleaners at higher escalation get a combat vehicle? I mean, they don't have to transport it by Chinook so they have easier time procuring a technical in local area.
With the Angel fighter you can have a pair of two do pretty well. Basically you have to run the rabbit (Send one jet racing past the aliens after shooting their missiles) in the right corner you have options for evasion maneuvers and an afterburner mode (jets can't fight when in this mode, but are fast as hell).
I did end up doing some quick research into how the minigame works after I recorded this ep, and it makes a little more sense now. Though I do question why they decided to stick a fast-paced RTwP combat minigame in the middle of this old-school TBT game. :D
@@RetconRaider Guess they wanted to change up the pace, so players wouldn't get too comfortable 😅 By the way, small tip, using the pause button, you can time when the plane rolls to avoid a shot from the enemy.
Don't know if you found in your researching, but the upper left corner has pre-fight deployment options (the very faint green circles with bright dots to represent planes). Still kind of limited, but better than flying in head-on.
@@wadekirby8575 I'm guessing that the probes getting perfectly lined up made it so only one could shoot at a time. I think the first probe also missed its first two shots as well.
Ah yes, leave the shield with 42 durability on the ground in favor of carrying around the one with 4. The exact kind of decision making I've come to expect from people in a stressful situation.
Ha, didn't even realize they displayed the durability. I'll keep that in mind in the future. Honestly, it was my first time to ever juggle inventory mid-fight. :)
@@RetconRaider You've just made me realize that pouring over the UI of a game the first couple times I play it may just be a me thing. Don't feel too bad about missing it. All things considered, all I have to do is watch and listen. You have to figure out the game, play it, live commentate the gameplay, entertain, and pace the episode pseudo live all while knowing that people on the internet are going to inevitably backseat every decision and mistake that you make. That's a fair few things to keep track of all at once compared to a regular playthrough.
I have such a love-hate relationship with smokes. I recognize that they're useful, but I always end up feeling like its better to flash/explode a target rather than lay down smoke and hope the RNG is feeling cooperative. :D
Hoi Ret, I think you could use flares a bit more often during night missions. At 20:54, you could have thrown a flare down the alleyway to extend Henrik's sight, allowing him to spot enemies before they see him, although it would have costed his overwatch shot. I think it also removes or reduces the accuracy penalty on attacking enemies caused by darkness? Not sure about that.
I just wanna write the same, use flares in night missions. good for extending sight radius and it help to accuracy as well. you can easily recognize night missions just because flares are "visible for use".
i cant wait to play the full version, i have early access but dont want to spoil the new game. played the 1st 1 a few times, even the community expansion but could not get the really good mod to work which had xenomorphs in it
Wow, two months in, and you're not losing money from any region. They have really cooled things off for the early game compared to Xenonauts 1. Only 4 UFOs in two months? That's crazy. In Xeno 1, I would get that many in a week. It's a shame you let that good recruit slip by. Someone that good comes along rarely. In Xeno 1, the recruit pool turned over every month, but new ones would be generated to replace any you hired. In fact, if you had the money, you could hire the whole pool and get a new set of recruits. You'd be lucky to get a recruit as good as Lauren in two or three iterations of the pool. Not that your Raiders are bad, by any means, but Lauren was definitely exceptional. That said, Selene looks very good, and you've got a couple of excellent Sniper candidates in this month's batch. 65 TU is the most you're going to get on a new recruit unless you mod the game, and 58 ACC is not much worse than 60.
Yeah, skipping Lauren was more just a side effect of having a waiting list. I would have definitely snapped her up in a for-fun game, in this case I'm also trying to match recruits to the requestee where possible, and unsurprisingly I do tend to have a bit of a gender disparity in my audience. :)
Regardling early game pressure, yeah, I do feel like the introduction of the Cleaners has really kind of "softened" that initial ramp-up. The first month is almost entirely Cleaners now, with Scouts only really showing up in Month 2, and then Destroyers in Month 3.
@@RetconRaider Which leads to a question: I wonder how much Alien progress is tied to the Cleaner chapter? Now that you have found the HQ, will the Aliens ramp up their missions? Or does the game wait until you have destroyed the Cleaner HQ to start throwing Aliens at you? If the latter, that's an exploit to be abused, if you don't mind just doing a bunch of Cleaner missions for awhile while you deal with the research backlog.
I feel like You forgot that it was a night mission ;) You could use flares to get better vision (especially with Jay, when he was helping sniper covering flank). And I wonder why You didn't wait for day to take this mission? Was it on purpose?
Ha, yeah. I was trying to click around to see if I could reposition, but I hadn't selected the fighter jet so nothing was happening. It made more sense after I went through a couple of tutorials. :)
This is actually pretty cool, but I was expecting a bit more state of the art graphical fireworks, although this is still in beta Right? Hopefully.-Edit Explosions really need some work.🤨
To be fair, they're heavy and destroy loot we might otherwise salvage. :) That said, I do think its weird they have set damage. They should have a randomized damage range like normal weapons do to make them less predictable.
@@RetconRaider If the player is choosing it over shooting on a regular basis there's a balance issue. The high dmg and the fact it lands exactly where you want it makes it too good. The guaranteed get out of 'oh, shit' situations minimizes tension. If it had deviation and dmg reduction each tile from center would make it more interesting.
@@RetconRaider I think maybe they should also have a bit of fall-off damage with range? The dangerous part of grenades like the ones your Xenonauts use are the fragments that explode outwards. Closer in perhaps you're likely to get hit by more fragments, while farther out you'd be hit by less.
I think the grenades are fine. In addition to the issues already mentioned by others, weight and loot destruction, they have a really short range compared to firearms, and they already can't one shot armored basic enemies.
@@CowCommando That's kind of my thought on it at the moment. They can mist basic Cleaner Agents and Sectons, but otherwise they're mostly for clearing cover or maybe tenderizing a target.
Feel almost bad for that first guy. Here he is just working a security job at the docks when suddenly in flies a black helicopter , two guys jump out, and he's misted by a grenade. He had a fishing trip planned this weekend.
The interrogators for xenonauts thankfully went to a different school than vahlen, whose interrogations always produced a corpse as a byproduct.
Ah, so they did keep the old Cleaner lore. Just made a weaker rank of indirectly manipulated intelligence/law officers. I hope they add yet another layer to the Cleaners for the final game with a group of rogue janitors and maids.
Cleaner leader? That’s definitely new. I didn’t even know you could catch them.
regarding your attempt to double suppress, the first flashbang only suppressed the cleaner leader, not the mook nearby. The mook was one tile out of range of the flashbang and thus was only hit by the second one
Ah, fair. I assumed I had already suppressed him since he was already kneeling. :)
Oop, actually, inventory management does cost TU - more specifically, picking up items. The TU cost was shown at 22:57 as "Total Item Move Cost".
Wow, I didn't notice that at all. I was watching the neon green AP bar on the bottom of the screen to see if it would change while I was moving things around.
(And I can see now that it did change *after* I closed the inventory screen, but not while I was actually moving things around.)
@@RetconRaider This was one of those classic UA-cam moments where you circle your mouse over the TU cost as you say that it doesn't cost any TU.
I like that the devs put the cost right above the confirmation button to help make sure you see it before you confirm changes, but they could have included a preview change to the green TU bar as well so that it would be consistent with shooting, moving, and most other things you do.
@@CowCommando Ha, wow, I just completely overlooked that too. Yeah, I was focused on the green bar to the exclusion of the other obvious markers. :)
The cleaner leader is Florida man
I really like this playthrough, it's seem like a good game that I would not have the patience to play myself. So thanks for playing it Ret
☝ 2nded, good stuff
0:52 The sigh of relief seeing I got the good stuff this mission, if I die, I die in style XD
19:39 "Listen not my fault I got greasy hands!"
46:56 Cheers to you Angel-1, just needed the emotional support of the Commander watching over their mission
The flares substantially increase your vision at night, its really worth using them. You want to throw them past the end of your LOS.
Honestly, I just never even realized it was night time throughout the mission. :)
Retcon! The explanation for aerial combat is in the notes/guide section of the game. You can control the speed, roll left or right, and it’s right click to move it in a direction
Ha, yeah, I ended up taking a crash course in how it all works after I finished recording. I was mainly just surprised they hadn't even put a cribs note version in the tooltip. :)
@@RetconRaider and as always, Keep it up commander! Know that at least the shield legion is with you!
You have one (living) mentarch prisoner and no mentarch corpses, and yet the text talks about "reactions from a mentarch corpse" and tells you to "try to capture one alive". Looks like someone didn't bother to actually code a couple of basic checks before feeding the player that text. It would be pretty trivial to show different paragraphs based on what you actually have.
That got a bit close in the extraction mission, but well done getting everyone out regardless.
Gods dang you're good at what you're doing.. Just keep it coming..
So i don't know if the Cleaners will auto have an upgraded gun (basically the new weapons you can make to now but with a different look) when you do the Cleaners base.
I wonder if Cleaner base OR Cleaners at higher escalation get a combat vehicle? I mean, they don't have to transport it by Chinook so they have easier time procuring a technical in local area.
24:30 why I get paid the big bucks.
I'm definitely a fan of the soft timers instead of hard timers.
Like and good video.👍👍 The indomitable spirit of that pilot! WOW.
With the Angel fighter you can have a pair of two do pretty well. Basically you have to run the rabbit (Send one jet racing past the aliens after shooting their missiles) in the right corner you have options for evasion maneuvers and an afterburner mode (jets can't fight when in this mode, but are fast as hell).
I did end up doing some quick research into how the minigame works after I recorded this ep, and it makes a little more sense now.
Though I do question why they decided to stick a fast-paced RTwP combat minigame in the middle of this old-school TBT game. :D
@@RetconRaider Guess they wanted to change up the pace, so players wouldn't get too comfortable 😅
By the way, small tip, using the pause button, you can time when the plane rolls to avoid a shot from the enemy.
Don't know if you found in your researching, but the upper left corner has pre-fight deployment options (the very faint green circles with bright dots to represent planes). Still kind of limited, but better than flying in head-on.
Nameless pilot flying directly into the alien bullets seemed to work just fine. 😂 (A rare instance of YOLO working out.)
@@wadekirby8575 I'm guessing that the probes getting perfectly lined up made it so only one could shoot at a time. I think the first probe also missed its first two shots as well.
Addi to Punny here! I'll tag em, you bag em!
Nice, so the brain implants are still in
Ah yes, leave the shield with 42 durability on the ground in favor of carrying around the one with 4. The exact kind of decision making I've come to expect from people in a stressful situation.
Ha, didn't even realize they displayed the durability. I'll keep that in mind in the future.
Honestly, it was my first time to ever juggle inventory mid-fight. :)
@@RetconRaider You've just made me realize that pouring over the UI of a game the first couple times I play it may just be a me thing.
Don't feel too bad about missing it. All things considered, all I have to do is watch and listen. You have to figure out the game, play it, live commentate the gameplay, entertain, and pace the episode pseudo live all while knowing that people on the internet are going to inevitably backseat every decision and mistake that you make. That's a fair few things to keep track of all at once compared to a regular playthrough.
@@CowCommando - Pouring what? Something alcoholic?
Great intercept fight
28:00 those smokes would come handy about now :)
I have such a love-hate relationship with smokes. I recognize that they're useful, but I always end up feeling like its better to flash/explode a target rather than lay down smoke and hope the RNG is feeling cooperative. :D
Hoi Ret, I think you could use flares a bit more often during night missions. At 20:54, you could have thrown a flare down the alleyway to extend Henrik's sight, allowing him to spot enemies before they see him, although it would have costed his overwatch shot. I think it also removes or reduces the accuracy penalty on attacking enemies caused by darkness? Not sure about that.
Honestly, I think I overlooked that it was even night-time during the mission. It's a pretty subdued lighting effect. :)
I just wanna write the same, use flares in night missions. good for extending sight radius and it help to accuracy as well. you can easily recognize night missions just because flares are "visible for use".
Hell ya got a kill
Cpl ya that’s how you do it
i cant wait to play the full version, i have early access but dont want to spoil the new game. played the 1st 1 a few times, even the community expansion but could not get the really good mod to work which had xenomorphs in it
Wow, two months in, and you're not losing money from any region. They have really cooled things off for the early game compared to Xenonauts 1. Only 4 UFOs in two months? That's crazy. In Xeno 1, I would get that many in a week.
It's a shame you let that good recruit slip by. Someone that good comes along rarely. In Xeno 1, the recruit pool turned over every month, but new ones would be generated to replace any you hired. In fact, if you had the money, you could hire the whole pool and get a new set of recruits. You'd be lucky to get a recruit as good as Lauren in two or three iterations of the pool. Not that your Raiders are bad, by any means, but Lauren was definitely exceptional.
That said, Selene looks very good, and you've got a couple of excellent Sniper candidates in this month's batch. 65 TU is the most you're going to get on a new recruit unless you mod the game, and 58 ACC is not much worse than 60.
Yeah, skipping Lauren was more just a side effect of having a waiting list.
I would have definitely snapped her up in a for-fun game, in this case I'm also trying to match recruits to the requestee where possible, and unsurprisingly I do tend to have a bit of a gender disparity in my audience. :)
Regardling early game pressure, yeah, I do feel like the introduction of the Cleaners has really kind of "softened" that initial ramp-up.
The first month is almost entirely Cleaners now, with Scouts only really showing up in Month 2, and then Destroyers in Month 3.
@@RetconRaider Which leads to a question: I wonder how much Alien progress is tied to the Cleaner chapter? Now that you have found the HQ, will the Aliens ramp up their missions? Or does the game wait until you have destroyed the Cleaner HQ to start throwing Aliens at you? If the latter, that's an exploit to be abused, if you don't mind just doing a bunch of Cleaner missions for awhile while you deal with the research backlog.
@@RetconRaider You get another candidate like her, you name her "Erica Hammer" and put her in, Coach!
@@erichammer2751 Based on what I see a few episodes out, I can safely say the aliens still escalate. :)
I feel like You forgot that it was a night mission ;) You could use flares to get better vision (especially with Jay, when he was helping sniper covering flank).
And I wonder why You didn't wait for day to take this mission? Was it on purpose?
Nah, definitely not on purpose. I just kind of forgot night missions were even a thing!
But hey, it still worked out in the end. :)
Mind control, yet also brain/reflex augment 🤔 If you can reverse engineer the last, that mean cyberpunk Aug for your soldiers ❤
You can move the Figter plane =)
Ha, yeah. I was trying to click around to see if I could reposition, but I hadn't selected the fighter jet so nothing was happening.
It made more sense after I went through a couple of tutorials. :)
I know the comments are in jest, but what have the XN2 devs got against engineers?
Dam hope I do better than the last private
Bloodied but unbroken. :)
This is actually pretty cool, but I was expecting a bit more state of the art graphical fireworks, although this is still in beta Right? Hopefully.-Edit Explosions really need some work.🤨
comment for the comment god!
Grenades are OP and are in need a nerf!
To be fair, they're heavy and destroy loot we might otherwise salvage. :)
That said, I do think its weird they have set damage. They should have a randomized damage range like normal weapons do to make them less predictable.
@@RetconRaider If the player is choosing it over shooting on a regular basis there's a balance issue. The high dmg and the fact it lands exactly where you want it makes it too good. The guaranteed get out of 'oh, shit' situations minimizes tension. If it had deviation and dmg reduction each tile from center would make it more interesting.
@@RetconRaider I think maybe they should also have a bit of fall-off damage with range? The dangerous part of grenades like the ones your Xenonauts use are the fragments that explode outwards. Closer in perhaps you're likely to get hit by more fragments, while farther out you'd be hit by less.
I think the grenades are fine. In addition to the issues already mentioned by others, weight and loot destruction, they have a really short range compared to firearms, and they already can't one shot armored basic enemies.
@@CowCommando That's kind of my thought on it at the moment. They can mist basic Cleaner Agents and Sectons, but otherwise they're mostly for clearing cover or maybe tenderizing a target.