51:07 - You can save some fuel here by not using the afterburners until they near the edge of the UFO's firing range. Also, if you're careful, you can use roll right/left when the UFO fires to dodge 1-2 shots on the approach.
The big advantage of the accelerated weapons is the Armor penetration which is useful if you don't like to carry frag grenades and the fact you get more shots per mag compared to the other weaponI think its good to run a mix of the weapon types going in.
The armour pen is nice and I prefer to avoid explosive kills if I can to preserve the corpse and the loot for recovery. As I am using them I am liking these weapons more and more. I will probably skip to laser shotguns and LMG though.
@@Phrosphor I think lasers get a upgrade from a later research that makes them better, don't know if they will give the accelerated the same treatment, I hope the dev do..
1:14 I'm so happy you put the base there! I personally was born and lived near there. Since it covers all of North America, it think it deserves a name that is symbolic of the countries there. Some ideas: Fort Laurier. After Wilfrid Laurier who united English and French people in Canada. NA will be united against aliens. Fort Revere. Warns that the Aliens are coming! Montezuma Citadel. AKA Moctezuma II, the first new world leader to meet the Spanish colonizers. Many view him as a great leader during times of crisis. Aztec empire was greatest under his rule. Independence Stronghold. All NA countries gained their independence from colonizers and will remain independent of aliens.
Forgot to write this: Paul Revere is an American independence war colonel that warned Lexington and Concord that the British were coming to seize weapons and arrest patriots. He enabled the Americans to get ready overnight, which resulted in the Lexington Battle, marking the start of the Revolution War.
Just found your channel and I subscribed right away. I like your style. So many gamers just tell me what they're doing, which is unnecessary since I can see what they're doing. You tell me why you're doing it and make it make sense. Looking forward to your future videos.
Welcome on board, and thanks for the subscription! Hopefully I can keep up to this standard going forward. I have to say I am having a blast with this game.
It sounded like you didn't think the accelerated weapons were much more powerful than the conventional weapons in this video. I thought I'd mention that besides the additional 6 damage (per projectile), they also have 5 armor penetration. If armor penetration works as I imagine, then this is 5 damage that bypasses the armor and hits the alien itself, potentially causing bleeding. The main thing I'm not sure of is whether this is 5 damage in addition to the normal 40, or if of the normal 40, 5 of it bypasses the armor. In any case, the laser weapons don't have armor penetration, so it's something unique to the accelerated weapons. The sniper rifle gets 12 armor penetration, giving it a huge bonus over a conventional sniper rifle against an enemy with armor. The shotgun gets 9 armor penetration if all three rounds hit. Combine the damage bonuses of the accelerated weapons with the damage bonuses from interrogations, and you really get something. :)
Yea, its a good point that laser weapons are more support weapons. They will burn or destroy armor more than accelerated weapons, but they have no armor pen. Lasers can pretty much be ignored if you want. In my current play through I've completely ignored laser weapons, and that's saved me tons of resources to go from accelerated into Gaus, and additional resources to upgrade my planes quicker, which will become essential. Personally I think lasers need a accuracy buff. Since it doesn't make sense to waste resources on them at any point. You go from Accelerated to Gauss so quickly, and gauss gives you great armor pen, and great damage. Wasting research time, and resources on loading out your units with laser weapons when you can just research gauss makes no sense.
@@Cramblit The only real benefits I've seen with lasers are the laser air weapons and the LMG. The LMG will at least absolutely shred any cover that the enemy is hiding behind and will also destroy any armor it has. The air lasers are in a kinda weird spot, they are great against fighters (4 rockets and two shots from the laser kills one fighter) as they outrange the fighters so your aircraft take less damage than usual (still need to dodge their rockets), but they are kinda shit against destroyers/scouts as they lack the dps compared to the autocannons. I do like the idea of their implementation of the accuracy buff for laser weapons ((x+50)/2 if accuracy is below 50) but it doesn't really matter since most soldiers all ready have an accuracy greater than 50, at least my vet units does after a couple of missions. Realistically they should buff it up to like 60 or 70 for it to make a difference.
@@Anthathorne It's a 65, or at least that's what it was at if it's currently at 50, but maybe different enemies having resistances to thermal and kinetic will help when it is put in, but that's wishful thinking on my part.
@@Anthathorne You do have to take into account that lasers get an upgrade with later research (plasma weapons) and that you can engineer them to have recharging batteries. Still, it’s mostly a sort of “swings and roundabouts” between magnetic and laser infantry weapons, bar the machine guns where lasers seems much preferable. I find tiny magazine capacity of laser rifles, shotguns and especially sniper rifles to the biggest downside to them. The shotguns can somewhat mitigate this with recharging batteries and the normal rifles are mainly hurt in terms of being used in burst fire mode, but man, having only 3 shots in the laser sniper rifle sucks.
@@Anthathorne Agreed, 50 is too low. 60-65 would be better, especially since you can just recruit people with good accuracy as is, so its not difficult to get a full crew of 60+ accuracy guys anyways.
For a name location: Silo 5. My idea is that, xenonaut bases are meant to be well hidden so the cleaners have a hard time finding them. Why not continue off the theme of the first base and have the base be an old nuclear silo? Naming it such helps with adding to the obfuscation. Bonus points because I like the name as a stand-alone too.
This game is looking good so far. I played all the content currently available and had a good time. Really anticipating when the game is complete and we can experience all the content. Fingers-crossed, we'll be there by next spring.
In xenonauts 1 when you choose to intercept a site it will tell you how long it takes for the plane to reach (in hours and minutes). This could help you work out if you can leave the ufo until the gun is ready. I mainly used it to work out when to launch to a terror site on the other side of the world and have it still be day. I'm pretty sure that feature is still there for xeno 2, but can't be sure.
As far as I can see, it gives you a time of arrival, rather than travelling time, but using the “standard time” of the game, meaning you have to “guesstimate” whether this means a daytime or a nighttime mission. As in X1, I find it a bit annoying that the game makes you do this, rather than just telling you outright. However, I like the fact that X2 explicitly tells you how much time you have until the mission expires, including the certain “persistent” type of missions that never expire.
@@DebatingWombat Looking at the video today at 9:43 it lists the ETA for Carnival as 05|55. The game clock is 13|06|29 (which is based on GMT), so I think it is a count of how long until you arrive. That's how it was in Xenonauts 1.
@@ricodevega109 If I recall correctly, X1 gave you the flight time to destination, not the GMT/game time of arrival. So, X2 seems to have cut the most circumstantial and least problematic part of the “guesstimation” process out by simply giving you the GMT ETA, rather than flight time. However, X2 still gives you no indication of the difference between GMT and the local time of your destination That means you still have to “guesstimate” the local time of arrival and then whether this might result in a daytime or nighttime mission, which I find to be a rather tedious process. If outright telling the player whether they are getting a daytime or nighttime mission is too technically difficult to implement, the designers could at least add some simple, pole-to-pole, “vertical”, rough time zone lines to the global map for guidance (i.e. similar to longitude and not the kind of politically adopted time zones of our actual world).
1:14 Red Lake Citadel. I actually check the real map and tried to find any mountain or something interesting where you put the base in and give it name based on the location
Interesting! I love that you did some research, and I agree the name should have significance. I lived near there. Historically, there was a rebellion called the Red River Rebellion when Manitoba was part of Rupert's Land bought by Canada. Although the rebellion was put down, there was still some tension between the french speaking inhabitants and non-french speaking new government. Since the base was put in NA to reduce panic, it would make sense to name it after former Prime Minister Wilfrid Laurier, who consolidated Canada into the French-English country we know today by improving relations between the different groups of people. It would be very appropriate for a base that should unite and cover all of North America. Fort Laurier would be my suggestion on top of yours.
@@czpiaor That actually nice piece of real life lore! and for what i seen from google map, the area is forested and there is even some higher ground too that will be perfect for some secret government based with a mission to stop the aliens.
29:03 idk why but I had I nice half minute of laugh bcs of this voice change. SO similar to how my team coordinator (brit) felt every time we dismounted those brand new helis during training. "In case anyone missed the point, it's not just a rockets on pylon or camera in turret, but any part of this machine is worth more than you earn for a year. Please show some bloody discretion and stay the fuck away". I swear, same voice timbre ahaha
As this is (as far as I know) a very sparsely populated area you could call the base "Middle of Nowhere". Or for cities around there are Bismarck in North Dakota or Winnipeg in Manitoba. As a German I call Bismarck :) Or Sioux, as this tribe lived in that area.
Oh darn, i caught up on the series, please continue! Next location base: somewhere near South Korea. And if you need a new machine gunner, I'd like to be named :-)
Asia is for sure on the list, likely a research base with just a couple of radars for detecting UFO's! Channel supporters are getting first go at names but you are on the reserve list!
T Rem was never really in a good spot to do anything BUT support the MARS as it chowed through those aliens. Great video! Fort Lakes - for the new base name.
Good work. I think that when you kill aliens with grenades and rockets, you alo blow up some of their equipment, so it might be better not to throw explosive grenades into small ships with lots of alien stuff on the ground
Yeah for me grenades and rockets are weapons of last resort. If I need an enemy dead right now then I will fall back on the explosives but ideally I want the weapon kill for the corpse and the equipment.
@@PhrosphorMy theory is that these scout ships are trying to deploy a small scouting party, and the trip between their origin and destination is a very short time for the scout ships, so everyone just stands or sits on the floors until they arrive at the destination.
maybe build 2-3 defence towers shoots down every ufo that comes close to the base . you need more research buildings than engeneer buildings . becasue with enough you can push researchtime down to 2-3 days with 400% and your allways up to date with the equipment. and when they don´t do anything you get good money back per hour . and to save a little money set up radar stations around the world with some defence turrets with the updated fighters later you can attack every ufo from anywhere in the world
I use grenades a lot. You can kill enemies without risk. 2 will do the job on most of them. I dont bother with rifles, just load of shotguns and some support. You can move quickly and bomb aliens to pieces.
Shotgun work exceptionally well with the combination of well-placed smoke and suppression (either from the machine guns or flashbang), I keep around a sniper for long range engagement but never more than 1 in the starting dropship, 2 heavies with high str and accuracy are just rifle with 'better' burst available and slightly greater range once you get them laser and/or the tier after it. It all depends on the situation though, the cleaner agents kept proving me wrong with their surprisingly accurate normal/aimed shot from the rifles.
I can see the point due to the drastic devaluation of loot value once you have sold it for the first time and that this depreciation currently seems to be irreversible. Depending on where they take this loot issues, grenades and other explosives in the final version could come with a substantial financial downside, as it did in X1 and the original/old school X-COM series. And I tend to follow your strategy and have few, if any, riflemen. Assaults are just more powerful up close, machine gunners for suppression and snipers for precision shots. The ability to snipe aliens without the risk of reaction fire when the sniper is out of the aliens’ field of view is incredibly useful, especially in combination with assaults. It allows the assault to spot the alien and then the sniper either kills it outright or weakens it enough to allow the assault to one shot it, thus not giving it the chance to reaction fire. It’s similar to bombing aliens while out of their line of fire, which is also very useful, whether using explosives or flash bangs.
Name Suggestion for the base: *Fort Skyfall* (since it will make lots of ufos fall out of the sky) also: Hehe nice little cliffhanger in the end, now I can’t wait for the next episode! I really enjoyed this one!
21:30 Can you move your team members into positions before engaging an unaware alien? Or is there a chance they’ll notice a member before you’re set up so you don’t take overwatch shots
Too bad you can't test tranquilizers on captured aliens, like "Lets pump this fucker full of elephant tranquilizer and see what happens" Or the nerve gas grenades like in the first 😅
I remember in X-com you could build laser tanks and then turn around and sell them for alot. Think there is probably smaller stuff with quicker turn around but not as big of profit margins... I thought with these web browser graphics maybe the game wouldnt need a graphics card and I could play it on my chromebook.... it needs a graphics card... lol?????
The game isn’t very optimized yet, yeah. They’re working on it, but optimization usually happens near the end of development, and this game is in early access. It’s also being worked on by a small team (I think two people?).
Just wanted to say i was looking for a Xeno2 Commander lets play for a while(dont have interest in easier ones), and all other ones were SOO boring and slow compared to yours, you make it much more fun by good editing and commentary!
The aliens must have been packed like sardines in that UFO.
51:07 - You can save some fuel here by not using the afterburners until they near the edge of the UFO's firing range. Also, if you're careful, you can use roll right/left when the UFO fires to dodge 1-2 shots on the approach.
I’ve been curious why he hasn’t tried this
The big advantage of the accelerated weapons is the Armor penetration which is useful if you don't like to carry frag grenades and the fact you get more shots per mag compared to the other weaponI think its good to run a mix of the weapon types going in.
The armour pen is nice and I prefer to avoid explosive kills if I can to preserve the corpse and the loot for recovery. As I am using them I am liking these weapons more and more. I will probably skip to laser shotguns and LMG though.
@@Phrosphor I think lasers get a upgrade from a later research that makes them better, don't know if they will give the accelerated the same treatment, I hope the dev do..
1:14 I'm so happy you put the base there! I personally was born and lived near there. Since it covers all of North America, it think it deserves a name that is symbolic of the countries there. Some ideas:
Fort Laurier. After Wilfrid Laurier who united English and French people in Canada. NA will be united against aliens.
Fort Revere. Warns that the Aliens are coming!
Montezuma Citadel. AKA Moctezuma II, the first new world leader to meet the Spanish colonizers. Many view him as a great leader during times of crisis. Aztec empire was greatest under his rule.
Independence Stronghold. All NA countries gained their independence from colonizers and will remain independent of aliens.
Good names! +1 for Laurier or independence
Forgot to write this:
Paul Revere is an American independence war colonel that warned Lexington and Concord that the British were coming to seize weapons and arrest patriots. He enabled the Americans to get ready overnight, which resulted in the Lexington Battle, marking the start of the Revolution War.
Just found your channel and I subscribed right away. I like your style. So many gamers just tell me what they're doing, which is unnecessary since I can see what they're doing. You tell me why you're doing it and make it make sense. Looking forward to your future videos.
Welcome on board, and thanks for the subscription! Hopefully I can keep up to this standard going forward. I have to say I am having a blast with this game.
It sounded like you didn't think the accelerated weapons were much more powerful than the conventional weapons in this video. I thought I'd mention that besides the additional 6 damage (per projectile), they also have 5 armor penetration. If armor penetration works as I imagine, then this is 5 damage that bypasses the armor and hits the alien itself, potentially causing bleeding. The main thing I'm not sure of is whether this is 5 damage in addition to the normal 40, or if of the normal 40, 5 of it bypasses the armor. In any case, the laser weapons don't have armor penetration, so it's something unique to the accelerated weapons. The sniper rifle gets 12 armor penetration, giving it a huge bonus over a conventional sniper rifle against an enemy with armor. The shotgun gets 9 armor penetration if all three rounds hit.
Combine the damage bonuses of the accelerated weapons with the damage bonuses from interrogations, and you really get something. :)
Yea, its a good point that laser weapons are more support weapons. They will burn or destroy armor more than accelerated weapons, but they have no armor pen. Lasers can pretty much be ignored if you want. In my current play through I've completely ignored laser weapons, and that's saved me tons of resources to go from accelerated into Gaus, and additional resources to upgrade my planes quicker, which will become essential.
Personally I think lasers need a accuracy buff. Since it doesn't make sense to waste resources on them at any point. You go from Accelerated to Gauss so quickly, and gauss gives you great armor pen, and great damage. Wasting research time, and resources on loading out your units with laser weapons when you can just research gauss makes no sense.
@@Cramblit The only real benefits I've seen with lasers are the laser air weapons and the LMG. The LMG will at least absolutely shred any cover that the enemy is hiding behind and will also destroy any armor it has. The air lasers are in a kinda weird spot, they are great against fighters (4 rockets and two shots from the laser kills one fighter) as they outrange the fighters so your aircraft take less damage than usual (still need to dodge their rockets), but they are kinda shit against destroyers/scouts as they lack the dps compared to the autocannons.
I do like the idea of their implementation of the accuracy buff for laser weapons ((x+50)/2 if accuracy is below 50) but it doesn't really matter since most soldiers all ready have an accuracy greater than 50, at least my vet units does after a couple of missions. Realistically they should buff it up to like 60 or 70 for it to make a difference.
@@Anthathorne It's a 65, or at least that's what it was at if it's currently at 50, but maybe different enemies having resistances to thermal and kinetic will help when it is put in, but that's wishful thinking on my part.
@@Anthathorne You do have to take into account that lasers get an upgrade with later research (plasma weapons) and that you can engineer them to have recharging batteries.
Still, it’s mostly a sort of “swings and roundabouts” between magnetic and laser infantry weapons, bar the machine guns where lasers seems much preferable.
I find tiny magazine capacity of laser rifles, shotguns and especially sniper rifles to the biggest downside to them. The shotguns can somewhat mitigate this with recharging batteries and the normal rifles are mainly hurt in terms of being used in burst fire mode, but man, having only 3 shots in the laser sniper rifle sucks.
@@Anthathorne Agreed, 50 is too low. 60-65 would be better, especially since you can just recruit people with good accuracy as is, so its not difficult to get a full crew of 60+ accuracy guys anyways.
For a name location: Silo 5.
My idea is that, xenonaut bases are meant to be well hidden so the cleaners have a hard time finding them. Why not continue off the theme of the first base and have the base be an old nuclear silo? Naming it such helps with adding to the obfuscation.
Bonus points because I like the name as a stand-alone too.
This is pretty funny, like Navy Seal Team Six. Implies there are more than one to confuse the enemy.
@@czpiaor Very true! Had not thought of that initially, but the name does also offer that layer of obfuscation!
Oh they could also be inside a grain silo xD.
@@Di3Leberwurst the cleaners will never suspect…
What? Another Xenonaughts video, this quickly after the last? Nice!
Game of Kane really is an absolute beast, the sheer amount of times you went "i dont think they have a shot" just for them to slam dunk a 95% is crazy
Oh just wait, GoK achieves LEGENDARY status with some of the shots they pull off later in this run. It's astounding.
0:14 what a nice way to put all our suggestions in your video! Thanks! 😊
Also taking the panic into account is a good idea I’d say so good placement! 😊
I am glad you liked it! Made it worth the extra effort it took!
20:04 He really did shoot at an alien and hit the side of a barn.
This game is looking good so far. I played all the content currently available and had a good time. Really anticipating when the game is complete and we can experience all the content. Fingers-crossed, we'll be there by next spring.
Greatly played mission almost perfect since no one died, amazing video and series please keep it up i will be anxious to see ^^
Thank you! I got really worried when that Sebellion was detected behind us at the start but we got out in pretty much perfect order.
In xenonauts 1 when you choose to intercept a site it will tell you how long it takes for the plane to reach (in hours and minutes). This could help you work out if you can leave the ufo until the gun is ready. I mainly used it to work out when to launch to a terror site on the other side of the world and have it still be day.
I'm pretty sure that feature is still there for xeno 2, but can't be sure.
As far as I can see, it gives you a time of arrival, rather than travelling time, but using the “standard time” of the game, meaning you have to “guesstimate” whether this means a daytime or a nighttime mission. As in X1, I find it a bit annoying that the game makes you do this, rather than just telling you outright.
However, I like the fact that X2 explicitly tells you how much time you have until the mission expires, including the certain “persistent” type of missions that never expire.
@@DebatingWombat Looking at the video today at 9:43 it lists the ETA for Carnival as 05|55. The game clock is 13|06|29 (which is based on GMT), so I think it is a count of how long until you arrive. That's how it was in Xenonauts 1.
@@ricodevega109 If I recall correctly, X1 gave you the flight time to destination, not the GMT/game time of arrival.
So, X2 seems to have cut the most circumstantial and least problematic part of the “guesstimation” process out by simply giving you the GMT ETA, rather than flight time.
However, X2 still gives you no indication of the difference between GMT and the local time of your destination
That means you still have to “guesstimate” the local time of arrival and then whether this might result in a daytime or nighttime mission, which I find to be a rather tedious process.
If outright telling the player whether they are getting a daytime or nighttime mission is too technically difficult to implement, the designers could at least add some simple, pole-to-pole, “vertical”, rough time zone lines to the global map for guidance (i.e. similar to longitude and not the kind of politically adopted time zones of our actual world).
I wish someone adored me as much as Phrosphor adores Game of Kane
I am sure they will let me down sooner or later!
@@Phrosphor They won't! Humanity needs and believes in Game of Kane. They should be a living legend among xenonauts!
1:14 Red Lake Citadel.
I actually check the real map and tried to find any mountain or something interesting where you put the base in and give it name based on the location
Interesting! I love that you did some research, and I agree the name should have significance.
I lived near there. Historically, there was a rebellion called the Red River Rebellion when Manitoba was part of Rupert's Land bought by Canada. Although the rebellion was put down, there was still some tension between the french speaking inhabitants and non-french speaking new government.
Since the base was put in NA to reduce panic, it would make sense to name it after former Prime Minister Wilfrid Laurier, who consolidated Canada into the French-English country we know today by improving relations between the different groups of people. It would be very appropriate for a base that should unite and cover all of North America.
Fort Laurier would be my suggestion on top of yours.
@@czpiaor That actually nice piece of real life lore!
and for what i seen from google map, the area is forested and there is even some higher ground too that will be perfect for some secret government based with a mission to stop the aliens.
29:03 idk why but I had I nice half minute of laugh bcs of this voice change. SO similar to how my team coordinator (brit) felt every time we dismounted those brand new helis during training.
"In case anyone missed the point, it's not just a rockets on pylon or camera in turret, but any part of this machine is worth more than you earn for a year. Please show some bloody discretion and stay the fuck away". I swear, same voice timbre ahaha
Bloody civilians joining in on combat operations! Get away from D.A.G.G.E.R it's worth more than you make in a year!
17:19 SHOTGUN
Yaaay, more Xenonauts 2! Love the series, has really helped me being a better player!
I love how they crammed like 20 lizard boys into that tiny UFO lol
As this is (as far as I know) a very sparsely populated area you could call the base "Middle of Nowhere".
Or for cities around there are Bismarck in North Dakota or Winnipeg in Manitoba. As a German I call Bismarck :)
Or Sioux, as this tribe lived in that area.
Oh darn, i caught up on the series, please continue!
Next location base: somewhere near South Korea.
And if you need a new machine gunner, I'd like to be named :-)
Asia is for sure on the list, likely a research base with just a couple of radars for detecting UFO's! Channel supporters are getting first go at names but you are on the reserve list!
Man you know Warmaster is a real Xeno stompin patriot when he's got the lord's calibre size as his last name...
T Rem was never really in a good spot to do anything BUT support the MARS as it chowed through those aliens. Great video!
Fort Lakes - for the new base name.
A suggestion for the base name: Camp Bulwark
Good work.
I think that when you kill aliens with grenades and rockets, you alo blow up some of their equipment, so it might be better not to throw explosive grenades into small ships with lots of alien stuff on the ground
Yeah for me grenades and rockets are weapons of last resort. If I need an enemy dead right now then I will fall back on the explosives but ideally I want the weapon kill for the corpse and the equipment.
How do those small little scout ships carry 14 aliens
Maybe they stack the soldiers on the sides so the crew can pilot?
@@PhrosphorMy theory is that these scout ships are trying to deploy a small scouting party, and the trip between their origin and destination is a very short time for the scout ships, so everyone just stands or sits on the floors until they arrive at the destination.
Base name suggestion: Fortress of Freedom
Side note: Big fan of the Xenonauts content btw :) Can't get enough!
Base in NA should be NORAD if its mainly for the radar. Or some kind of Stargate themed name
For the U.S. base name I suggest Whitmore Base after the fictional U.S. president in the Independence Day movie.
maybe build 2-3 defence towers shoots down every ufo that comes close to the base . you need more research buildings than engeneer buildings . becasue with enough you can push researchtime down to 2-3 days with 400% and your allways up to date with the equipment. and when they don´t do anything you get good money back per hour . and to save a little money set up radar stations around the world with some defence turrets with the updated fighters later you can attack every ufo from anywhere in the world
1:14 Stockade North
I use grenades a lot. You can kill enemies without risk. 2 will do the job on most of them. I dont bother with rifles, just load of shotguns and some support. You can move quickly and bomb aliens to pieces.
Shotgun work exceptionally well with the combination of well-placed smoke and suppression (either from the machine guns or flashbang), I keep around a sniper for long range engagement but never more than 1 in the starting dropship, 2 heavies with high str and accuracy are just rifle with 'better' burst available and slightly greater range once you get them laser and/or the tier after it. It all depends on the situation though, the cleaner agents kept proving me wrong with their surprisingly accurate normal/aimed shot from the rifles.
I can see the point due to the drastic devaluation of loot value once you have sold it for the first time and that this depreciation currently seems to be irreversible.
Depending on where they take this loot issues, grenades and other explosives in the final version could come with a substantial financial downside, as it did in X1 and the original/old school X-COM series.
And I tend to follow your strategy and have few, if any, riflemen. Assaults are just more powerful up close, machine gunners for suppression and snipers for precision shots.
The ability to snipe aliens without the risk of reaction fire when the sniper is out of the aliens’ field of view is incredibly useful, especially in combination with assaults. It allows the assault to spot the alien and then the sniper either kills it outright or weakens it enough to allow the assault to one shot it, thus not giving it the chance to reaction fire. It’s similar to bombing aliens while out of their line of fire, which is also very useful, whether using explosives or flash bangs.
I think you probably killed the unconscious alien with the grenade you threw into the ufo.
Civilian, Sebellian; tomato, toe mahhh toe 😅
i think presidia would be a good name for the the base considering its pretty close to where it is in project wingman
Bro you left your door man in the line of fire!
Name Suggestion for the base: *Fort Skyfall* (since it will make lots of ufos fall out of the sky)
also: Hehe nice little cliffhanger in the end, now I can’t wait for the next episode! I really enjoyed this one!
Thank you for the series I'm loving it
21:30 Can you move your team members into positions before engaging an unaware alien? Or is there a chance they’ll notice a member before you’re set up so you don’t take overwatch shots
I'll put forward "Eagle" as a possible name for the NA base.
Always have a squad of soldiers in every base. And not just recruits either.
Base name: Red Lake Citadel
The next interrogation I think should be the Mentarch. Those things scare the crap outta me...
So glad you went for a base in NA and SA!
name idea for the base "Pathfinder's Hill"
8:50 - I'd go with a stun baton over a pistol, personally.
Too bad you can't test tranquilizers on captured aliens, like "Lets pump this fucker full of elephant tranquilizer and see what happens" Or the nerve gas grenades like in the first 😅
Since Xenonauts 1, I call my NA base as “NORAD”
Which is in my opinion is exactly what it is
Base = Camp Freedom
or Ballpark Frank Fort
IIRC in Xenonauts 1 Sabellians can see through the smoke but they can't see far, might be the same here
Another great episode!
Base name suggestion: Mount Rushmore
(The location is kinda there and it just made me think of th Team America Base)
I remember in X-com you could build laser tanks and then turn around and sell them for alot. Think there is probably smaller stuff with quicker turn around but not as big of profit margins...
I thought with these web browser graphics maybe the game wouldnt need a graphics card and I could play it on my chromebook.... it needs a graphics card... lol?????
The game isn’t very optimized yet, yeah. They’re working on it, but optimization usually happens near the end of development, and this game is in early access. It’s also being worked on by a small team (I think two people?).
Base name sugestion if it can be this long: To catch a Predator.
I think you should realy invest time in training another sniper. Kane is good, but his already out for 5 days.
Thanks, keen to see more
Ever popular... Alamo base
You are playing really well so far
I have an idea for the base near canada and America how about R.E.A.D ? it stands for Research experimental abnormal division
I am disappointed everyday I check my feed and don't see a new video from this run.
These are too enjoyable
Base name: Yankee
Nice One!
Good gameplay, well explained. Thank you
base name idea: Teuforte
Just wanted to say i was looking for a Xeno2 Commander lets play for a while(dont have interest in easier ones), and all other ones were SOO boring and slow compared to yours, you make it much more fun by good editing and commentary!
T remm just got back from an injury, his aim is just a bit rusty 😂
base name: Burger king
For a base name: how about…. ‘Workers union’? 😂
Love you video ❣️
1:14 Fortress of Arrogance
Name for the North American base I got two:
1: area 53
2: Wendigo cave
Base name suggestion: North America. Because I'm *boring.*
Name the base: US Immigration Services
"Welcome to earth" 👊
Well played campaign so far. There's nothing more annoying to see in a playthrough than obvious mistakes and bumbling around. Base name- NORAD.