Xenonauts 2 Tips and Tricks 1of3 ~ Base Setup
Вставка
- Опубліковано 5 лип 2023
- Xenonauts 2 is almost here! Grab it at my game store,
nexus.gg/dastactic
Take command of an elite global defence force, defending our planet against an alien invasion. This mini-series hopefully will help new players get into the game.
If you enjoy the content, Subscribing and liking the video will help me a lot to promote the video on UA-cam. Clicking the notification bell (next to 'Subscribe') should mean you don't miss out on any of the videos.
Playlist:
Please support the channel on Patreon: / dastactic
Buy me a coffee: ko-fi.com/dastactic
DasTactic Nexus Games Store: nexus.gg/dastactic
Merch: shop.dastactic.com
My EXTRA Channel: / dastacticextra
Discord: / discord
Regular Livestreams on Twitch: / dastactic
#DasTactic #xenonauts2 #x2 - Ігри
I'm pretty sure your lead scientist is Gaius Baltar. Cleaner suspected.
Someone may have posted this but you can right click on your xenonauts on the layout of they skyhawk so the ones on the side doors are already facing outwards and you don't need to use the TUs to turn them.
Would you consider doing a video on what is different between Xenonauts 1 and 2?
Right now? Nothing. It's essentially exactly the same game. Different mission types and aliens but in effect its 3d xenonauts 2. But he is right it feels better to play. But having played a dozen hours so far I would wait for it to leave early access.
Really wish they'd add the prone position. Desperately want to get a sniper onto an elevated position then lie tf down rather than just kneel on top of a container with zero cover.
Jagged Alliance 3 has prone mode.
Been playing Xenonauts since Rock Paper Shotgun of all places linked to the original back when it was a tech demo showing the geoscape. It's turning into a pretty awesome game that's for sure. Xeno2 has sure had a long dev cycle but I think folks are going to be pretty impressed once early access goes live.
Also, Anatolia has been a top tier starting location since X-Com back in the 90's
Thanks for the video. This is one of my most anticipated games
I always have a hell of a time getting through the learning phase of a new game, I just get frustrated and quit.
But because of DasTactic I was able to get into Shadow Empire and ended up loving it!
Looks like this might be another one!
Thanks!
Thanks Das! Мое уважение в создании прекрасного обзора и творческих успехов!
Brilliant lots more of this game please sir
I’m not sure whether it makes sense to invest in a training center that early on. Your soldiers will quickly level up when on missions and rookies do suffice early on.
The main argument in favour of the training center is either to offset casualties among experienced soldiers, or to give a bit of an edge to soldiers on their first mission.
Hence, I see the training center as potentially more useful at “secondary” bases, rather than at your first and primary base. There, the training centres will allow you to field more experienced soldiers later in the game when aliens are more dangerous and your soldiers really need that edge and haven’t had the opportunity to level up by completing missions.
The only type of soldier that tend to level up slowly during missions is typically the Shield (and possibly the Grenadier) as they tend to get fewer kills. However, you can just change them to a different role for a time to get more kills.
My recommendation would be to shift Shields into Assaults if quicker promotion is needed. Shields should always have good strength and TU stats and, just like Shields, Assaults don’t need good accuracy to be effective.
High health is nice, but not essential, for both Shields and Assaults, while reflexes and bravery might be more important to consider.
High reflexes factor into both whether you trigger alien reaction fire against you and whether your get reaction fire against them.
High bravery not only grants the soldier a more solid morale and thus be less prone to panic/berserk, but also is also important when it comes to other adverse mental effects, such as the risk of mesmerisation.
Given that both Assaults and Shields are “up close and personal” or “point” units, anything that strips them of their TUs will put them at far greater risk than other soldiers, as they are more exposed and thus more likely to get take fire at closer ranges and/or out of cover. Hence why bravery is particularly important for Assaults and Shields.
However, having a low bravery Heavy can also be extremely dangerous, as they have a very nasty potential for friendly kills (or at least suppression) if they go berserk.
Helpful tips. Thanks.
I've been playing a mix of long war of the chosen and OG xcom harmony mod to get ready. I am quite excited for this.
Try long war mod for xenonauts 1 ( X-division)
Been enjoying your content coverage for various games for a while now. The only thing I'd say is setting up your camera to look at the screen on UA-cam, not down at your right side when you turn to speak to us.
Can't believe I lived to see this game FINALLY getting a release
THERE IS a ZOOM option! check the configuration
reminds me of the original chaos gate
Base building tips for Xenonauts 2?
Bloody game ain't out yet, mate.
Kickstarter backers have had pretty regular access for years now. Dev's have requested not posting much on UA-cam. Suspect that Das got the nod on account of his standing among their target audience and his previous work with Hooded Horse.
@@imperialus1 Makes sense.
I just find it funny to be getting tips on a game most peeps don't have access yet.
It's funky.
@@balvsmalvs5425well if you try hard enough you eventually get the access to it
@@imperialus1 Not asking for too much youtube posting makes sense... I would've been way more enthusastic without the spoliers and seeing the cool new weapons on my own, but live and learn.
good news is this game looks amazing either way and actually unlocking and using it should be rewarding enough unlike some games.
Well the game is out now.
In base setup is there any consideration for base assault missions? In the original XCOM the aliens could only attack through the access points of hangers and elevator, so setting up choke points was really useful.
I've been told that's definitely still a thing. I plan my bases accordingly.
That was my first thought watching the base setup - those new room placements would be asking for so much trouble in the original game! Would be only a single entry point from hangars through lift, and nothing else touching the hangar. Losing the ability to build on those few tiles was well worth it for base defense.
That is problematic only in late game. In the early game u should be able to shoot all incoming unwelcome guests providing u build enough hangars
@@dalmar23 I see no reason not to plan the base accordingly from the start. It's a real pain to try to change it later.
@julianb4157 Playing the brutal AI mod for UFO outright requires you to optimise your base to even stand a chance if you get invaded before getting psionics.
I prefer to keep the access lift away from the rest of the base and connect my hangars to my inside base with a small radar - the straight hallway is essential when dealing with scout-sniper blaster launchers.
how to put the vehicle inside the dropship? There is no option about it?
You assign the MARS to your dropship in the same screen at which you assign soldiers. You can then change the starting positions of both soldiers and the MARS inside the dropship by going to the screen where you change the equipment on your planes, just like in Xenonauts 1.
You look like jingles :D
Why is so important to see you over the game ?
does the research/engineering income increase as our lab/workshop capacity increases? or is it fixed at 250 regardless?
As far as I could figure out (by trial and error), the amount of income when not using your Labs or Workshops is ONLY depending on the amount of scienticsts/engineers.
It seems to be 50/hour per person. And a bit later in the game, you can do an upgrade for Labs and Workshops, which will make it 75/hour per person.
However, keep in mind that there is also an upkeep cost per scientist/engineer and for the needed buildings. (remember that includes Workshops/Labs AND Living Quarters, AND power generators.
I did a few simple calculations, and with the upgrade, we are looking at 3-4 month until break-even point for your investment... so it is REALLY playing the long game to do that, and you need to set them up rather early in the game, if you wan't to actually profit from it.
Of course, if you set them up early, you could also just consider the benefit of rushed research, and then afterwards having a money-maker.
@@DanildFlamme Thanks for that info, much appreciated!
@@DanildFlamme My experiences and calculations are exactly the same, but you should also consider the role of adjacency bonuses. Getting the extra +2 engineers/scientists will make a difference in both production/research speed and the potential profitability when idle.
Hence, two adjacent workshops/labs (fully staffed with 12 engineers/scientists) are more than twice as efficient/profitable as one and have a 20% advantage on two non adjacent workshops/labs.
Now, I don’t think you’ll ever need either 4 workshops or labs at a single base, but if you did build them and did so in a “square”, the last one would even give you +4 for a total of 28 (rather than 12 and 19 for two and three, respectively). Such a “4 square” layout might be worth keeping in mind for generators, though.
@@DebatingWombat On the adjacency bonus, I calculate the following, when placed optimally:
1 workshop -> 5 eng/workshop
2 workshops -> 6 eng/workshop
4 workshops -> 7 eng/workshop
9 workshops -> 7.67 eng/workshop
16 workshops -> 8 eng/workshop
So it does give some bonus, but I think it is still minor compared to the upkeep of the engineers/researchers. We are talking about 25k per month per engineer, and without upgrades we are talking about 36k per month income, leaving only 11k to cover the additional upkeep of the workshops, generator, living quarters.
WITH UPGRADE income goes from 36k -> 54k, giving a profit around 29k to pay for other upkeep and actually earning you something. This means that the workshop/lab upgrade is SUPER important for profit, as it effectively 3x your actual bottomline profit.
With 4x labs I still felt that my research could go faster. Research speed based on amount of labs:
1 lab -> 125% (upgraded 138%)
2 lab -> 160% (upgraded 190%)
4 lab -> 240% (upgraded 310%)
9 lab -> 445% (upgraded 618%)
So as you can see from those numbers, maybe rushing labs and that piece of research has an increasing return of investment, potentially making it actually viable as a strategy.
Maybe workshops could be neglected a bit instead, because if you research fast, your workshops will have plenty of time to "snail" through the production of things. And when all research is done, you just keep the many labs for profit.
Pre-Early access is called A Beta....You are essentially Beta testing.