Set the camera rotation to 30 degrees (for example), it makes it much easier to spot those teleporters in small rooms, that will otherwise be almost completely blocked with the default 45 degree views.
Nice work with the alien base Retcon even after a few close calls, though you still seem to have trouble with teleporters, so as a refresher, a soldier can teleport through the same telepad they just used by simply clicking its corresponding opposite on the other floor. This allows your soldiers to teleport in and out while having their only reactionable action being shooting/flash throwing, as that lucky miss after 2 direct hits shows. Though camping a teleporter is pointless because it works the same for the aliens too, teleporting is not valid for return fire, so they always manage to take a shot if they don't walk off it first.
Ah, I didn't realize you could trigger a teleporter by clicking on the other side. The tutorial mentioned you triggered them by ending movement on the pad, so that's what I've been planning my movements around. :)
@@RetconRaider Yeah the Tutorials they give out might need a rewrite for clarity of method. There're other gaps like failing to mention that interceptors have their own radar to scan the airspace outside radar coverage. Leaving new players scrambling as to how to send fighters to areas being panic probed.
@@RetconRaider Well there's a tip to improve things with, perhaps that's what all the near useless Angels can be used for being mobile Radar screening along with taking down the low-level stuff like Scouts and Abductors if they still exist; remember fuel and ammo is free as that is technically just part of their monthly upkeep. Also, perhaps another idea is to Smoke bomb Command rooms of Alien Bases and UFOs first before committing a full-on breech, even minor levels of Stun damage mean that if an enemy is brought to near death it faints for free and no extra shots need to be fired, plus it brings in more cash too.
They don't document it well, but the command console vision expires every turn, and you have to move to a square adjacent to the globe to reactivate it for the turn if I recall correctly.
1)seems like vision works only as long as soldier is parked near orb hologram which is logical; 2)presence of tanks and their AI explains to me why alien base has 2 blocks thick earthen walls and airlock doors - devs tried to reign them in, but didn't want to give them real AI. So this way their random movement doesn't turn the base into swiss cheese.
**Random kicks back on a couch near the airpad, TV on and a beer cracked open, waving to the away team as they leave** Have fun storming the castle! Ooh, be sure to nab me a souvenir!"
Ha, fair, though you'd think the MG would automatically switch off to a firing mode that requires less ammo if you don't have enough for a full burst. :)
1:45 I guess that gameplay tip for unconscious soldier revival is for like if they pass out from smoke or something, not running out of health and potentially dying, right?
Yes, just like only aliens with stun damage fall unconscious, only humans with stun damage fall unconscious. If someone goes down to zero hp, as far as combat is concerned, they're dead not unconscious.
Retcon : "they explose, so we have to be prudent" Also Retcon bunching six guy behind a door, without any idea about what is behind it... Just one drone opening the door to enter, the whole squad fire, and died from the explosion 😂 31:05 random rng wiff 😂
3 doors 3 teams of 4 that way no one sneaks up behind you. Research stun grenades (sci/adv stun weps Eng/stun grenades) before you do the next base, they make life a whole lot less stressful...
@@Vipre- I think that would be my big concern. Given that we were recently encountering enemies with 200+ Health, just having four soldiers per squad feels like it'd be asking for trouble. At least until we get more upgrades in play. :)
46:06 - It could just be moving around randomly like before. They clearly don't have set patrol routes (or they wouldn't crash into things), they just pick a spot in range and then calculate a path to it. And if it picked any spot in that room (or even across it, diagonally), it would path through there.
They do at least seem to act more purposefully once they're within a certain range, even without LOS. At least judging from the tank that came after Punny. :)
@@RetconRaider - Like I said, I'm not so sure it "went after" anyone, it could have just been moving randomly and happened to path through that tile. Humans tend to ascribe purpose to randomness, but the AI in Xenonauts 2 doesn't seem particularly "I"; most enemies just seem to pick a random destination, move towards it one or two tiles at a time, and react to anything they happen to see along the way. And they don't even warn each other when they spot / engage other units.
@@RetconRaider The tanks' lore is that they track sound, even footsteps. On this mission you can even see them turning to track your guys as they move around. That's actually part of the suggested method for fighting them in the lore entry, get on both sides and alternate fire so you're always shooting the relatively unarmored rear.
@@RetconRaider I was referring to visual aiming to determine to-hit chances. Slows the game down, but makes the RNG seem more fair. (The creature mutation system was interesting, but didn't seem well implemented.)
@@GoldDragon1 Honestly, I'm torn on whether it's even worth maintaining two populated bases. If we revisit the game on launch, I might just stick all our soldiers in one base and turn the rest into basic interceptor stations. :P
the fact they only mentioned jake and gary? leaving at the utter end of civ7 being announced, always felt like a fuck xcom in particular move, its never sat right.
Nanofabrication is not worth much. First of all, you should have plenty of Alenium and Alloys without it, and second, it's expensive, time consuming, and inefficient. I don't think the research leads to anything else, either, so it should be low priority.
Yeah, given that I've just taken to selling spare Aleniuma nd Alloy in batches of 50-100 at a time, I'm not too worried about it. But still, it's nice to see new projects popping up. :)
WOW... shocked at how pathetic and passive the AI scripting is... Im used to playing on X-Division, the AI was Extremely Aggressive and you needed to hit a base rolling before they were able to get organized. Playing this passively and timidly would get you slaughtered every time.
Set the camera rotation to 30 degrees (for example), it makes it much easier to spot those teleporters in small rooms, that will otherwise be almost completely blocked with the default 45 degree views.
Nice work with the alien base Retcon even after a few close calls, though you still seem to have trouble with teleporters, so as a refresher, a soldier can teleport through the same telepad they just used by simply clicking its corresponding opposite on the other floor. This allows your soldiers to teleport in and out while having their only reactionable action being shooting/flash throwing, as that lucky miss after 2 direct hits shows. Though camping a teleporter is pointless because it works the same for the aliens too, teleporting is not valid for return fire, so they always manage to take a shot if they don't walk off it first.
Ah, I didn't realize you could trigger a teleporter by clicking on the other side. The tutorial mentioned you triggered them by ending movement on the pad, so that's what I've been planning my movements around. :)
@@RetconRaider Yeah the Tutorials they give out might need a rewrite for clarity of method. There're other gaps like failing to mention that interceptors have their own radar to scan the airspace outside radar coverage. Leaving new players scrambling as to how to send fighters to areas being panic probed.
@@ahmadhaziqizzuddinishak3751 Oh, wow, I had no idea that was a thing either. Yeah, that does feel like something important to mention. :)
@@RetconRaider Well there's a tip to improve things with, perhaps that's what all the near useless Angels can be used for being mobile Radar screening along with taking down the low-level stuff like Scouts and Abductors if they still exist; remember fuel and ammo is free as that is technically just part of their monthly upkeep.
Also, perhaps another idea is to Smoke bomb Command rooms of Alien Bases and UFOs first before committing a full-on breech, even minor levels of Stun damage mean that if an enemy is brought to near death it faints for free and no extra shots need to be fired, plus it brings in more cash too.
They don't document it well, but the command console vision expires every turn, and you have to move to a square adjacent to the globe to reactivate it for the turn if I recall correctly.
That's definitely what appeared to happen here.
1)seems like vision works only as long as soldier is parked near orb hologram which is logical;
2)presence of tanks and their AI explains to me why alien base has 2 blocks thick earthen walls and airlock doors - devs tried to reign them in, but didn't want to give them real AI. So this way their random movement doesn't turn the base into swiss cheese.
39:51, "Gotcha bitch!" (Dave Chappelle, 20XX)
wow, grenades are particularly not my friends today
Just had to go up `one` tile before hand and it would have been 100%. BUT, funny moment XD
**Random kicks back on a couch near the airpad, TV on and a beer cracked open, waving to the away team as they leave** Have fun storming the castle! Ooh, be sure to nab me a souvenir!"
I'll join you
Machinguns have 2 firing modes. Full auto x10 and short burst x3. You had 4 ammo so you could fire short burst. #kaiserdidnothingwrong 😅
Ha, fair, though you'd think the MG would automatically switch off to a firing mode that requires less ammo if you don't have enough for a full burst. :)
I like your hashtag. Kaiser is innocent until he has been proven guilty in a court of paw!
I'm just glad i made it out alive, with 2 reaction shots hitting.
Hey, it also netted you a promotion to Colonel. First one of the campaign. :D
22:22 - Personally, I've given up hope.
Wow what a wild episode, I love it!
1:45 I guess that gameplay tip for unconscious soldier revival is for like if they pass out from smoke or something, not running out of health and potentially dying, right?
right...
Yes, just like only aliens with stun damage fall unconscious, only humans with stun damage fall unconscious. If someone goes down to zero hp, as far as combat is concerned, they're dead not unconscious.
Great episode. Trim those tanks.
11:58 "Yes, yes, yes--No, No No!"
28:32 "Kaiser is with us, Forward to Glory!"
Your first two colonels, and it only took 10 missions for Zarmal.
Retcon : "they explose, so we have to be prudent"
Also Retcon bunching six guy behind a door, without any idea about what is behind it...
Just one drone opening the door to enter, the whole squad fire, and died from the explosion 😂
31:05 random rng wiff 😂
3 doors 3 teams of 4 that way no one sneaks up behind you. Research stun grenades (sci/adv stun weps Eng/stun grenades) before you do the next base, they make life a whole lot less stressful...
Solid strat though I found 4 to be slightly undergunned at moments and ended up needing to pull back a team to reinforce.
@@Vipre- I think that would be my big concern.
Given that we were recently encountering enemies with 200+ Health, just having four soldiers per squad feels like it'd be asking for trouble. At least until we get more upgrades in play. :)
@@RetconRaider Understand and agree, however enemy base layout tends to funnel most of your troops to one side.
46:06 - It could just be moving around randomly like before. They clearly don't have set patrol routes (or they wouldn't crash into things), they just pick a spot in range and then calculate a path to it. And if it picked any spot in that room (or even across it, diagonally), it would path through there.
They do at least seem to act more purposefully once they're within a certain range, even without LOS. At least judging from the tank that came after Punny. :)
@@RetconRaider - Like I said, I'm not so sure it "went after" anyone, it could have just been moving randomly and happened to path through that tile.
Humans tend to ascribe purpose to randomness, but the AI in Xenonauts 2 doesn't seem particularly "I"; most enemies just seem to pick a random destination, move towards it one or two tiles at a time, and react to anything they happen to see along the way. And they don't even warn each other when they spot / engage other units.
@@RetconRaider The tanks' lore is that they track sound, even footsteps. On this mission you can even see them turning to track your guys as they move around. That's actually part of the suggested method for fighting them in the lore entry, get on both sides and alternate fire so you're always shooting the relatively unarmored rear.
What did you think about Phoenix Point's RNG mechanic? Seemed game changing.
The creature mutation system? Or are you referring to something else? :)
@@RetconRaider I was referring to visual aiming to determine to-hit chances. Slows the game down, but makes the RNG seem more fair. (The creature mutation system was interesting, but didn't seem well implemented.)
3:37 it seems like this supports 3 craft. is it possible to use more than 1 dropships? or is that only for air combat?
I've never tried it, but based on most of the map setups I don't think they're equipped to handle more than one dropship coming in at a time. :)
Boss did I make the cut today
Afraid not, not quite enough AP for a foray into the unknown. But I'll try to tag you in on the next Phoenix op. :)
@@RetconRaider I'd actually Forgotten where I was stationed. :(
@@GoldDragon1 Honestly, I'm torn on whether it's even worth maintaining two populated bases.
If we revisit the game on launch, I might just stick all our soldiers in one base and turn the rest into basic interceptor stations. :P
the fact they only mentioned jake and gary? leaving at the utter end of civ7 being announced, always felt like a
fuck xcom in particular move, its never sat right.
Nanofabrication is not worth much. First of all, you should have plenty of Alenium and Alloys without it, and second, it's expensive, time consuming, and inefficient. I don't think the research leads to anything else, either, so it should be low priority.
Yeah, given that I've just taken to selling spare Aleniuma nd Alloy in batches of 50-100 at a time, I'm not too worried about it.
But still, it's nice to see new projects popping up. :)
WOW... shocked at how pathetic and passive the AI scripting is... Im used to playing on X-Division, the AI was Extremely Aggressive and you needed to hit a base rolling before they were able to get organized. Playing this passively and timidly would get you slaughtered every time.
Hopefully X-COM 3 gets made before Half-Life 3.🥲