you know, after you decided to give up on the abductees, you could have killed them with grenades. surviving saved civilians count for -2 panic, abducted civilians count for 2 panic, and civilians who die in unfortunate collateral damage count as 0 panic
I'd have to double-check, but I'm actually not sure they're destroyable in Milestone 4. I do vaguely recall accidentally tagging one with an errant launcher round when I was rebuilding our campaign - vaporized the alien, but the cylinder was unscathed.
Was probably a good thing you played it safe this time. Though the increased panic is bad, you could've lost multiple Xenonauts due to how many Wraiths were there, which would've been way worse!
Ha ha, I will admit that part of why I'm kind of spacing them out is that they make good thumbnail images. But I feel weird if I use one for a thumbnail without it appearing in the actual episode. :D
Oh, interesting. That's very good to know, since the biggest thing giving me pause with the Automed modules was the weight. I mean, they're still heavy at 12 weight, but removing the 6 weight gas mask modules would help offset that a little.
@@RetconRaider I don't know if this constitutes a spoiler or not, but once you research Colossus Battle Suits, you will discover they can't carry Automed modules, so you will need at least on medic on your team even if everybody else uses Automeds.
There is something very wrong with milestone 4. I did not even yet research Laser Weapons (and tons of other stuff, mind you) but already have the opportunity to research plasma weapons, which is even faster!
Hello new timeline Bowmen, good to see you. As you have have medal saying you got 5 kills, I will start the new counter at "+5". And now to see if you live long enough for me to adjust it XD 42:34 "Alright just have take care of this and go back ho-- *Gah* . YOU! ..... Okay, I made an executive decision but it worked out." New timeline sitting at 2+5 Kills 0 Captures
Nice to see you paying more attention to ammo counts (mostly, Mark spent the last quarter of the abduction mission with an empty chamber), shield durability, unnecessary crouching, blind spots that may hide lurking enemies, and corner cover (or the lack thereof). Does this version allow you to use picked up enemy weapons? I figure when a shield breaks you've got spare weight and an empty primary slot, so why not give it a try.
It does seem like alien weapons are now unusable as of Milestone 4, which makes sense given the lore blurb about biometric locks. Cleaner and civilian weapons are still usable as emergency backup weapons, though. :)
The base shields have 80 hp so it doubles the hp. Also if I do just become a solider can I be a gun slinger with duel handguns one stun and other lethal with a bunch of grenades. The auto healer is useful if you get hit and are bleeding. Just keep in mind the damage you took could still effect your accuracy (this could be changed form the last milestone and it also effects the enemies also.)
I am slightly disappointed that you let so many captive people be abducted, even tho I understand the need for intel on the Aliens. Which also makes me wonder: Could there be some device or tech to prevent beaming? Star Trek had such....
Raider Commander, Sir? Can I repaint my shield? I got an alien skull motif I'd like to slap on mine. With the new upgrades, it's not like it'll be replaced *every mission* now. - Lt. Addi
Good sir if and when you recruit more Xenonauts I would like to enlist, in the Air Force we would use our initials an come up with chops or call signs. Mine were BK and I used Bad Karma. I am enjoying the series very much. It reminds me of the days when I was stationed in Korea and played XCOM to pass the time between work and exercises. I have a question, is there a reason why you hold onto multiple alien corpses? Wouldn't it be useful monetarily to sell all but a few?
Alien corpses are required for special Engineering projects that can permanently boost your damage against that particular enemy type. Though it *does* look like you can only repeat the project twice, so its possible they're just vendor trash once you unlock both bonuses.
It always puzzles me why the player doesn't get to control the biggest assest of the team in tactical game: the helicopter. That would of course change the challenge of the situation. 😂
Just getting an aerial view of the map, light level and weather permitting, and picking your own drop point would be enough for me. It always seems funny to me that we landed a helicopter but have no idea whats immediately around it as if the pilots landed with blindfolds on.
@CowCommando its artificial way to make us search for enemy and create tension in the game. But if we could have a shooter in the helo, that would be a totally different game... until aliens would hit it.
Honestly, I think it's largely because it's just how it worked in classic X-Com. Being an homage to the original games is a bit of a double-edged sword. To be fair, from what I understand the devs actually *did* want to diverge more from the original X-Com formula, but the Kickstarter backers pushed back against it pretty hard. Not to say those changes would have necessarily been an improvement, but it does help explain why they ended up leaning back into the classic mechanics and inherent limitations.
@@RetconRaider Overall it doesn't really bother me. It's similar to how soldiers carrying shields can't hop over low fences. It doesn't logically make sense to me, but I think it's a fair trade mechanically for game balance purposes.
I found this channel through Pathfinder, but I think Xenonauts is my favorite series you have done. It suits your style and format really well.
I found it through Stygian I think, still follow it for Xenonauts (I played BG3 and rogue T myself)
Man, Stygian. I do want to go back and revisit that at some point, it's just hard to justify given the unfinished state it ended up launching in.
I think I was pathfinder too. So much good content around here.
Phoenix point was another fun one to watch while it lasted
Upgraded Shields move from 80 to 160, so actually double.
4 kills and 2 medals. Let's goooo
you know, after you decided to give up on the abductees, you could have killed them with grenades. surviving saved civilians count for -2 panic, abducted civilians count for 2 panic, and civilians who die in unfortunate collateral damage count as 0 panic
Sure, but that seems inhumane 😅
@@Kaebuki it's a mercy killing, it's not inhumane, you're saving them from the unspeakable horrors the aliens are going to probe them with
I'd have to double-check, but I'm actually not sure they're destroyable in Milestone 4. I do vaguely recall accidentally tagging one with an errant launcher round when I was rebuilding our campaign - vaporized the alien, but the cylinder was unscathed.
Was probably a good thing you played it safe this time. Though the increased panic is bad, you could've lost multiple Xenonauts due to how many Wraiths were there, which would've been way worse!
You can say with that upgrade the raiders can put some skin in the game.
And another successful cap by Random! Counting v3 I think so far I've only failed...one cap? And that was by not enough stun dmg, rather than missing
that is one rough episode, my anxiety just hit a new high 😫 *crawls back to the tinfoil tent*
Close calls, good one pulling through
Congrats on everyone surviving this episode ;)
Aside from that, does anyone gets Arcanum vibes on some parts of soundtrack? Might be just me.
Time you got a Dragonfly dropship!
Autopsy are essential to do. All 2 and 3 days research are to do asap if you can 😉
Good fight and good video 👍
Ha ha, I will admit that part of why I'm kind of spacing them out is that they make good thumbnail images. But I feel weird if I use one for a thumbnail without it appearing in the actual episode. :D
You're doing great dealing with the tension retcon :D
You're also getting even better at protecting your raiders overtime :)
Said the heck with it and went ahead and grabbed the game on sale but I'm going to leave it in the queue to bake a bit longer before installing.
Whilst it's nice to see a game so difficult that even Retcon has trouble occasionally, there's no way I'd ever buy a game this difficult...
To be fair, Ret is playing on Veteran difficulty, which is the second-highest of the four available.
Automed also heals Stun damage, so gas masks are no longer necessary.
Oh, interesting. That's very good to know, since the biggest thing giving me pause with the Automed modules was the weight.
I mean, they're still heavy at 12 weight, but removing the 6 weight gas mask modules would help offset that a little.
@@RetconRaider I don't know if this constitutes a spoiler or not, but once you research Colossus Battle Suits, you will discover they can't carry Automed modules, so you will need at least on medic on your team even if everybody else uses Automeds.
There is something very wrong with milestone 4. I did not even yet research Laser Weapons (and tons of other stuff, mind you) but already have the opportunity to research plasma weapons, which is even faster!
Hello new timeline Bowmen, good to see you. As you have have medal saying you got 5 kills, I will start the new counter at "+5".
And now to see if you live long enough for me to adjust it XD
42:34 "Alright just have take care of this and go back ho-- *Gah* . YOU! ..... Okay, I made an executive decision but it worked out."
New timeline sitting at 2+5 Kills 0 Captures
You okay buddy? You shot the corpse after it was already down. - Addi
Goddam but I was afeared for your soldier at the end there.
@@addisonmartin3200 *heavy breathing* "It... twitched..."
Nice battle
Nice to see you paying more attention to ammo counts (mostly, Mark spent the last quarter of the abduction mission with an empty chamber), shield durability, unnecessary crouching, blind spots that may hide lurking enemies, and corner cover (or the lack thereof).
Does this version allow you to use picked up enemy weapons? I figure when a shield breaks you've got spare weight and an empty primary slot, so why not give it a try.
It does seem like alien weapons are now unusable as of Milestone 4, which makes sense given the lore blurb about biometric locks.
Cleaner and civilian weapons are still usable as emergency backup weapons, though. :)
The base shields have 80 hp so it doubles the hp. Also if I do just become a solider can I be a gun slinger with duel handguns one stun and other lethal with a bunch of grenades. The auto healer is useful if you get hit and are bleeding. Just keep in mind the damage you took could still effect your accuracy (this could be changed form the last milestone and it also effects the enemies also.)
Ah, fair. For some reason I was remembering the basic shields as having 120 Health. Going from 80 to 160 is certainly a more impressive jump. :)
You can only equip secondary weapons in the secondaries slot, so no pistols in the primary slot unfortunately.
I am slightly disappointed that you let so many captive people be abducted, even tho I understand the need for intel on the Aliens.
Which also makes me wonder: Could there be some device or tech to prevent beaming? Star Trek had such....
Raider Commander, Sir? Can I repaint my shield? I got an alien skull motif I'd like to slap on mine. With the new upgrades, it's not like it'll be replaced *every mission* now. - Lt. Addi
Sure, right after you get your transfer to Europe.
Great episode. Time to check the healing speed of the new med bays.
Like and good video.👍👍
hard to get those civies
Says that he knows how to handle wraiths... and then TOTALLY screws up on the last one (there was a grenade available to remove the cloak, but hey!)
Grenade would have vaporized it, and I was trying to avoid losing more loot. :)
Good sir if and when you recruit more Xenonauts I would like to enlist, in the Air Force we would use our initials an come up with chops or call signs. Mine were BK and I used Bad Karma. I am enjoying the series very much. It reminds me of the days when I was stationed in Korea and played XCOM to pass the time between work and exercises. I have a question, is there a reason why you hold onto multiple alien corpses? Wouldn't it be useful monetarily to sell all but a few?
Alien corpses are required for special Engineering projects that can permanently boost your damage against that particular enemy type.
Though it *does* look like you can only repeat the project twice, so its possible they're just vendor trash once you unlock both bonuses.
It always puzzles me why the player doesn't get to control the biggest assest of the team in tactical game: the helicopter. That would of course change the challenge of the situation. 😂
Just getting an aerial view of the map, light level and weather permitting, and picking your own drop point would be enough for me. It always seems funny to me that we landed a helicopter but have no idea whats immediately around it as if the pilots landed with blindfolds on.
@CowCommando its artificial way to make us search for enemy and create tension in the game. But if we could have a shooter in the helo, that would be a totally different game... until aliens would hit it.
Honestly, I think it's largely because it's just how it worked in classic X-Com. Being an homage to the original games is a bit of a double-edged sword.
To be fair, from what I understand the devs actually *did* want to diverge more from the original X-Com formula, but the Kickstarter backers pushed back against it pretty hard.
Not to say those changes would have necessarily been an improvement, but it does help explain why they ended up leaning back into the classic mechanics and inherent limitations.
@@RetconRaider Overall it doesn't really bother me. It's similar to how soldiers carrying shields can't hop over low fences. It doesn't logically make sense to me, but I think it's a fair trade mechanically for game balance purposes.
26:14 Why you throw flash bang instead of frags on this two? :)
Because killing them with explosives would also destroy their loot, and I prefer to avoid that if possible. :)