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Xenonauts base power core
Xenonauts base power core






In a particular Carrier map, my team was advancing slowly as I was worried about a Harridan sniper being in it's hidey-hole. I haven't been playing Xenonauts much due to being on vacation, but I did run a few missions before I left. I'm a little weak in the interception area yet, and some soldiers are still using plasmas but that shouldn't be too much of an issue with MAGs in the pipeline. My funds are ~9.7million so I'll have no worries in the finance department footing the bill for the Marauders. The only issue is that I'll need to keep a close eye on alien alloys and Alenium as there aren't any soldiers at these bases picking up that stuff from ground missions. Might build some workshops and living quarters at either SE Asia or South America for another manufacturing facility. Once I'm done manufacturing the MAG Rifles then its onward with strict Marauder manufacturing. All my bases have 6 hangars now so there shouldn't be any issues with transferring craft in the future. I built 3 radars there which was overkill in terms of coverage but at least nothing is going to sneak up on me from the southern hemisphere. And I'm actually glad I did build a base there because it sometimes helps with interceptions in the Americas. Can you say Panzerkleins?Īs for my bases, the South America one just came on line and I transferred a Foxtrot and Corsair there. With maxed accuracy, the drift isn't much so more shots connect, and with max strength they can wear Predator armor. I have a couple heavy weapons guys which have high 80's in reflexes and let me just say, they are diabolical killing machines during the aliens turn. Is there an easy way to train health with maxed TU, Str and Acc? Because I have a few soldiers who are a little lacking there. When most of your soldiers have 100 in TU, Strength and Accuracy, it's really hard to get them to improve anymore in the other stats so with the 1.5X reaction modifier of the rifle that should at least increase that stat a bit.

xenonauts base power core

one for each base but my main focus is to pump out MAG Rifles. I did produce two Precision MAGs for now. For my soldiers, most are still using Plasma Rifles, Precision Plasmas and Plasma Casters, while the shield and assault folks get MAG Pistols and MAG Carbines. Right now I'm researching Heavy MAG Weapons so that will help with the seemingly never ending ground battles. I was just really worried about Battleships showing up and not being able to deal with them in the air. So now my interceptors are somewhat more capable with Plasma Torpedoes and Plasma Blasters. I fixed them! Now when they took control all they found in inventory was a medipack, stun baton and non-lethal grenades.Īfter a bit more playing I put Plasma Explosives on a fast-track and got that researched quickly. What I ended up doing was dropping everyones weapon at the end of my turn.

xenonauts base power core

It seemed like every round a Caesan redshirt would MC one of my men, so then I was fighting two factions: the aliens and myself. The last carrier mission was tough though. Once I deployed enough flares (thanks again) it was all downhill. My squad was pinned down in the landing zone for a good 12 rounds or so. But the aliens were literally crawling out of the woodwork to get to me. The stars aligned and I was able to save everyone somehow. That terror mission was probably the quickest and cleanest I ever did. Because my crew in the USA needed some training, I had them clean up Europe (daylight there, so woohoo) while my European squad tackled the nighttime terror mission.

#XENONAUTS BASE POWER CORE PLUS#

I had an active terror site in Vladivostok plus 2 cruiser and 2 carrier crash sites in Europe. Well, yesterday I was able to clean up the globe in my current game. What happens then? You're stuck with a base in an area that isn't of benefit, except for maybe point/loot/troop training. In my previous playthrough I had the same thing happen where a country/area left after I built a base there but before it was completed. I know what you mean about Xeno screwing you in funding quickly. On Superhuman, anything goes so there may be a way for that to happen.

xenonauts base power core

Those Terror Sites would have to both be scheduled for the same country in consecutive months though. It probably is impossible for a country to withhold funding completely on Beginner just by ignoring terror sites if you are at least trying to make an effort to win the game. This I find pretty stupid in Xenos because you can get funding screwed right from the start, where in X-COM it's nigh impossible to lose a funding country that fast (maybe if you ignore 2 terror missions in a row)






Xenonauts base power core