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Author Topic: Xenonauts: Get the community edtion! v.24 out! Download Andron it now!  (Read 20228 times)

GlyphGryph

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Just a reminder: http://www.goldhawkinteractive.com/forums/showthread.php/11312-Xenonauts-Community-Edition-0-24-changelog-and-downloads

Download and install the community edition. It fixes numerous bugs, adds lots of little nice features, but doesn't actually alter gameplay. Also, It's going to have a memorial wall soon.

Just download and drop into your xcom folder to overwrite the existing stuff. So nice. Just read those changelogs, I mean come on!
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GiglameshDespair

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Re: Xenonauts: Get the community edtion! v.24 out! Download Andron it now!
« Reply #106 on: July 07, 2014, 07:23:52 pm »

Actually, I' quite impressed by how all the weapons work quite well. In the original xcom, there was a clear tier for every weapon - I rarely used anything but assault rifles --> laser rifles --> heavy plasma.
It was a bit more variable in TFTD, where I went with a mixture of gauss rifles, sonic rifles, and HE gas cannons as opposed to a homogenous armament.

Though I haven't got too far in xenonauts, I use a team of two pistol/shield bearers with plenty of flashbangs for stunning enemies, and I use them for protecting exposed troopers and storming ufos. I have a heavy machinegunner for extra dakka. I sometimes have a sniper, but mostly I full the rest with riflemen who carry (lasers at this point) and shotguns with extra mags for storming. So far I only have two jackal armours, and they're on the shields. Everyone has as many grenades of various types as they can carry, but I haven't taken any rockets after xcom accuracy struck in my last game
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alway

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Re: Xenonauts: Get the community edtion! v.24 out! Download Andron it now!
« Reply #107 on: July 13, 2014, 09:51:28 pm »

My typical loadout is 1 sniper, 1 shield, 2 assaults, 1 heavy, and 3 riflemen. Typically, I use the shield and 2 assault as forward scouts (since you really don't want just assault units scouting when you get to a crossroads or other likely ambush site). Or if I'm not really moving, shield in the rearguard paired with a rifle.

The real strength with the shield units is buying you time while being able to use all their TUs without being entirely exposed. One of my favorite tactics is spreading out my other units around an alien door, then sending in the shield to open the door, run in and scout the next room, then run back, shutting the door if necessary, before hunkering down behind their shield. And if they take reaction fire, oh well, they've got a shield anyway (though that's really rare with the incredibly slow pace I clear places at).

In other news, RIP, 3 high level soldiers, dead to an alien fighter squadron popping Charlie 1... Now I need a new sniper, shield, and assault. I may even have to resort to calling in Major "Cries A Lot," the soldier with 38 bravery (she started with 35), named for her first mission, where she panicked and fled 3 times in a row.

Though by far, my worst soldier was one in the Charlie 2 squad. He went berserk twice in one mission, shotgunning the sniper and shield to death. I was kind of happy when he died on the next mission. So uh, yeah, having a high bravery skill turns out to be pretty darned important...
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