General tactical tips: always use cover if even remotely possible. Laser rifle is, what, 40 man days? You should be able to make a couple of them a week. It shouldn't take half a month to build a laser rifle. I do have (a few) plasma guns though, playing on Veteran, so I suspect I'm qualified to give a few tips.Įxcept I don't know what you're actually doing so it's a bit hard to say what you need to know. They have their uses as they can throw out a lot of firepower and take it too, but they can't take cover which means that in the end, you soldiers seem more durable, flexible and much cheaper.Īll basics and all things I think you know, but I haven't played it for a few months so i don't know too much about the latest versions.Ĭlick to expand.I've been playing it quite a lot, though I wouldn't say I've gotten all that far. The ideal is to have one man open it and get out of the way while the rest of your squad murders everything inside before they can fire back. The missions didn't have a time limit last I played it.īe very careful when entering a UFO. Never go too far so that you can't overwatch unless you A) know it's safe, or B) are sprinting to cover. Never leave anyone out in the open unless you don't have any choice or you hate the guy and have changed his class to "bait". Grenades and rockets are your friends if the aliens find cover.Ĭover, cover, cover. The aliens are kinda sucky in their skills, but their weapons still outclass yours and a single soldiers won't reliably kill the big reptilian aliens without being killer or heavily wounded, even in cover. The desert airfield map has a good spot for your sniper/rocketguy/machinegunner on the second story of the building to the right of your starting position which helps a lot.ĭon't let anyone go at it alone. What sort of tactics are you using and how far have you've gotten when it comes to enemies and their weapons? I can reliably get to the part where I'm murdered by the blue androids with jump packs and plasma cannons but no longer because once those appeared I started suffer at least 30% causalties each mission because the bastards one-shotted my poor guys. I played it a lot duing the Beta and couldn't get very far in normal. In addition, if a soldier is crouched there is a flat 20% reduction in the chance to hit for that soldier.Sorry. If a grenade goes off in front of cover with a 48% stopping chance and the soldier is in cover behind it, dealing 100 damage, the split would be 80 damage to the cover and 20 to the soldier. This is not affected by the highest previously tested stopping value, as with other obstacles.įor explosive damage, where there is no standard ‘to hit’ calculation, the cover save represents damage allocation rather than a % chance. The calculation is: Cover stopping value / Soldier Stopping Value (i.e. The cover save mechanic is used when a unit in cover is hit by a projectile, and represents the % chance that it hits the cover rather than the unit hiding behind it. Most cover is destructible and can be destroyed by concentrated weapons fire or explosives. Typically, the bigger the piece of cover, the more likely it will block a shot. While in cover there is a chance that if the target is hit, then that round will only hit the cover instead of the target. During combat Xenonauts operatives and Aliens may take cover in the environment in order to protect them from incoming fire. ![]() A new feature to Xenonauts is a fully implemented Cover System.
0 Comments
Leave a Reply. |