![]() Have the MG gunner fire inside, too, you want the aliens suppressed. A well-placed flashbang can suppress multiple enemies in an early UFO. The shield bearer can also throw grenades. ![]() The UFOs are rather small, they have one entrance, and the combat is close-range. Unsurprisingly, that's the hardest part of most missions, at least until the late game. How to breach ufo safely without having the aliens gun down your men Note that this is a personal thing for me and idk how widely shared this view is in the community, only do this if ur getting frustrated by the vanilla experience and feel it's grindy. This is a personal gripe, but imo the stat gain is kinda pathetic in the game, you can slightly increase it by going into the gameconfig of the basegame and of the community edition and change the values under "SoldierDevelopment". Enable it by clicking on modding tools in the game launcher, finding the mod and clicking on "Install". Caesans are far more dangerous at long range early on.Īvoid night missions as much as possible.įamiliarise yourself with the tech tree by playing a test campaign, alternatively you can look up the research tree as a spreadsheet online, this might be spoiling yourself tho.Īlso i would highly recommend using a mod to make psionics less of a pain in the ass, such as the hold the line mod, which you can find in the steam workshop. Sebilians are hard to kill early, imo it's better to try and use long range weaponry since their aim sucks, rushing them gives them the advantage. Intermediate ones, especially those with good reactions i tend to make my shotgunners, the best ones i try to use for snipers and MGs since those are the "safest" roles. There's some ways to bring extra shields and extra explosives, such as putting them into people's inventories and dropping them at the start of a mission, that way you can bring more explosives and shields than you should be able to, it can increase the survivability of your shields by a lot.Ī general tip, try to identify good recruits that you wanna keep alive and use the worst ones for your shields (make sure they have some strength and TUs tho, to be able to function as scouts). Flashbangs i am torn on, they are ok early and on lower difficulties i feel for taking UFOs, but fall off hard later. Smoke (except against the Sebilians, the reptiles, since they are immune) is very very useful to reduce the chance of being hit by a random shot out of nowhere, smoke liberally if you feel ur in an exposed position. Snipers are ok, especially to pick enemies off safely, shields are the one thing to prevent early casualties imo by using them to scout ahead. MGs are amazing, only problem is your soldier's limited TUs especially early. Rifles are trash, just get shotguns instead. Some basic infos about the battlescape, that i noticed (others might disagree). Xenonauts is not a game you can just pick up and get good at, unless you have previous experience, IMO. Right click on the game in your library -> properties -> Betas -> select the community edition branch.įirstly, you should not start out on Ironman, cus it makes it harder to experiment and get comfortable with the game. Idk of any good guides, maybe others on here know.ĭownload Community edition on steam. Shields are great, using a shield to advance and scout ahead keeps casualties down. Machine guns are just for suppression and not killing until the later stages. Sniper rifles are very accurate, do a lot of damage but the soldier has to be stationary or there's an accuracy penalty. Shotguns are amazing at close range but a disaster at more than 5 tile distances. Understand reaction shots - soldiers that have enough TUs left at the end of the turn may "reaction fire" on aliens that enter their sight during the alien turn. Do not split up too much - every soldier should always be covered by at least one other. Make sure you use various fire modes (right click before shooting to increase TU cost and accuracy, with most weapons). Especially the early game is a bit of a meat grinder. The ones who survive a few missions will get better and will form the core of your fighting force, but losing soldiers is not a sign of failure in this game. The priority for that base should be aircraft, and it should be located far from your first base - the entire point is to shoot down UFOs that your first base cannot reach.Ĭombat wise, first of all, you're supposed to lose soldiers. In terms of bases, you want the second base up ASAP, start it somewhere in the first month. Consider not relying on guides too much, in my humble opinion discovering what works is a big part of the fun. X-Com style games are hard for beginners.
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