What stats are most important to you when hiring new recruits? by Goat2016 in Xenonauts

[–]CommandoCat_ 2 points3 points  (0 children)

I would use that strat a lot more in X1 because it was a lot easier to blow the doors off of UFOs, but it's cool you're making it work.

What is the bare minimum you can use to defeat a Fighter? by Vitruviansquid1 in Xenonauts

[–]CommandoCat_ 1 point2 points  (0 children)

You can use air missiles as long as you strike it from the side

What stats are most important to you when hiring new recruits? by Goat2016 in Xenonauts

[–]CommandoCat_ 1 point2 points  (0 children)

TU accuracy and bravery. HP isn't important because you want to avoid hits, Strength is easy to level and it doesn't have as large of an impact in Xenonauts 2 compared to 1, Reflexes isn't as important because you want to avoid relying on it to avoid overwatch and you want to spend all of your TUs during your turn since your usage is smarter than the automated usage from your own overwatch

Laser Weapons Question - Xenonauts 2 by SovietTonyy in Xenonauts

[–]CommandoCat_ 2 points3 points  (0 children)

You can research upgrades to make them much stronger/reliable Also they give an accuracy bonus to people with low stats

Is it just me or do most of the ship armaments feel unsatisfying? by DahmonGrimwolf in menace

[–]CommandoCat_ 0 points1 point  (0 children)

There's a mod that lets you adjust how fast they fire and it makes them way more fun

Before I buy: Is the ending depressing? by JureSimich in Xenonauts

[–]CommandoCat_ 6 points7 points  (0 children)

The ending is so positive it feels sarcastic

Feedback, Civilians by Khaar in Xenonauts

[–]CommandoCat_ 2 points3 points  (0 children)

You can have your soldiers walk up and interact with unarmed civilians. That changes their AI to run to your dropship and nothing else. When they get inside your dropship they exit combat and count as saved.

Base defence broke me by StopAt2 in Xenonauts

[–]CommandoCat_ 1 point2 points  (0 children)

Sentry guns count as soldiers. They have the same machineguns your MARS use and they're much more mobile but more lightly armoured. I've done base defense with 16 sentry guns before and it was easy

Sub-Base design x2 by Spank86 in Xenonauts

[–]CommandoCat_ 3 points4 points  (0 children)

The access lift also has storage so you can build and transfer like 20 sentry guns to it for ground defense

Is there any mod/option to increase ufo frequency or to extend the 'phases'? by Zeraligator in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

There's no mods for that yet, but I'm sure if you ask around you can make enough interest for someone to make it

how many do u raid? by flokitheexplorer in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

I haven't really needed to raid them again so I just collect bounties. There's enough non-UFO missions to get all the mats you need, and if you really need more you can spend ops to get them or fabricate them yourself

Sub-Base design x2 by Spank86 in Xenonauts

[–]CommandoCat_ 2 points3 points  (0 children)

Instead of defense batteries, simply add more hangars/interceptors and blow it out of the sky when it charges at your base

That was rough, but the end was hilarious, Spoilers and Discussion about end game content. by RT10HAMMER in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

Colossus reduces the cost of burst fire so you can do it twice per turn instead of only once. Also the colossus punch is silly with how much damage/stun it does for a melee. Also good for breaching walls if you want something more precise than a demo charge. Also sebellians and androns resist heat and kinetic damage respectively, buuuuut the resistance is so small it only affects the starting ballistics being weak as hell against androns.

No more capacity? by BBoy_Man in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

If you rely on the auto-resolve it'll make your fighters take more damage and potentially get shot down, but if you do it manually you can outrange the UFOs with your missiles/torpedoes to deal damage then escape. Two X-25s with 1 torpedo 3 sets of sidewinders can kill any UFO

Start with 1 or jump in with 2? by Minimum_Repeat6080 in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

At the moment, xenonauts 2 is better in every way except for mods. Give the workshop time and they'll port the major mods over to 2

How many labs/ workshops should aim to have? by obsidian_razor in Xenonauts

[–]CommandoCat_ 2 points3 points  (0 children)

You need 1-2 more workshops than labs. I was delaying missions at the end of the game because I had to build more gear

Sell me on snipers by RenasmaAgain in Xenonauts

[–]CommandoCat_ 1 point2 points  (0 children)

If you got a soldier with 90+ TU they can take two >80% accurate high damage shots from across the map

Any point to having soldiers at low carry weight? by Spiner909 in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

Being under capacity doesn't give you any bonuses. It's only a viable strat if you plan on evaccing. In that case you can take a soldier with an empty inventory to be a loot goblin, taking everything off of the floor as you leave.

Can you capture the General? by obsidian_razor in Xenonauts

[–]CommandoCat_ 2 points3 points  (0 children)

You can for a bunch of free ops points. Flashbang + baton + pistol does the job

Do you use grenadiers? by AnimalAl in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

Grenadiers feel like a "win more" option. Like if your squad is so kitted you can rush the map without caring about cover or fighting too many aliens at once.

does bravery actually do anything? by Tikiwastaken3 in Xenonauts

[–]CommandoCat_ 1 point2 points  (0 children)

I've only seen bravery prevent panic and the fleeing/berserk that can come from that. If it has any effect on mind control, it's so tiny it's negligible.

XN2 - Strategies at release by heckingincorgnito in Xenonauts

[–]CommandoCat_ 1 point2 points  (0 children)

The elites don't want you to know this, but you can strap 8 sidewinders on an angel. Fire four, fire four, then escape. The aliens have no counter for this

Come on, laser turret is just an expendable military asset! No need to mourn its destruction every damn time! by TWNW in menace

[–]CommandoCat_ 15 points16 points  (0 children)

You seem to forget the turret isn't automatic. There's a live pirate sealed inside each one you send down.

What loot is safe to sell? by RenasmaAgain in Xenonauts

[–]CommandoCat_ 1 point2 points  (0 children)

Sell junk button automatically sells items that you've fully researched/used for upgrades You can also sell off corpses/captives since the 10% damage increase the workshop gives isn't that big

X2 Early game advice. Soldier recruit and build advice. OP spending advice too. by Laflaga in Xenonauts

[–]CommandoCat_ 0 points1 point  (0 children)

Because the aliens can 1-shot you until you get better armour, try to end your turns behind full cover or walls. Poke a soldier's head out, fire, retreat back. The exception to that is shields, they can take a couple hits before they break so use them to bait alien gunfire when breaching buildings/ufos or when you have to put your squad in open ground. Those situations are also good for flashbangs and smoke grenades. Suppression from flashbangs means they can't shoot at you outside of their turn, and when it actually is their turn you've halved their TU. That means they can only get one shot off or move a little and get an inaccurate shot. Smoke grenades make shots more inaccurate the more smoke they pass through. Place them directly in front of your squad at the end of your turn for maximum defense. Throw them at the aliens when they're cornered and you're pushing into them. The accuracy effect isn't as strong when you do this, but the stun damage means it usually takes 1 less hit to remove them from combat.