![]() This allows you to shoot, should you find something. If not, the ship makes excellent cover, use it.Īdditionally you don't ever want to use all your move on scouting. Usually you will be near a corner, go scout around the corner just in case as your pilots apparently refuse to look out the windows. Then one back left and right, just out the door, again turning around to look. I send one guy left front, one right front. Here you want to make small moves with all the guys. The first big step is getting off the drop ship as far as scouting goes. If you mistime it, you can just patrol the ship around (send fighter backup if needed, ufos can be jerks and shoot you down) Never do a night mission, ever, if possible. Of course this isn't always possible, but the enemy will pretty much always have the advantage when it comes to aim + numbers. You want to have cover, and to be able to look down the area. Therefore how you scout around corners is vital. So what you want to do is have space between you and them. Most alien weapons tend to suck at distances, and the most horrifically dangerous ones are melee. So the most important thing is how you scout, still, but in a different way. And instantly lethal should there be a reaver. Xenonauts it is a decisive weakness to have blank spots to what is around you. Beyond that it was be in full cover, or half cover and hunkered down. I liked to think of it as safety by ignorance. In XCOM you wanted to manage number of active enemies by limiting your scouting into specific zones at a time. Shots replacement mod (improved projectile art) Skitso's Sleek AI Turn (Removes Hidden Movement)Ĭorporation Weapons Expansion for XNT (my previous mod)įire in the Hole v1.3.3 (maps and tiles extracted already) Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.2012 XCOM is an entirely different type of beast, especially as far as strategy goes. Mobile Infantry jackal armor replacement mod (used for XNT impjackal)Įconomy overhaul: Base starts with just 10 assault rifles, 20 magazines, 10 frag grenades, 10 smoke grenades and 10 medipacks. ![]() No more "unlimited" weapons, equipment or ammo. (Vechicle equipment still is unlimited and unchanged, for now)Īll solider weapons, ammo and equipment must now be paid for and manufactured. New multi-ammo rifle & shotgun and 4 new ammo types (AP, HE, ZAP, STUN) Default weapons are available to purchase/build from the start of the game.Ħ new shields (and you can repair and carry them in inventory!)Ģ new medical kits (small pill and ultra medipack) Everything unlocks for manufacture the same way as usual. Re-implemented particle beam heavy laser weapon & DHVRLĪdded Improved barracks screen. ![]() ![]() The kills update during the missions (from Magnum-nauts by Mikhail Ragulin) Makes it easier to see all the troops at once (from Magnum-nauts by Mikhail Ragulin)Īdded Improved Mission and kill count in the GC equip window. MAGs and other heavy/unique ranged weapons under "Advanced" tab Lasers & Plasmas now grouped under "Energy" tab SORTED all weapons, armor, ammo and items into NEW categories for both inventory AND manufacturing: Manufacturing categories altered, Ammo & Armor now share the same category to sort weapons from ammo for easy viewing. To be added later: 3 tiers of base turrets & radar buildings (3 tiers of radar, missle, laser, plasma, mag) turrets! To be added later: New balanced base structures! (5 tiers of living quarters, workshops, labs, storerooms, medical centers) Melee tab added to support and sort the new melee weaponsĮxplosive C4 and Breaching charges moved to "Grenades" tabĮquipment/Other is for shields mainly now. ![]()
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