We need more Robots! – Xenonauts 2



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22 thoughts on “We need more Robots! – Xenonauts 2”

  1. i like the timed missions. It breaks the player out of the mold of being mega cotious and force them to action. Bring different team composition etc. I play rather aggressively and it works fine. And i dont bring the mars because they are 250k worth that i can spend on my facilities or soldiers
    and i am a big fan of heavies and assaults. I rarely ever bring rifleman and i bring amax of one sniper simply due to the assaults very good hitchance up close.
    As for the heavies i spray and pray and make sure they dont shoot close to their collegues to not suppress my own people
    If you go for a timed mission, you don't get the loot.
    If the mission has no time limit it means you get all the loot at the end of the mission as long as you win

    The Pantom interceptor is much faster than your old onces. If you put them in one squadron they will be slower than most alien UFO you will encounter from this point on

    Also I strongly advise to utilize flashbangs and smoke grenades more to provide a smoke screen.

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  2. I spent quite a bit of my campaign getting very, very lucky with deaths, i think i reached the end of the available content with only three troops KIA – i had lots of guys get knocked out, but i had a 50% survival chance from the upgraded medical lab, so most of my guys just got downed for 2-4 weeks and came back lol

    I also invested very heavily in air-to-air defense squads quite early on, getting those phantoms up ASAP will save your life by day 90 because even if you spend time retrofitting the MiGs (X-25) with alien tech, full armor suite, best weapons etc, they will never have the sheer shredding power of a squadron of phantoms with laser/gauss rifles and once you start seeing the alien air superiority fighters, even the phantoms will struggle with the best gear.

    I accidently discovered that engineers to make graft, it turns out they make more money when idle than you pay them and so once you have a second base up and running, shove some workshops and living quarters in them and watch an entire base pay for itself with graft, in a stock workshop a single guy with make you $34100ish per month, +50% if you have nano shops, by day 150 i was a damn near unstoppable wrecking ball because of how much money my engineers were making, science division guys will do the same, but engineering shops are base specific and do not collectively pool their progress, unlike science division.

    Finally: a base doesn't have to be garrisoned, just you have to win the air battle before the alien retaliation ship lands there, or have enough SAM sites to shoot them down before they deploy troops

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  3. Yes! being able to bring civvies that fight into the struggle would be poetic and realistic. they already know so they know something about fighting the threat. Makes good sense. Also, some may have intel to share. Hashtag…immersive.

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  4. Stalker Armor has that awesome party piece of cloaking, but it only works at longer ranges – the closer you get to a target, the less penalty they have from the cloak.
    It's perfect for your squad snipers or any riflemen you have who tend to sit at far greater ranges than usual.

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