Xenonauts 2 Tips and Tricks 1of3 ~ Base Setup



Xenonauts 2 is almost here! Grab it at my game store,
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Take command of an elite global defence force, defending our planet against an alien invasion. This mini-series hopefully will help new players get into the game.

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22 thoughts on “Xenonauts 2 Tips and Tricks 1of3 ~ Base Setup”

  1. Been playing Xenonauts since Rock Paper Shotgun of all places linked to the original back when it was a tech demo showing the geoscape. It's turning into a pretty awesome game that's for sure. Xeno2 has sure had a long dev cycle but I think folks are going to be pretty impressed once early access goes live.

    Also, Anatolia has been a top tier starting location since X-Com back in the 90's

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  2. In base setup is there any consideration for base assault missions? In the original XCOM the aliens could only attack through the access points of hangers and elevator, so setting up choke points was really useful.

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  3. Really wish they'd add the prone position. Desperately want to get a sniper onto an elevated position then lie tf down rather than just kneel on top of a container with zero cover.

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  4. Been enjoying your content coverage for various games for a while now. The only thing I'd say is setting up your camera to look at the screen on YouTube, not down at your right side when you turn to speak to us.

    Reply
  5. I always have a hell of a time getting through the learning phase of a new game, I just get frustrated and quit.
    But because of DasTactic I was able to get into Shadow Empire and ended up loving it!
    Looks like this might be another one!
    Thanks!

    Reply
  6. Someone may have posted this but you can right click on your xenonauts on the layout of they skyhawk so the ones on the side doors are already facing outwards and you don't need to use the TUs to turn them.

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  7. I’m not sure whether it makes sense to invest in a training center that early on. Your soldiers will quickly level up when on missions and rookies do suffice early on.

    The main argument in favour of the training center is either to offset casualties among experienced soldiers, or to give a bit of an edge to soldiers on their first mission.

    Hence, I see the training center as potentially more useful at “secondary” bases, rather than at your first and primary base. There, the training centres will allow you to field more experienced soldiers later in the game when aliens are more dangerous and your soldiers really need that edge and haven’t had the opportunity to level up by completing missions.

    The only type of soldier that tend to level up slowly during missions is typically the Shield (and possibly the Grenadier) as they tend to get fewer kills. However, you can just change them to a different role for a time to get more kills.

    My recommendation would be to shift Shields into Assaults if quicker promotion is needed. Shields should always have good strength and TU stats and, just like Shields, Assaults don’t need good accuracy to be effective.

    High health is nice, but not essential, for both Shields and Assaults, while reflexes and bravery might be more important to consider.

    High reflexes factor into both whether you trigger alien reaction fire against you and whether your get reaction fire against them.

    High bravery not only grants the soldier a more solid morale and thus be less prone to panic/berserk, but also is also important when it comes to other adverse mental effects, such as the risk of mesmerisation.

    Given that both Assaults and Shields are “up close and personal” or “point” units, anything that strips them of their TUs will put them at far greater risk than other soldiers, as they are more exposed and thus more likely to get take fire at closer ranges and/or out of cover. Hence why bravery is particularly important for Assaults and Shields.

    However, having a low bravery Heavy can also be extremely dangerous, as they have a very nasty potential for friendly kills (or at least suppression) if they go berserk.

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