![]() I also try to rotate in some complete rookies when going on easier small scout and scout missions just to get them some experience.Īs for shields I find the SMG works well with them combined with lots of smoke and flashbang. My B-Team I built when I split some experienced soldiers from my A-Team and filled their places with some of the standby troops that replaced when someone got injured. They all carry stun battons, flashbangs and smoke grenades but also a few incendiary, explosive, stun and acid grenades. I had my A-team which is now pretty much trained. Training rookies is a challenging task indeed. At certain points I'd start removing the defensive batteries as I'd have so much air cover they'd be unnecessary. One in North American, Central America, one in Europe, one in South Africa, One in Eastern Russia, one in the Australia and the islands to to the North of Australia (Can't recall the name).Īt phase three I'd have six strike teams operating out of my primary bases and I'd have so much air cover and your charlies/shrikes etc can typically visit anywhere in the world so there's no real benefit to spreading them out. I'd also have about three bases of nothing but hangers and three radar dishes and three defense batteries. In the second phase, I'd expanded to six bases, an engineering base where I would focus on sending weapons, corpses and captives to be processed and I removed one of the workshops from my primary base (so they only focus on disassembling ships and building aircraft.īy the time the third phase starts, I'd have two research bases with 100 scientist capacity on each though I'd fire all of the scientists after I'd researched everything I'd capture in the initial month of the phase. The other second had six hangers, three fighters three bombers and then research/barracks. One with three hangers for strike teams and three for fighters. Labs will be in this bases too.ĭo you guys see any flaws with my plan? Should I still have soldiers in my support bases? I laid down three initial bases. The other two bases will be "support bases" where I only have interceptors and radars. I planned to have like three "assault bases" spread over the globe where I build some workshops but no labs except for the initial base. Labs I will not build too many in the main base. ![]() While I plan building a couple of hangars and radars at each base, I am not sure where to build workshops and labs. I built four surplus bases so I have five now. ![]() keep a few unassigned troops in the base at all times, an unassigned tank or two isn't going to hurt anything either.This is my first time playing Xenonauts, I just grabbed it on GOG. ![]() if you only have men on choppers and they're both out at the time, you are in trouble.ģ) takes about 10 missile batteries (havent tried, but i think its a reasonable estimate, usually have laser or plasma by the time they start trying to raid me.) to kill the average assault ufo, less if you're teched up in defenses.Ĥ) 'tendancy' to target your oldest base, but you could get unlucky.ĥ) murphy's law says you're going to have all of your aircraft deployed when they strike. If they only damage it, a % of enemies will be DOA.Ģ) you must have soldiers/vehicles present in your base in order to defend it. Hunters are lightly armored, but with a pulse laser they aren't horrible, and with the garage right next to the hangar it makes it easy to roll out (very few obstacles blocking their advance)ġ) base defense battery installations will attempt to destroy the enemy assault ufo (carrier/landingship) attacking your base. 3 tanks per garage, and all they do is sit there and look pretty, ready to murder enemies that come through, especially once I have jetpack snipers. I like to have garages right beside hangars. That being said, living quarters and garages are spawnpoints for your soldiers and tanks as well. lots of hangars gives them lots of options. every hangar you build and the elevator are enemy spawn points. ![]()
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