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I give them their own custom name, they're a part of the squad now! A family, as it were. Can't let them die, can't decommission them once they're past their prime, no way! Cute little tires and stubby barrels, they never panic, never whine about equipment weight, and they've always got your back no matter what!
They're just really good units for scouting and spotting with, so I keep them around, yeah. I can see the value of having two Hunters / Scimitars / Hyperions in your base so you can field another if the previous one gets destroyed instantly, but eh, that's not how I play really.
Back in my day, we honoured the fallen - and then best way to honour them was to never let them die in the first place! Four rookies die during a mission? Meh. My little Hunter scout tank with a full name and title and over 15 sorties to his name dies though? I'll disband the Xenonauts project.
If the scout tank gets domed, you're not coming home. Simple as..
, don't worry my save/load tendencies ensure that it will always returns home safely. xD
There's something very satisfying about running down a whole chainlink fence or a metal barrier, not quite as satisfying as walking through walls and doors in Predator armour but still, I certainly miss it when I upgrade from Scimitar to Hyperion. I wonder if removing the "Hover" line from the .ini will make it act like a Scimitar, actually. I bet it would.
Can't think of many reasons why hovering is worth keeping. I guess for crossing water? You barely ever have to or need to do that, though. Hmm.
I remember in the old x-com/ufo defense there was a hover tank that could fly, maybe the xenonauts devs thought it would be too good?
Flight is different in Xenonauts anyway, you can't fire your equipment or use any items while flying unlike (if I recall correctly) the original XCOM games, and I guess they figured that would be pointless for a tank, it'd just be a huge flying target. Shame because parking a tank on a roof and raining down rockets on aliens is my dream. Alas.
It's funny because since it's a hover tank, and it doesn't crush stuff, that means in some cases it just floats through them - such as chainlink fences. It's a bit weird but, I guess it's only a minor niggle at worse.
There's also the drones the aliens use, but they're just hovering, not flying as well.
Firaxcom yeah, they allowed flight in Enemy Unknown, but I don't think they allowed it in 2, but I can't remember. I loved messing with the AI on EU using Hover Shivs, since you could just fly right over their cover and flank them, while having a constant low cover bonus, it was pretty broken - and messed up their AI something awful, too. Good stuff! And the classic Archangel snipers, of course!
Xenonauts doesn't quite manage to nail the OG Xcom feel, but it comes pretty close. I'm hoping Xenonauts 2 goes the extra mile and gets those little features in though, attacking while flying, throwing corpses / weapons / grenades on a timer, units able to become KO'd and wake up or be resurrected mid mission, and even psionics etc. Will have to wait and see, if it hasn't already been confirmed yes / no anyway (haven't been following the development diaries since the delay)
Did you ever play multiplayer in Firaxcom 1? Flying/hovering units are so overpowered with their flanking capabilities, especially the alien ones that can also e.g. hurl grenades from huge distances (AI does not take full use of that). Its quite fun but sadly only 1 vs 1 (would have been amazing if there would be coop etc).
I look forward to Xenonauts 2 too (it will undoubtely get some new stuff). When Xenonauts 1 was released I did not see the appeal of it but when playing it now the game definitely grew on me. It as you mention lacks still some features/extra's but at its core its solid. :)
I remember using it once and gaining salty rage inbox messages because some guy was running a typical Mechtoid + Sectoids army and I killed all his Sectoids, lol. No infinite shielding for you!
That's the "Bombard" ability, or something like that right? Some aliens simply having long range grenades and such? I didn't know the flying units had that, but I definitely remember the Elite Muton having it. Always annoying because it was practically 100% guaranteed if they could hit two units with it, they'd use it lol.
Man, Harridans are annoying me at the moment in my current game. I've been trying to capture one for the last couple of Andron missions, but they keep suicide bombing my shock jockies when they get too close. Gotta get that research on the electroshock grenade but I've got other priorities lol.
Yeah, likewise. I didn't scoop up Xenonauts immediately because it didn't seem like it held some of the "core" values of the old XCOM games to heart, it didn't seem like a spiritual successor more like an imitator, but my opinion has changed dramatically since then. Pretty great game, I especially love the research lore and the attention to detail on the little things - base defence turrets, as an example. Seeing their internal components as you change Z-levels, during an uncommon (ish) base attack and with turrets you might not even consider building, not to mention them having 1-2-3-4 different styles? I've never seen the basic conventional rocket turret, but I'm sure it's very detailed anyway. They really showed their work.
Concerning the bombard ability, iirc the heavy floaters and cyberdics have it. Both are also quite strong and fast with the main disadvantage of high costs, so I usually added a bunch of drones with them since they are cheap but still good for distraction and scouting. Also since your whole squad is flying all enemy melee units are rendered useless and psionic attacks are useless to drones and cyberdiscs which is normally a big weakness of heavy floaters I believe.
I remember bombard now, can't believe I forgot how annoying cyberdiscs were with that spinning grenade throw they could do lol. Deathblossom was one thing but those grenades were annoying! An otherwise perfect mission seeing a bunch of your soldiers spending time in medbay thanks to one errant grenade