Everyone has got one and every one of them is RIGHT for the holder of that opinion. Prevents issues if you are ambushed.īut I have found it completely depends on how you play as to what is right FOR YOU! Kind of like Opinions. I could care less about the vehicles (I loose them quicker than I loose squaddies the way I play,) so I just load them down with Hangers (7 or 10 total) and everything else is Manufacturing capacity and ancillary items (3 radars, Stowage, Defense turret (ONLY EVER ONE) etc.) I ALWAYS try to intercept bogies with 3 aircraft, even if they are small or V Small. My 2nd and 3rd bases are always manufacturing bases and eventually have LOTS of hangers. I NEVER have 3 radars at my first base (it almost seems to attract the base assaults to it. Expand and manage a covert network of bases across the globe. Working from the shadows, you must seek out and engage the growing alien presence wherever it appears. After 3 radars are built, it effectively covers 95 of Africa and 95 of Europe, plus a big chunk of Asia. Additional radars are built to protect/cover the most at-risk regions also. First base: Saudi Arabia (east coast of the Red Sea). My first base is always my research base, It only gets the initial Manufacturing stats from game start, I build it to 5 hangers and everything else is research, I think that leaves me a max of 15 squaddies I can have with how it builds. Xenonauts 2 is a strategy game that puts you in charge of a multinational military organization tasked with eliminating an extraterrestrial threat. Depending on alien activity in regions Foxtrots will be stationed within range of the most vulnerable areas, and hotswapped between bases if needed until I have 2 & a condor per base. I routinely start multiple bases at the same time and build multiple identical bases slowly. I start in either Newfoundland or Michigan unless I am doing the Holy Hand Grenade schtick. When your Avatar lives by the rule of two, how can you build three bases? WOW this hand me ROFL so hard! and to think I thought when I made my base in England and named it the Holy Hand Grenade I thought I was honoring Python! One problem. Once the number three, being the number of the bases, be reached, then launchest thou the Holy Foxtrots in the direction of thine foe, who, being naughty in my sight, shall snuff it." Four shalt thou not build, neither shalt thou build two, excepting that thou then proceedeth to three. Three shall be the number of thy bases and the number of thy bases shall be three. The weapon also appears in game files in the "Soviet" weapon set, and is seen in two versions one with wooden furniture and one with black, presumably polymer, furniture.Now did the Lord say, ".Then thou must build to three. The appearance of this weapon in the hands of Soviet troops is somewhat anachronistic, as by 1979 it would have been somewhat replaced by either the AKM or AK-74. Although it is not available for equipment pre-mission, if a Xenonaut soldier picks one up while on mission, it is saved as part of their loadout when they return to base. In earlier builds, picking one up during a mission transformed the gun into an M16 however, an update gave it its own GUI image, albeit without any statistical difference from the M16 other than magazine capacity. It cannot be equipped by Xenonaut troops in between missions. The AK-47 appears in game in the hands of NPC Soldiers and Local Forces during missions in the Soviet Union and Middle East. Despite it's former name, the weapon appears on farm tilesets regardless of location. GUI Image of the "Soviet Shotgun", also known as the "Farmer's Shotgun". The weapon has polymer grips and originally had an inaccurate 12 round magazine, but this has since been changed to the correct 15 round capacity. The weapon is also seen in the hands of Police Officers and Local Forces during missions. A Beretta 92 variant, presumably the 92F, appears as "Ballistic Pistol", and can be equipped by soldiers in between missions.
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