Right now? Nothing. It's essentially exactly the same game. Different mission types and aliens but in effect its 3d xenonauts 2. But he is right it feels better to play. But having played a dozen hours so far I would wait for it to leave early access.
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.
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.
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!
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
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.
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 RU-vid, not down at your right side when you turn to speak to us.
Kickstarter backers have had pretty regular access for years now. Dev's have requested not posting much on RU-vid. Suspect that Das got the nod on account of his standing among their target audience and his previous work with Hooded Horse.
@@imperialus1 Not asking for too much youtube posting makes sense... I would've been way more enthusastic without the spoliers and seeing the cool new weapons on my own, but live and learn. good news is this game looks amazing either way and actually unlocking and using it should be rewarding enough unlike some games.
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.
That was my first thought watching the base setup - those new room placements would be asking for so much trouble in the original game! Would be only a single entry point from hangars through lift, and nothing else touching the hangar. Losing the ability to build on those few tiles was well worth it for base defense.
@julianb4157 Playing the brutal AI mod for UFO outright requires you to optimise your base to even stand a chance if you get invaded before getting psionics. I prefer to keep the access lift away from the rest of the base and connect my hangars to my inside base with a small radar - the straight hallway is essential when dealing with scout-sniper blaster launchers.
You assign the MARS to your dropship in the same screen at which you assign soldiers. You can then change the starting positions of both soldiers and the MARS inside the dropship by going to the screen where you change the equipment on your planes, just like in Xenonauts 1.
As far as I could figure out (by trial and error), the amount of income when not using your Labs or Workshops is ONLY depending on the amount of scienticsts/engineers. It seems to be 50/hour per person. And a bit later in the game, you can do an upgrade for Labs and Workshops, which will make it 75/hour per person. However, keep in mind that there is also an upkeep cost per scientist/engineer and for the needed buildings. (remember that includes Workshops/Labs AND Living Quarters, AND power generators. I did a few simple calculations, and with the upgrade, we are looking at 3-4 month until break-even point for your investment... so it is REALLY playing the long game to do that, and you need to set them up rather early in the game, if you wan't to actually profit from it. Of course, if you set them up early, you could also just consider the benefit of rushed research, and then afterwards having a money-maker.
@@DanildFlamme My experiences and calculations are exactly the same, but you should also consider the role of adjacency bonuses. Getting the extra +2 engineers/scientists will make a difference in both production/research speed and the potential profitability when idle. Hence, two adjacent workshops/labs (fully staffed with 12 engineers/scientists) are more than twice as efficient/profitable as one and have a 20% advantage on two non adjacent workshops/labs. Now, I don’t think you’ll ever need either 4 workshops or labs at a single base, but if you did build them and did so in a “square”, the last one would even give you +4 for a total of 28 (rather than 12 and 19 for two and three, respectively). Such a “4 square” layout might be worth keeping in mind for generators, though.
@@DebatingWombat On the adjacency bonus, I calculate the following, when placed optimally: 1 workshop -> 5 eng/workshop 2 workshops -> 6 eng/workshop 4 workshops -> 7 eng/workshop 9 workshops -> 7.67 eng/workshop 16 workshops -> 8 eng/workshop So it does give some bonus, but I think it is still minor compared to the upkeep of the engineers/researchers. We are talking about 25k per month per engineer, and without upgrades we are talking about 36k per month income, leaving only 11k to cover the additional upkeep of the workshops, generator, living quarters. WITH UPGRADE income goes from 36k -> 54k, giving a profit around 29k to pay for other upkeep and actually earning you something. This means that the workshop/lab upgrade is SUPER important for profit, as it effectively 3x your actual bottomline profit. With 4x labs I still felt that my research could go faster. Research speed based on amount of labs: 1 lab -> 125% (upgraded 138%) 2 lab -> 160% (upgraded 190%) 4 lab -> 240% (upgraded 310%) 9 lab -> 445% (upgraded 618%) So as you can see from those numbers, maybe rushing labs and that piece of research has an increasing return of investment, potentially making it actually viable as a strategy. Maybe workshops could be neglected a bit instead, because if you research fast, your workshops will have plenty of time to "snail" through the production of things. And when all research is done, you just keep the many labs for profit.