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== Strategy layer ==
Defeating an alien invasion is no easy task, even if you know what you're doing - and if you don't, it's even harder! This guide is intended to help you understand the basic principles of Xenonauts 2 so you can concentrate on winning the war.
The world is divided into 6 regions: Asia Pacific, Europe, Latin America, North America, Soviet Russia and Africa & Middle East. Each region has a panic level ranging from 0 to 100. If panic level is 100 at the end of a month the region will surrender to the aliens.


The strategy layer can run at the following speeds:
== Setting Your Expectations==
* '''Slow''': 5 seconds pass every real world second.
# '''Choose an appropriate difficulty:''' this is not an easy game, so if you're not familiar with the classic X-Com mechanics then start with Recruit for your first campaign (or Soldier if you've played a lot of the modern XCOM games).
* '''Normal''': 5 minutes pass every real world second.
# '''Prepare for Casualties:''' expect to take heavy casualties, particularly in the early months. The situation improves a little once your soldiers have access to Warden Armour and eventually Guardian Armour, but Xenonauts is far more of a meatgrinder than XCOM - it's okay to lose soldiers if you keep winning missions!
* '''Fast''': 20 minutes pass every real world second.
* '''Fastest''': 100 minutes pass every real world second.


The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Shooting down a UFO will prevent it from causing Panic in the local region. Once a squadron reaches an UFO it will bring the following options:
== Starting the Campaign ==
* '''Commence Attack''': Starts an air battle between the interceptors and the UFO.
# '''Play the Tutorial:''' make sure you play the tutorial at the start of your first campaign. It isn't long, and it explains the basic controls for the strategy and tactical layer.
* '''Autoresolve Attack''': Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle.
# '''Base Location:''' your first base should be placed in a location that maximises the amount of land covered by your radars and aircraft. Generally this means placing the base somewhere equatorial, either covering North / South America, Europe and Africa / Middle East, or the Soviet Union and Asia.
* '''Tail Target''': Interceptors will follow the UFO until they run out of fuel and can attack at any point.
# '''Upgrading Your Base:''' it's worth upgrading your starting base with some new facilities. Take a look at the different base structures you can build and consider building some or all of the following:
* '''Tail Until Over Land''': Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
## Medical Center: possibly the most important building of all. This speeds up soldier healing rate, and increases the survival chance of any soldiers killed in action - and you'll probably have a lot of hurt / dead soldiers!
## Living Quarters: this is almost essential. Make sure you place it next to your existing Living Quarters to get the adjacency bonus!
## Laboratory: expanding your science team to speed up your research speed is usually a good plan, particularly as scientists now generate money if there's no research for them to do.
## Radar: each additional Radar building you construct will extend the range of your base radar, up to a maximum of three. You don't need to do this immediately, but it's certainly worth considering.
# '''Research:''' you should always be researching something if you can, so get started on Combat Vehicles. Once you win some tactical missions you'll be given new research options.
# '''Soldiers:''' it's worth taking a quick look at the brave bunch of heroes you'll be marching into battle.
## Check the carrying capacity of your soldiers. If they are over their carrying capacity, then remove a few items from their backpack until they aren't (otherwise they will have a Time Units penalty). If they've got a lot of unused carrying capacity, give them heavier armour or some more equipment.
## The various weapons / equipment items in the game usually have good tooltips that explain how best to use them, so give them a read. Most things are viable if used correctly, so experiment and find what works best for you!
## The soldier recruitment pool refreshes monthly (although one new soldier is also added each time you hire one). Check to see there's any soldiers in there with particularly good stats, and hire them if so. Most of the stats are valuable, with only Reflexes being a little less important than the others.


If an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. The mission is valid for 3 days and if not undertaken it will grant Funds scaling with the size of the UFO.
== Combat Missions ==
The tactical combat is deep and rewarding, but it takes time to get used to it - particularly if you've played a lot of XCOM. Here's a few tips:
# Keep troops close enough to support each other in combat, but not so close that an alien grenade will kill several of them at once.
# Soldiers have 90-degree vision cones, so remember to look around to check for aliens. It's easy to walk right past one and get shot in the back if you don't!
# Shooting a weapon doesn't end your turn, so if you have Time Units remaining after shooting you can move your soldiers into a position where the enemy can't hit them. Doorways and windows are great for this.
# Plan your turns. You can plan an attack by selecting the tile you want to go to and then hold Shift to see your accuracy from that location and total TU cost before executing the move command.
# Weapon damage is semi-randomised, ranging from between 50% of the base damage to 200% of the base damage.
# The maps are almost entirely destructible. The Demolition Grenade is great for removing walls or cover that may be blocking shot paths.
# If you meet a tough armoured enemy, throw a Demolition Grenade at them to remove their cover and break their armour before attacking them normally.
# Grenades and explosives will gib enemies and destroy their items, which loses you valuable resources - but this only happens an explosive scores the killing blow. If you injure them with grenades and finish them with a gun, you keep the items.
# Don't worry too much about protecting civilians. The game doesn't penalise you if they die.
# Ending your turn in a smoke cloud causes your soldier to take Stun Damage, and eventually fall unconscious. Running through smoke will also do this, but in smaller amounts - generally you'll be fine if you don't end your turn standing in smoke!
# The MARS vehicle is very powerful, so make sure you build one. The rocket pod is great for removing terrain and cover, and the secondary autorifle hits just as hard as standard soldier rifle.


== Air combat ==
== Strategy Layer ==
Air combat takes place in real-time. Interceptors can execute the following maneuvers.
# Your key strategic aim is to build additional bases to expand radar / aircraft coverage across the rest of the planet, as unattended UFOs will start to generate significant Panic once you reach the mid-game.
* '''Evasive Roll''': Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.
# Don't feel like you need to capture every UFO you shoot down, especially if it feels like a chore. If it's a new type of UFO, make sure you capture it - otherwise you can just claim the cash bounty unless you need the Alloys / Alenium.
* '''Afterburners''': Increases movement speed but disables weapons and evasive rolls.
# The fastest way to increase your monthly funding is to progress down the plot research projects (and the Cleaner missions).
* '''Retreat''': Interceptor flies away from the UFO until it escapes the combat map.
# If you're short on cash, you can sell your recovered items on the Stores screen. None of the recovered items are useful except for Alloys and Alenium (which you should never sell).
# You'll want to hire some spare soldiers to cover for injuries / deaths during missions. However, be aware that most tactical missions last 72 hours on the Geoscape and newly recruited soldiers only take 48 hours to reach your base - so you can always hire new soldiers before going out on a mission!
# The effectiveness of soldier training increases as you capture more types of alien, so it's worth setting up a Training Center and attempting to capture as many alien species as possible as you approach the mid-game.


== Land combat ==
== Dropships ==
Land combat consists of turns during which each team chooses what actions its soldiers will take.
Dropships are aircraft used to transport a squad to its mission site. They can be intercepted and destroyed by Fighter UFOs if not escorted. All dropships have an upkeep of $100000.
 
The green bar below a unit's health shows its Time Units, or TU, the starting amount depending on the soldier's Time units attribute. Each action consumes Time Units. Moving, rotating, crouching and uncrouching consumes a fixed number of TUs and most attacks consume a percentage of the TU bar. This means soldiers with higher TU are more mobile and versatile but cannot fire more times per turn. Any TU left at the end of the turn will be spent on Overwatch Fire during the opponent's turn. Time Units are replenished at the start of each turn.
 
Weapons inflict between 50% and 200% of their Damage value each time they hit, depending on the body part hit. Each weapon has a maximum range, visible during combat with green squares when targeting an enemy. It is possible to fire beyond a weapon's maximum range but its damage and hit chance will be reduced.
 
Most weapons have multiple fire modes, with varying Accuracy and TU costs. The most expensive fire mode is selected by default but can be changed by right-clicking on the target.
 
Most forms of cover are destructible. Free Fire mode can be used to manually attack pieces of cover and destroy them.
 
== Interceptors ==
Interceptors are used to attack UFOs. Up to 3 interceptors can be assigned on the same attack. Interceptors can be equipped with various weapons.
{| class="wikitable"
! Weapon
! Damage
! Penetration (armor)
! Destruction (armor)
! Reload Time (sec)
! Range
! Fire Arc
! Ammo
! Evasive Roll
! Production cost
|-
| [[File:Cannon tier1.png|90px]] Autocannon
| 5
| 0
| -0.5
| 0.25
| 3
| 30
| 40
| <span style="color:green;">'''Enabled'''</span>
| Free
|-
| [[File:Missile tier1.png|90px]] Sidewinder Missile
| 25
| 0
| -1
| 0.25
| 5.5
| 25
| 4
| <span style="color:green;">'''Enabled'''</span>
| 100000 Funds
|-
| [[File:Torpedo tier1.png|90px]] Skylance Torpedo
| 30
| 20
| -10
| 1
| 7
| 12
| 2
| <span style="color:red;">'''Disabled'''</span>
| 100000 Funds
|-
| [[File:Cannon tier2.png|90px]] Accelerated Cannon
| 7
| 1
| -0.5
| 0.25
| 3
| 20
| 40
| <span style="color:green;">'''Enabled'''</span>
| 120000 Funds<br>10 Alien Alloys
|}
 
== Mission types ==
Xenonauts 2 features the following mission types:
{| class="wikitable"
{| class="wikitable"
! Mission type
! Dropship
! Time (days)
! Health
! Rewards
! Speed (KM/H)
! Objective
! Range (KM)
|-
! Carrying capacity
| Abduction
! Vehicle capacity
| 3
! Cost
| -10 Global Panic Level<br>5 Alien Alloys per deactivated abduction tube<br>3 Alenium per deactivated abduction tube
! Requires research
| Rescue at least 5 civilians from abduction tubes within 7 turns
|-
|-
| Crashed UFO
| [[File:Dropship tier1.png|90px]] X-2 Skyhawk || 100 || 1125 || 6225 || 9 || 1 || $300000 || <span style="color:green;">'''No'''</span>
| 3
| Alien alloys<br>Alenium if UFO was Destroyer or larger<br>Alien Hyperdrive if UFO was Destroyer or larger
| Eliminate all hostile units within the UFO and hold it for 3 turns
|-
|-
| Cleaner Operations Site
| [[File:Dropship tier2.png|90px]] X-3 Dragonfly || 1000 || 2400 || 10000 || 12 || 2 || $300000<br>50 Alien Alloys<br>30 Alenium || <span style="color:red;">'''Yes'''</span>
| Persistent
| 250000 Funds
| Eliminate all hostile units
|}
|}

Latest revision as of 12:55, 23 July 2023

Defeating an alien invasion is no easy task, even if you know what you're doing - and if you don't, it's even harder! This guide is intended to help you understand the basic principles of Xenonauts 2 so you can concentrate on winning the war.

Setting Your Expectations

  1. Choose an appropriate difficulty: this is not an easy game, so if you're not familiar with the classic X-Com mechanics then start with Recruit for your first campaign (or Soldier if you've played a lot of the modern XCOM games).
  2. Prepare for Casualties: expect to take heavy casualties, particularly in the early months. The situation improves a little once your soldiers have access to Warden Armour and eventually Guardian Armour, but Xenonauts is far more of a meatgrinder than XCOM - it's okay to lose soldiers if you keep winning missions!

Starting the Campaign

  1. Play the Tutorial: make sure you play the tutorial at the start of your first campaign. It isn't long, and it explains the basic controls for the strategy and tactical layer.
  2. Base Location: your first base should be placed in a location that maximises the amount of land covered by your radars and aircraft. Generally this means placing the base somewhere equatorial, either covering North / South America, Europe and Africa / Middle East, or the Soviet Union and Asia.
  3. Upgrading Your Base: it's worth upgrading your starting base with some new facilities. Take a look at the different base structures you can build and consider building some or all of the following:
    1. Medical Center: possibly the most important building of all. This speeds up soldier healing rate, and increases the survival chance of any soldiers killed in action - and you'll probably have a lot of hurt / dead soldiers!
    2. Living Quarters: this is almost essential. Make sure you place it next to your existing Living Quarters to get the adjacency bonus!
    3. Laboratory: expanding your science team to speed up your research speed is usually a good plan, particularly as scientists now generate money if there's no research for them to do.
    4. Radar: each additional Radar building you construct will extend the range of your base radar, up to a maximum of three. You don't need to do this immediately, but it's certainly worth considering.
  4. Research: you should always be researching something if you can, so get started on Combat Vehicles. Once you win some tactical missions you'll be given new research options.
  5. Soldiers: it's worth taking a quick look at the brave bunch of heroes you'll be marching into battle.
    1. Check the carrying capacity of your soldiers. If they are over their carrying capacity, then remove a few items from their backpack until they aren't (otherwise they will have a Time Units penalty). If they've got a lot of unused carrying capacity, give them heavier armour or some more equipment.
    2. The various weapons / equipment items in the game usually have good tooltips that explain how best to use them, so give them a read. Most things are viable if used correctly, so experiment and find what works best for you!
    3. The soldier recruitment pool refreshes monthly (although one new soldier is also added each time you hire one). Check to see there's any soldiers in there with particularly good stats, and hire them if so. Most of the stats are valuable, with only Reflexes being a little less important than the others.

Combat Missions

The tactical combat is deep and rewarding, but it takes time to get used to it - particularly if you've played a lot of XCOM. Here's a few tips:

  1. Keep troops close enough to support each other in combat, but not so close that an alien grenade will kill several of them at once.
  2. Soldiers have 90-degree vision cones, so remember to look around to check for aliens. It's easy to walk right past one and get shot in the back if you don't!
  3. Shooting a weapon doesn't end your turn, so if you have Time Units remaining after shooting you can move your soldiers into a position where the enemy can't hit them. Doorways and windows are great for this.
  4. Plan your turns. You can plan an attack by selecting the tile you want to go to and then hold Shift to see your accuracy from that location and total TU cost before executing the move command.
  5. Weapon damage is semi-randomised, ranging from between 50% of the base damage to 200% of the base damage.
  6. The maps are almost entirely destructible. The Demolition Grenade is great for removing walls or cover that may be blocking shot paths.
  7. If you meet a tough armoured enemy, throw a Demolition Grenade at them to remove their cover and break their armour before attacking them normally.
  8. Grenades and explosives will gib enemies and destroy their items, which loses you valuable resources - but this only happens an explosive scores the killing blow. If you injure them with grenades and finish them with a gun, you keep the items.
  9. Don't worry too much about protecting civilians. The game doesn't penalise you if they die.
  10. Ending your turn in a smoke cloud causes your soldier to take Stun Damage, and eventually fall unconscious. Running through smoke will also do this, but in smaller amounts - generally you'll be fine if you don't end your turn standing in smoke!
  11. The MARS vehicle is very powerful, so make sure you build one. The rocket pod is great for removing terrain and cover, and the secondary autorifle hits just as hard as standard soldier rifle.

Strategy Layer

  1. Your key strategic aim is to build additional bases to expand radar / aircraft coverage across the rest of the planet, as unattended UFOs will start to generate significant Panic once you reach the mid-game.
  2. Don't feel like you need to capture every UFO you shoot down, especially if it feels like a chore. If it's a new type of UFO, make sure you capture it - otherwise you can just claim the cash bounty unless you need the Alloys / Alenium.
  3. The fastest way to increase your monthly funding is to progress down the plot research projects (and the Cleaner missions).
  4. If you're short on cash, you can sell your recovered items on the Stores screen. None of the recovered items are useful except for Alloys and Alenium (which you should never sell).
  5. You'll want to hire some spare soldiers to cover for injuries / deaths during missions. However, be aware that most tactical missions last 72 hours on the Geoscape and newly recruited soldiers only take 48 hours to reach your base - so you can always hire new soldiers before going out on a mission!
  6. The effectiveness of soldier training increases as you capture more types of alien, so it's worth setting up a Training Center and attempting to capture as many alien species as possible as you approach the mid-game.

Dropships

Dropships are aircraft used to transport a squad to its mission site. They can be intercepted and destroyed by Fighter UFOs if not escorted. All dropships have an upkeep of $100000.

Dropship Health Speed (KM/H) Range (KM) Carrying capacity Vehicle capacity Cost Requires research
Dropship tier1.png X-2 Skyhawk 100 1125 6225 9 1 $300000 No
Dropship tier2.png X-3 Dragonfly 1000 2400 10000 12 2 $300000
50 Alien Alloys
30 Alenium
Yes