Other than the Command Center, you won't lose any structures by using them.ĭuring a defense mission only 16 xenonauts can be brought to defend during the mission. While the game recommends you avoid causing collateral damage, there is currently no penalty to using explosive weapons in your base. Aliens tend to appear at the extremities of the base however.Įven if a bases air defences did not shoot down the attacking UFO, every successful hit will reduce the number of alien attackers assaulting the base. You will have to spend a lot in the first few months to get the bases up and running, but it's worth it. Unlimited proximity grenades because the lift is indestructible. You make the Access Lift into a chokepoint and just annihilate anything coming through. In the original X-Com, base design mattered for defense, but there was one clearly superior layout that basically made base defense missions very easy. Prioritize building radars and hangars, then buy interceptors. Not to the same degree as in the original. The Aliens enter the base via Alien Breaching Pods which are forced into the base at random locations and deposit the Alien forces into the base. A second and third base should be built as soon as possible (preferrably in the second and third month, respectively). Commanders should take care to the use of explosives as heavily damaging rooms will destroy them, forcing commanders to rebuild or repair them at a later date. To win the Xenonauts must kill all attacking Alien forces within the base. If the Aliens kill all defending personnel or destroy the Command Center then the Base is destroyed. The player is charged with defending the base from the Alien attackers at all costs. These missions are generated when a region of the world is doing very well in shooting down UFOs.
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