Xenonauts 2 (EA v3) - Ep. 02: Cap in Hand
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- čas přidán 22. 06. 2024
- Today, we push to expand our ranks, cap in hand.
A test of metal should result in at least a few alloys of convenience.
00:00 Cap in hand. (Combat)
20:10 A test of metal. Alloys of convenience.
28:05 Street cleaners. (Combat)
44:54 Outro & Special Thanks!
While I did receive an early key, I'm not otherwise affiliated with Xenonauts 2, Goldhawk Interactive, or Hooded Horse in any way. I'm just an oldschool gamer who's always happy to see modern takes on oldschool games. :)
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Man, these stressful games are the best way to relax
Hey Ret, just a little tip. in the base you can arrange the deployment of your soldiers in the choppers, that way you spawn in with guys looking out the side doors !
Ooh, good tip. I'll look into that. :)
@@RetconRaiderYeah, you can even set facing as opposed to just placement in the first game.
Good rip, thank man 👍
Sweet, I got to bag and tag an alien on my first mission.😎👽
27:33 "Alright Bowmen let's see if you survive your first mission!"
Ah, training. Next week o7
I still don't understand the workshop corpses-based projects to get extra damage on Cleaners since they are now normal humans. Can't be that hard to source human corpses on Earth with their ressources, if that anatomical knowledge is not already available somehow.
Yeah, it's definitely an odd one. Doesn't really seem to fit with the new narrative they've created.
There's some chatter in the description about studying their gear, but that's a bit of a stretch.
@@RetconRaider Maybe they're used as more anatomically correct target dummies? Though, that would be pretty brutal.
reminds me of xcom from the 90s..on ps1...such gd times using overpower interceptors almost killing all aliens on board...skyranger full of troops with rockets and grenades to take out whatever was still alive sometimes civs....the laughs
If you equip your troops so they are within 10% of their max carry capacity, they actually train their Strength stat by just moving during missions or at least it seems that way.
Makes sense. I do try to keep them close to cap, but I try to avoid overloading. :)
Really wish those abduction mission would automatically end when the last alien is dead
5 turn timer ?! Why 😱
Yeah, it's harsh, and nasty to do that. 100% agreed.
It's a game where you find yourself fight against lvl 1, 10 or 50 at random, when you are still lvl 1 after all 😂
To be fair, it does look like all my timers are reduced by 1 because I'm running on Veteran. The difficulty setting directly impacts the default timers.
(Though it would still be a 6 Turn limit on Normal.)
I think it makes sense, it is a bonus objective after all. The game is asking if you are willing to take the risk of opening that extra pod for the extra reward.
You can overload you soldiers with extra equipment & ordnance before a mission, then dump the excess in the back of the helicopter when you get to the AO. (This gave a strength bonus in Xenonuat 1)
You only have to be close to the strength limit to get the strength exp last I heard. The overload system _is_ a good way to bring extra shields and grenades though.
@@CowCommando reminds me of good old Soviet military saying "there are: too few ammo, few ammo, still not enough and finally not enough but can't carry anymore"
I can almost hear the Holywood dialogue when ALois spotte the alien on Cold's Six, and Cold turned around, cutting the little gray down.
Great team work but civilian casualty was self obtained. Great episode.
You mentioned having a reason to "collect" Cleaner corpses but not captives -- could they maybe give you a bonus to Cleaner Network Progress if you capture them alive? The General and your 'generic' captive certainly did, though I don't know if the interrogation project is repeatable or just a one-time.
Oh, that's true, I didn't even think to check. I do wish the game more clearly communicated those sorts of potential bonuses in the mission wrap-ups or event logs. :)
@@RetconRaiderDidn't the initial cleaner dialogue that triggered as part of going back to Alpha base specifically state captured Cleaners provide progress to finding them? I suppose it was ambiguous if it only meant that mission or not.
Upon closer inspection, your cleaner progress jumped from 26% to 37% after the rescue mission. I suspect you got 10% progress for the capture. I think that math checks out from the first mission too.
"Get to the chopper!" 😁
10:42 At least the shield model went away when the shield was destroyed unlike last video. Last time you ran a soldier with a broken shield into a staring contest with a cleaner.
On longer missions without timers (like downed ship assaults), I've seen people equip shields to multiple soldiers who aren't expected to actually use them. They take their actual load out, put their primary weapon in their bag and equip a shield. Once the mission starts, drop the shield on the heli floor and equip your primary.
Also useful for bringing extra grenades and satchel charges. Overload your guys then dump the extras on the heli floor turn one. Retrieve supplies as needed.
They roleplay it as having a limited supply locker on the heli.
Oh, sheesh, I didn't even realize the shield was supposed to have been destroyed back in Mission 1. That's a bit of a shock. :P
With carting extra gear onto missions, it's tempting but at the same time I do worry about bogging the runs down with excessive inventory management.
@@RetconRaider I've seen most people go to the load out screen, cut to showing finished load outs, and then cut to boots on the ground after switching equipment around (assuming nothing happened on the flight over). I'm assuming that takes a lot more time in editing for very small video length savings.
I sunk already around 80 hours in this. It is awesome how many different mission types there are in already. Enjoyable to watch too.
Excellent! Looking forward to the next one.
Like and good video.👍👍 Great job as always.
Comment for the comment god, interaction for the interaction throne!
Hurrah! I went on some missions, saved some lives, and even got a kill or two. Good showing for Pvt. Doves. We'll see if he can reproduce this feat next time.
Happy to be of service lol
If you crouch *before* you shoot, you get +5 ACC. So it's sub-optimal to shoot then crouch.
Fair. I've been feeling it out as I go, and couldn't tell if crouching changed the angle for the simulated ballistics or not. :)
5:16
random passerby looks like snowden
Tbh the logical incentive for player to capture "cleaners" should be to use them as recruit pool once they're interrogated. Those are professionals from internal security bureaus of several major countries, they should be better then privates, correct?
To be fair, they do state in the report that the ones we've captured thus far are more poorly trained than our soldiers. :)
But I imagine the biggest issue is just whether they could be trusted long-term. I certainly wouldn't mind if they gave us the option to try converting them, but also wouldn't be surprised if it came with potential risks.
@@RetconRaider Supposedly, they've been brainwashed and lied to, but not mind controlled. When they find out the Alien threat is real, they are shocked. Seems to me, they'd also be angry and want to get revenge on the organization that lied to them. How much worse they could be than some of the stiffs in the recruit pool is the question.
But, as you will see, there are *many* Cleaner missions. If captured Cleaners were available as recruits, you'd never run out of warm bodies (and wouldn't have to pay 50 k for each one!). The Lore says there are "thousands" of Cleaners.
More to the point, though, the Cleaners probably haven't been trained in small unit tactics, unless some of them were in the infantry before they became cops or spooks. Now, history shows that the military can train a large cross-section of the population to be competent soldiers, but it does take a little time. Currently, that's 10 weeks Basic and 22 weeks Infantry school for the US Army, which is a good bit of the time the game is supposed to take. No doubt that could be accelerated, but it would still take a few months to turn out a Xenonaut.
I was curious about the new armor research. Wouldn't it be a good idea to unlock that as soon as possible, with the possibility of stocking up a few pieces to equip them as people get the carrying capacity? A sort of "Gearing up" logistics supply so that when you can use them, they're available?
I did consider it, but ultimately ended up deciding finances were just too much of a choke point for everything else. :)
I hate how much I love Psychic powers in XCOM, I could never play this and not feel like it would be really fun to have access to them myself. I get why it’s not in the game though.
5:37 I absolutely despise mission timers. One of the reasons why I never bought XCOM2.
Meanwhile the rest of us just used mods to vastly extend or remove them.
Is Reb not healing or her stats are not recovering?
She has a naturally low max health, but it'll slowly go up with training and field experience.
What do I have to do to get soldier named? :)
Just ask, and I'm happy to add you to the list! Be sure to mention if you have any preferences on name or character type.
Raiders (Patrons/Members) do get priority, but I like to include everyone when possible. :)
@@RetconRaider Ok, so my preferred name: Narcyz or Marek :)
Character type: Random ;)
Please add me to list :)
for pete's sake....just play PHOENIX POINT already....
It's on my list, it's just a bigger and more involved project. XN2 was more ideal for use as a short filler project between those sorts of bigger ones. :)
I spoke to Pete and he's cool with waiting for Phoenix point.
Phoenix Point is bad.
Phoenix point is hot garbage, despite all efforts of developers to work on it ater ti came out. Plus scale is too fucking miniscule, especially considering what horde levels of threat are expected of the setting.