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  Xenonauts [cheats]
Tips and Tricks:
Things to Know Before Playing

The optimal number of bases you need to build is three. When placing a base,
the three circles indicate your potential radar coverage based on the number
of radar arrays you build, with the third outer circle representing your
maximum possible range. Plan ahead so that you maximize land mass coverage
while not redundantly overlapping with other bases. I built my first base in
the Middle East, one in Central America, and one in South East Asia and was
able to cover most of the world.

In the beginning, spend most of your money on aircraft. If one of your
aircraft gets shot down, you won’t have to buy a new one to replace them but
they will be out of commission while they are being recovered and repaired.
UFOs will be coming at you hard and fast so it’s vital that you have enough
planes to deal with them. Foxtrots will be viable against heavy craft for a
surprisingly long time due to their dual torpedo load out while the starting
Condor and its upgrade Corsair is necessary for smaller, agile fighter type
UFOs. Of course, still phase out outdated aircraft when you can but more
importantly build up a large air fleet as soon as possible.

If you are good at microing, the air combat minigame can be cheesed so that
even encounters with a low autoresolve chance can still be won if manually
controlled. Use pause liberally. Manually change the bearing of your planes
so that they aren’t flying into enemies head-on. Use the hotkey to repeatedly
dodge and circle strafe UFOs. Lower your thruster speed when behind them.
When firing torpedoes, stagger your shots (i.e. fire one round after the
other) so that the enemy is unable to dodge both. There’s a good video online
that will explain air combat better.

You don’t need a squad at every base you build and one squad will be enough
to handle your crash sites for the first few months. Some bases can simply
be hanger/radar coverage bases from which you launch air sorties. There is
a chance that the aliens will try to invade your bases but it won’t be a
real concern if you are vigorous with your air superiority.

Build hangars and radar arrays at new bases first, otherwise they’ll be a
pointless money sink. You can think of building other additional structures
after that.

Multiple laboratories will increase research speed which is very beneficial.
Research can help you get a leg up on aliens because they’ll unlock items
such as aircraft weaponry and personal explosives that are immediately
available and replace existing stock without having to be manufactured, plus
it provides passive bonus against enemies through autopsies.

The first armor you unlock isn’t that effective for its cost of research
and manufacturing price. I tend to skip it in favor of better weaponry and
wait for better armor.

When looking at troop stats, place an emphasis on bravery because it is
the one stat that’s hard to raise yet becomes crucial against later psionic
enemies. While earning combat medals can raise bravery somewhat, it’s
better to start
with a high base bravery stat when recruiting.

Soldiers with high accuracy are naturally good with sniper rifles, high
strength should be given machine guns, high turn units benefit with a
shotgun or shield and shock baton, and reflex do well with the standard
rifle or shotgun.

Scout areas and door bust UFOs with your shield and baton users. Have your
high reflex rifleman save some TU at the end of their turn so that they
can provide a sort of overwatch against any aliens that might pop up.
Snipers should be at the back with a clear line of sight. Use machine
gunners to break up cover and suppress enemies. Run up and flank with
shotgun users for point blank instakills.

Crouching increases your own hit chance while reducing the chance of the
enemy hitting you, so use it often. Targeting an enemy and right clicking
spends TU for better accuracy. It’s better spend as much TU as possible
for the best chance to hit rather than taking multiple potshots.

Try not to fight at night, it’s much more dangerous and frankly more
tedious hunting enemies at this time. You can delay missions by having
your transport ship circle the crash sight until day time.

Make use of all the assorted grenades. Toss a stun grenade into an
enclosed space such as a crashed UFO, then back off and wait for aliens
to pass out. Drop a smoke on your exposed squad members for extra cover
and safety. Flashbangs are good openers to suppress enemies so that
your shotgunners and riot shield guys can get in close. While explosive
grenades destroy enemy loot and only trigger at the start of the enemy
turn, they are great for that really dangerous enemy that’s coming
around the corner.

Print Cheats

Similar trainers/cheats:

Xenonauts V1.06 [trainer +11]
Xenonauts V1.06 [trainer +12]
Xenonauts V1.53 [trainer +13]
Xenonauts [cheats]