I like breaching these UFOs. You can really line up a firing squad just outside the main door. Fire whatever shots you want, then close the door again.
The tried and tested tactic of blocking the teleporters remains true.
I'll probably need to be more careful in the even larger UFOs. But I seem to have this type nailed pretty well.
I do keep taking wounds that keep people out of the rotation. I should be more careful.
Anyhow, our SA base is now fitted with interceptors. We just need the radar online and we're golden.
All interceptor cannons are upgraded to plasma blasters. This is NICE.
Also, I haven't been using our scout. Must make a note to do so soon. Here we can see that other options are now available when it comes to its weapons.
The defense score of our bases is now 90. Whatever that means. Up from 60 when it was laser batteries.
Anyhow, I decide to build us some plasma MGs. Our heavies are desparately in need of this upgrade.
Mhmm. Just in time.
We're starting to see heavy fighters as escorts now.
Current payload can handle them fine enough.
I've been so focused on getting other stuff researched that the captured aliens were being studied in one-man groups. The guy assigned to the Sebillian apparently had enough and submitted his report.
Oh joy! A terror site.. Can't ignore these.
China WILL grow larger!
Luka-boy was whining about a medal, right? Looks like he's gunning for it this mission. Also, the sebillian research completion led to a graphic overhaul of the medkits.
Congrats Luka-boy! Time in the medbay for you! Slacker..
Anyhow, with a succesful terror site behind us, Indochina boosts their contribution with about 50k a month. That's nice.
The stats on the heavy fighter. It turns a lot slower than the regular fighter, but does way more damage. And is faster. If you manually dogfight, you want to get behind these and let rip with cannons.
Strange Fellow and Luka-boy are chilling in the medbay, while the rest of the crew stand ready.
The stats for the different MGs for comparison. The plasma caster is so much better it's ridiculous.
This is a key tech. It lets me research this:
Mhmm... Better boom-boom.
UFO spawns are getting a bit crazy. I should plop down a final base in Russia too at some point.
In general, it's going quite well. Everyone is pleased. We came really close to losing South America though.
Shooting down the medium size UFOs is easy with Foxtrots. Tail them, then engage.
Once the four torpedoes are away, break off in either direction.
And done. No damage to your interceptors. Just need to rearm.
In this one, ValeVelKal actually went down, I think it was a grenade. But we managed to win the very next round, and she actually pulled through!
You get a small chance of your Xenonauts surviving when going down, and the chance is lower the more damage they suffer.
Another new enemy. The Wraith. These funky creatures can teleport, but it takes all their TUs to do so.
One is in the bag. The rest we'll shoot on sight. I like the stun rods. They're always fun.
No wounded soldiers this time. And new stuff to research..
I'll end up assigning a single researcher to this one as well.
Cannot really call missions "milk runs" when I keep taking damage, can I?
Anyways, South America base gets the same layout as the other secondaries.
Here's the autopsy on the Wraith. It's true that it seems to be able to handle damage rather well. It's not a one-shot, one-kill type of enemy.
Damnit. Another base. At this point I had two people in the medbay, so I opted to wait a little.
And in the mean time, our research into plasma explosives finished. Better missiles and torpedoes now complement the better cannons.
Our ground troops also get better toys. Explosive grenades are upgraded, our C4 is upgraded, and the rockets for our rocket launchers is upgraded as well.
I decide to give both of our heavies a plasma MG, and a rocket launcher with a plasma rocket pre-loaded. Plus a spare, just in case.
That's good ju-ju. Then again, this was one of the smaller UFOs, a corvette. Maybe that's why I didn't take more wounds..
Just as our Shrike is approaching the alien base, we see a landed medium size UFO near the base. I opt to take the UFO first.
In case the loot is better, this is an undamaged landing ship UFO.
The only apparent difference is the amount of alenium and alloys. That's not too bad either. I am a bit miffed that one of our veteran snipers caught a plasma shot and will now not be joining the base assault, but what can you do? Play more smart? Not I.
Alien bases sometimes have these vents. They cannot be opened.
But you can blast your way through.
Not with a laser sniper though. Used the plasma MG. So I had to pull back the sniper, thought he could peek through the vent to the other side. No dice.
Anyhow, not much time is saved. Could just follow the ordinary corridors. Vents are also dangerous as you can fit through single-file.
Turns out it was an Andron base.
Another shot down landing ship. Much needed cash for our expansion efforts.
This is also a key tech. Why?
Better interceptor, better armour, better shield.
I'll throw everything and the kitchen sink at that interceptor. That's a direct upgrade to all I've got so far.
The Foxtrot can only fit missiles.
The Corsair can only fit canons.
The Marauder can fit both. And is likely to be faster and better armoured.
Also, seeing as all interceptors seem to cost the same in upkeep, you'll really want to have as many Marauders as possible. So once the research is complete, I'll be churning them out whenever I got engineers and cash to spare.
South America base looks secure now.
*sigh* Strange Fellow taking another holiday in the medbay. Those new shields also look promising. Oh, the armour too..
And finally, I wised up and decide to splurge on carbines for our snipers.
Sniper rifles have 50% lower chance of reaction fire. Pistols and carbines have 50% higher chance. So I'm figuring, putting carbines on our snipers once we're in close quarters is a Wise Move. Should've probably done that from the start, but at least with their strength at 100 now, they should have no problems carrying a secondary firearm.