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Messages - legionof1

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1456
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 21, 2016, 10:00:51 am »
Early space access is kinda a big deal. It what sold me on going for grey over anything else. The orbital prisons in particular are quite good as they yield better gals then other options. The "lunatic" class of gals have a 40-62 pis strength, higher max energy at 150, and higher minimum bravery. Some stats have pretty bad minimums but nothing training and experience can't solve. The psi strength is just to good to miss out on.     

1457
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 20, 2016, 11:18:46 pm »
The fairy is an exceptional capture unit... on paper. In practice the lack of hands coupled with the high morale/energy/stun costs necessitates low rate of fire without a assistant with support items. Also needs additional supporting units for when the powers prove insufficient to incapacitate its targets, since its a little on the flimsy side for the short range and its expense. The individual attacks are quite powerful but its difficult to get off more then 2 shots in a turn of either power. Also lucky star is a grenade-like attack so arcs are a thing.


In terms of the outfits from the schools i would rate it something like:
1: Ghost: functionally invulnerable scout that can kill anything in the game while being fairly cheap to produce.
2: Witch: mind control nuff said.
3: Biosuit: 95% indestructible and multi environment, pretty expensive to build.
4: Destructor: Flight, minor regen, durability second only to high end power armor and the biosuit, and massive damage potential without blocking both hands. Downside is production issues resulting from the difficulty of getting 50 demonic essence. Dark ones are nearly immune to stun while being low on hp and armor, and the 7 slaves to 1 essence ratio is prohibitive. I count myself lucky if I manage more then 1 or 2 a game.
5: Fairy: More frail, non lethal only, and less flexible destructor. 
6: Savior: High speed super nurse with a Psi based melee stun attack. Unfortunately none of its abilities are exceptionally more powerful then other options to warrant dedicating a gal to it(and a high psi one if you want the melee to be worth a damn).


1458
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 18, 2016, 06:04:06 am »
I'll agree with that scorch. But all the time no. 

1459
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 18, 2016, 03:36:47 am »
Beacon corpses.....no thanks, high difficulty would be bright as day.

1460
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 16, 2016, 07:16:25 pm »
Hunts are indeed proportionally much more difficult on high difficulties due to the shear number of base units. Crafts with doors can be abused because melee foes suffer even more from lost LOS then normal. Another tactic with craft with ramps is to have a row of knelling gals with standing gals behind allowing ranked fire at foes. The menace class crafts can even manage a third and forth row of shooters by using the stairs and kneeling on the edge of the upper deck.

Straying to far from the craft in hunts is usually a poor choice as it increases the odds a gall gets overwhelmed. 

1461
XPiratez / Re: Suggestion: 3 ideas which may be workable
« on: December 15, 2016, 06:18:16 am »
With those numbers, sounds like you should really try the Ripper (pocket chainsaw) or just wait until mini-cougar SMG.  The issue is finding a gun early that does that, although the spikey SMG comes close.

Both of your mentions are good options but the ripper is dependent on a limited resource(rare earths) that is also needed for power armor,plate mail and a number of other things. The mini-cougar is the penultimate of the light peirceing sidearms and we are after something only a step above low end pistols, in that it has higher stopping power and significant burst, balanced by bad ammo count and utterly bad range.

1462
XPiratez / Re: Suggestion: 3 ideas which may be workable
« on: December 15, 2016, 05:04:35 am »
It's a nitch I would use. A small auxiliary arm that could in a pinch unload its entire clip for alot of potential dmg has function in close quarters. Sounds useful for snipers and support troops that otherwise have inventory or hand limitations and by there job/outfit are less proficient in melee

2x1, low clip size(4-6), all fire modes, high accuracy with awful range and increased range penalties, 25-30 damage and around 6-8 weight unloaded. 

1463
XPiratez / Re: Suggestion: 3 ideas which may be workable
« on: December 15, 2016, 01:59:28 am »
in mechanical terms hes talking about something akin to the clockwork gun but with all fire modes, built off the lower end hand guns.

One of technological middle ground solutions between a flintlock and modern magazine arms was to have multiple loaded barrels. Besides shotguns it was pretty much only used on low caliber pistols for reasons of weight and accuracy problems resulting from the divergent aim points of the barrels.   

1464
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 14, 2016, 06:54:59 am »
Hmm thuderhorse kinda blows between this info and the recent slot nerf.

Also guess grey codex is even better then I thought given fortuna is larger capacity then most other all enviro craft.

1465
XPiratez / Re: Early Firearms
« on: December 14, 2016, 06:49:50 am »
Spray gun definitely has my vote for worst gun. Think I've never willingly used it. UAC is tolerable when options are limited.

1466
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 13, 2016, 12:55:44 am »
The loader is "space" worthy in the sense that it can do the cydonia mission. First stage of cydonia lacks air but has land/gravity. Orbital missions are micro gravity where you need some manner of thruster to go anywhere. The descriptions could stand some clarification now that we have 3 separate environment lists.

1467
XPiratez / Re: Large barracks and large vaults are too weak.
« on: December 13, 2016, 12:43:01 am »
The large barracks at least does have some value since luxury barracks are behind an interrogation bottleneck(academy engineer). Present game of mine, year 4 and I've had only one appear. Bad RNG necessitates some meh alternatives.


1468
XPiratez / Re: Early Firearms
« on: December 10, 2016, 10:59:42 pm »
Got alot of mileage off Linux SMG line in my most recent playthrough. The bravery scaleing lets it beat most rifles and smgs for dmg even with PS ammo in play, provided gal has 70-80 bravery. Also pretty low TU costs compared to other guns. Does fall behind in aimed accuracy but not by a sufficient margin considering the improved aimed range of 22 on the later models.

Considering i've gone almost purely night ops needing more then 20 effective range is a rarity.

1469
XPiratez / Re: Piratez 0.99A.1 TechTreeViewer (partial)
« on: December 10, 2016, 10:35:06 pm »
You are correct it is the former. You do need all six, and therefore must stop targeting civilian traffic.

1470
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 10, 2016, 07:33:37 am »
It's not uncommon for factions to be absent from play for months at a time. Aside from the trade guild since they have more mission types then any other faction by a substantial margin.

I'm presently twiddling my thumbs waiting for academy engineer number 2 to show up. I've seen all of 1 in 4 years of game time. There is nothing resembling assured even distribution of spawns. Part of the reason why we are allowed to purchase vips.   

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