OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: ivandogovich on April 19, 2016, 04:40:40 pm

Title: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on April 19, 2016, 04:40:40 pm
New with 98C is a terryifing, mind-boggling, and possibly incredibly lucrative new mission called the Mansion Invasion.  :o

In the interests of Science (and to create substance for the Bootypedia Article) and the glory of impressive war stories, I'd like to hear some reports from any that have tackled these nightmares.

Please include:

1. Campaign or New Battle
2. Kill Counts (enemy & friendly KIA & WIA)
3. Loot Hauled
4. Duration of the mission (How many hours did it take you?)
5. Effective weapons
6. Other notes, i.e. effective armors, tactics, etc.


I'm looking forward to these tales of pain and glory!!

BootyPedia Entry:
There are rich mansions around the world, waiting to be robbed! Yet them defenses are too strong for a frontal assault. We need to go sneaky by dressing up as servants, and then escape from the roof. Therefore only maid, nurse, dress, thieving, and highly magical outfits are allowed. If we send gals who are wearing something else, we'll scrounge up some maid outfits for them inside the mansion. Also only Infiltration-type items can be sneaked inside. For getaway, we need a fast enough and not too heavy a ship. Speaking of which, when preparing your vessel, better not to bring to the mansion anything the gals won't carry in their inventory, who knows where that extra stuff is going to end. Our informers will get onto gathering data and when they'll locate a suitable target, you'll be alerted, Cap'n!
Mission Briefing:
"This place be holdin' many treasure! We will launch a sneaky attack. Any non-Infiltration equipment we're carrying will be sent to the Hideout now. To abort and escape, go to the extraction zones on the roof (all of them will be immediately visible). Otherwise defeat them all, but this can take a lot of time!"
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cristao on April 19, 2016, 04:48:06 pm
I have one of my geoscape but I am unable to tackle it. Anytime I try I get a CTD. I might try sending my gals in naked.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on April 19, 2016, 09:46:47 pm
I will share some thoughts. Ghost armor is king of kill em all attempts but completely useless if your not killing every dude. Bring a dedicated medic outfit or 3. Being stuck with base 20 armor means wounds aplenty. Having several Ripper 1 handed chainsaws makes getting around much easier. Wall breaking is needed for full clears. Slave armor deserves a mention for its hp regen, even at only 10 armor the high resists makes anything you face survivable. Deal with wounds and you have the best scout and front-liner for the mansion prior to ghost armor. You can meet foes with up to 50 front armor. Most 2x1 weapons can't deal with that. These are very long missions where you can go several turns without killing anything. Be mindful of combat stress and gal bravery. Foe weapons while not super high quality can include smgs and lower grade shotguns. use them if you find them. Check the ground good loot can be visually obscured by the sheer clutter and the viewpoint.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Meridian on April 19, 2016, 09:59:52 pm
I have one of my geoscape but I am unable to tackle it. Anytime I try I get a CTD. I might try sending my gals in naked.

Can you share a save please?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: greattuna on April 19, 2016, 10:23:26 pm
Trying it out in new battle mode, because can't wait for it to show up in the main campaign. Turns out that either I did something dumb or the mission fields terror units.

The best armor for doing this kind of missions is Ragnarok. 50 armor all-around, resists, can fly and has decent inventory. Ghost is good too: invisible, 30 armor, and built-in weapons ignore armor, which is handy. And Slave, being the Bio Suit-lite allows for tanking a lot of damage with resists and regen (can gals wear it though?). Thief has brutal penalties, so I'd advice against using it. Others are up to you.

Equipment: you can bring parrots, 2x1 melee weapons (and force blades, for some reason), pistols, smasher\sawn-off, and SMGs. Also any medi-kits, alcohol, 1x1 grenades and other minor stuff.
Given the amount of armor you can face, you should go for highest damage possible, like:
-Handcannon\HE acts like poor's man grenade launcher, with 50 dmg and bad accuracy;
-Eagle\MAG with 50 dmg;
-Magnum\Chem with 44 acid dmg;
-Gauss with impressive 70 dmg!

There's also other pistols, but these ones are relatively abundant.
Also bring small medikits, smoke grenades and explosive grenades just in case. Getting hit is inevitable, and healing is required.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on April 19, 2016, 10:44:19 pm
Counter point to the Ragnarok armor. In campaign it now requires 50 demon essence and one each of multiple gems which are only available from the mansions themselves. These are not gona be common.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: sambojin on April 20, 2016, 03:57:25 am
Haven't tried out the mission yet, but does SMGs include the Linux SMG? 38 damage and autofire standard (along with most things being relatively close) might make it a good fallback weapon that you're likely to be able to produce regardless of when the mission pops. Reasonable clip size too. As an early weapon, it seems to be good for if you're short of good pistols, or small/hitty mêlée weapons.


If I'm looking at the right weapon, the PPSH in the ruleset, it has STR_BAT_CAT_CARBINE on it, so it might be able to be taken for the mission.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on April 20, 2016, 04:32:31 am
only the mini cougar smg is allowed. All other smgs are 3x1 and blocked.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: sambojin on April 20, 2016, 04:36:51 am
Ok, cool. 2x1 or 1x1 it is then. I'll do my research properly next time (like, actually play the mission rather than ruleset trawling).


edit: still a damn good gun. 50% stun damage chance might make it my ranged-hurty-baton of choice for a while. Like a spiked mace, but longer. I don't even remember it doing stun damage before. That's awesome. Kind of weird that the Linux SMG doesn't ever get PS rounds, but a stun chance makes it a great, cheap all-rounder. It looks as though virtually all cheap weapons do that now, but the Linux does it with 38 damage backing it to deal with armour/resistances. I guess my mind got set on what's "useful" too many versions ago, and I have to update my thoughts with what I've learnt since then.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on April 20, 2016, 04:47:07 am
There is one notable exception to the 2x1 rule and that is the force blade.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cristao on April 20, 2016, 04:53:15 pm
@Meridian

https://openxcom.org/forum/index.php/topic,4058.msg62808.html#msg62808

See above post. The save is there.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on April 20, 2016, 06:12:37 pm
The mansion mission looks quite intimidating. But I guess it is unlocked by research? The tip of using the small chainsaw to get through walls is a great one! I haven't tried it yet, or even done research for it, but with the tech I have right now, it sounds like small melee weapons that have decent STR scaling would be the way to go until you find quite some powerful pistols. It is much easier to get damage in melee, and since the rooms are small, it sounds like a melee type environment too.

edit: still a damn good gun. 50% stun damage chance might make it my ranged-hurty-baton of choice for a while. Like a spiked mace, but longer. I don't even remember it doing stun damage before. That's awesome. Kind of weird that the Linux SMG doesn't ever get PS rounds, but a stun chance makes it a great, cheap all-rounder. It looks as though virtually all cheap weapons do that now, but the Linux does it with 38 damage backing it to deal with armour/resistances. I guess my mind got set on what's "useful" too many versions ago, and I have to update my thoughts with what I've learnt since then.

Starting ballistic weapons were buffed with extra stun damage, to represent the painfulness of the wounds taking you out. I think bows were similarly buffed now that they require arrows. It has gone a long way helping the starting weapons compared to melee and bombs.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on April 20, 2016, 06:39:11 pm
Every Plasma and Piercing weapon inflicts double normal stun now (bow and xbow - triple, meaning up to 0.75x of lethal damage), but indeed, it helped mostly the early weapons.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: greattuna on April 20, 2016, 06:46:36 pm
Uh, I DID something dumb, namely selected The Church as the enemy type instead of STR_SNAKEMEN_MANSION. As a result, instead of bunch of weak enemies I got 2 cardinals, 6 reverends, few exalts, dozens of beastmasters\zealots, ~10 chryssalids and 5 celatids.

I still won, but it definitely wasn't walk in the park. I was planning on splitting gals into small groups of 3-4 to search and kill enemies, but no plan survives contact with the enemy. Splitting turned into trying to regroup in face of 2 groups of chryssalids, who started to rapidly become 5 groups of chryssalids.
Then regrouping turned into trying to salvage the situation: one of two ragnarok wielders got a celatid burn, and one of two saviours got bitten. Witches, nurses, seductress and plain maids, all save one (who's unconscious) dead. I cleaned the starting square (where most of the fighting took place) with ragnarok, then went on to clean last dozen of enemies.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cristao on April 20, 2016, 07:36:20 pm
Did I just see 111 enemies killed?  :o
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on April 20, 2016, 07:37:45 pm
From the reports I'm seeing... It looks like only tests in New Battle, am I right?  Has anyone tackled this in a campaign game?

Also, I still haven't seen indicators of Loot.  As an overall sense, does it feel like there is enough juicy loot to tackle these with mid game, non-voodoo armors?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cristao on April 20, 2016, 07:46:30 pm
A few questions - I want to try this out in the scenario tester.

1 - Is the armor to be used fixed? Can one bring in their own armor?

2 - What types of weapons are allowed?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: greattuna on April 20, 2016, 07:50:12 pm
Well, not the safest source of loot, but the only source of gems, so I'd say tackle.

Did I just see 111 enemies killed?  :o
Yes.

A few questions - I want to try this out in the scenario tester.

1 - Is the armor to be used fixed? Can one bring in their own armor?

2 - What types of weapons are allowed?
1 - You can use voodoo-related armor (ghost, seductress, witch, saviour, et cetera), nurse, thieving outfits. Everything else is replaced by maid outfits, armor is returned at the end as loot.

2 - 2x1 and 1x1 weapons (daggers, pistols, SMG\skorpion SMG\mini-cougar SMG, smasher\sawn-off), medi-kits, grenades, force blade.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cristao on April 20, 2016, 07:57:15 pm
Sweet!! I can build a special mansion raiding squad in game!!
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on April 20, 2016, 09:40:31 pm
Probably zombies & Chryssies (they NEVER appear in proper deploys). The population maxes out at around 89 on Jack Sparrow, but maybe reaches 60-70 at most on Blackbeard. Jack Sparrow's numbers are simply ridiculous on such large deploys :)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on April 20, 2016, 10:09:47 pm
Provided that there are no crazy close-quarter enemies (chryssalids especially..! that's a relief!) and that the spawns are well spread out, it sounds like something relatively manageable if you want to sink the time into doing it (and can deal with the combat stress.. on the gals, and you).

The screencap you showed with lots of small rooms make it seem like you could breach, clear, setup, probably in groups of 4, depending on how many enemies would be in a given room. I would try it, but it hasn't come up in my game (I'm much too early I would guess) and I don't want to spoil it.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cheshire on April 21, 2016, 12:57:10 am
 I'm rather new to X-PirateZ (an aborted 3-years campaign and a now into 2nd year of another one which was upgraded to .98C halfway) and just discovered this topic, so I wanted to share my feedback. A small token of gratitude for making this truly astounding mod  :)

 I unfortunately haven't kept exact note of the result of my Mansion missions, I'll do my best to remember things as accurately as possible.

 I have played 2 mansions missions now, one around the 2nd semester of the 1st year just after upgrading to .98C and doing the research (the first mansion immediately appeared) with traders, the other early in the 2nd year with academists.

 I'd say each mission took maybe 3 hours real time. Overall they were much less tedious than I feared at first: it was mostly a matter of exploration, enemies rarely went into areas I had already explored, opening every little door is not necessary (it seems enemies are always in mid-sized rooms and they let doors open so they don't hide in a toilet for the whole duration of the mission...).

 The general setup of the mansion was nearly (but not exactly) the same both times:
 - Two basement levels, bottom one with a few small caves with mutant meat, top with long corridors and a few engineering rooms. Treasure chests were there.
 - Ground floor with white tint, big corridors, kitchens, a few conference rooms
 - 1st floor with red carpet that makes a squishy sound, lots of small corridors and closet-like rooms
 - 2nd floor with green tapestry, again with small corridors and rooms and a few larger restaurant rooms
 - 3rd floor with lots of attic-like rooms that aren't connected together (you have to go through the 2nd floor to reach each one) and a few "executive suits" and big conference rooms.
 - 4th floor is the roof, though you have small "towers" going several levels higher and containing arcane items-filled rooms

 There's one thing that didn't work too well though: both times some parts of the mansions were unreachable without breaking some walls, and of course some enemies were stuck there. This seems to be particularly the case for the small arcane towers where you find some high-ranking people : the only time I've been able to enter one (out of 5 over 2 missions) without breaking a wall was through a path going through the bottommost level (2nd subterranean level).

 I found the missions rather easy; I equiped everyone with just pipes (all in Maid outfits, not that I had anything else fitting), made 9 2-people teams that each explored on their own with about half of their TU each turn and smacked everyone they found (luckily I had some black powder bombs to open the unreachable rooms). As about noone is armored and pipes require only 8 TU, resistance was very weak; enemies seemed to have only weak firearms, nothing that couldn't be adressed with a few bandages. The only difficulty was at the end, when there were few enemies left to smack to regain morale, everyone started panicking until I found the last ones - though without firearms in hand berserking isn't really dangerous. But that's probably because of the "enemies stuck in unreachable areas" problem. Can't remember exactly how many enemies there were, I'd say around 40 (I play on 2nd difficulty level), mostly low-level, with 1 high rank (Esper), 2 mid rank (Medic) and a few engineers (usually in the basement).

 I also found the loot extremely generous, several millions $ are a real boon early in the game. In both missions the notable loot I remember (not counting a lot of mutant meat, exquisite lingerie, etc.) included:
 - Treasure chests (3 or 4 in the first one, only one the second)
 - Tens of money purses and cash bags (which contained a LOT of money chips)
 - About 20 personal computers
 - About 20 Chateau de la Mort bottles
 - A few illegally enriched uranium
 - A few Liber Occultus
 - A few wands of Airlessness

 Overall it's a nice change from the usual missions, I wouldn't do only those missions, but once in a while and for such an amount of loot, that's perfect. And I'd do one of those anytime over a base defense with their atrocious sewer chases...
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on April 21, 2016, 01:50:08 am
The loot is quite good. Dismantleing money bags/purses is actually about 5-10% value lost over sell. Unless your counterfeiting with the chips.

Academy is probably the easiest mansion faction. Their mid tier units have 5-10 lower armor then the average with a distinct high tech slant for resistance. Most 2x1 weapons are not laser or plasma.

Guild is alright but guild reps still have there customary Magnum. The grunts also tend to pack decent smgs.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on April 21, 2016, 05:18:00 am
The towers being randomly unreachable is fully by design. You can always destroy walls, so it's more of a limit to the AI than the player. A few less avenues to control is always good in such a mission. I'm glad the mission is liked, maybe I was too generous with the loot, though :) (although alternative ways of acquiring gems will appear, no doubt).
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on April 21, 2016, 06:07:44 am
I don't think it is too generous from an overall balance standpoint. Extra cash early just speads up the eventual grogernaut economy. I figure it's about 3-5 mil over expenses in a given month shatter the econ. Can pull it of with a few big ships like meridian's LP after the frigate. The mansion is just a different problem similar end result.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on April 21, 2016, 02:46:45 pm
@Chesire:  Thank you so much for a terrific report!  It really gives me a good sense that these aren't just complete death traps, and what the loot is all about.  I never considered the Pipe as a good tool for this job!
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on April 21, 2016, 03:17:41 pm
Good move on the pipe! I'm guessing anything that scales well with stats is primordial. Pipes and (barbed) daggers actually both scale decently and could be quite useful. Even the handle isn't bad for brave gals (and could net you a few VIP captures). Then any 1x1 explosives (bombs ftw!) for the ranged side of things.

Until late in the game, it feels like pistols are just a waste of time. The place looks cramped, just take the extra few steps and whack them in the head a couple times. It'll probably work much better. The reaction fire you risk for moving in is also nothing to what you risk for firing at them. Except Fuso knifes and ninja stars on good throwers, those still have awesome damage potential.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cheshire on April 21, 2016, 03:33:46 pm
The towers being randomly unreachable is fully by design. You can always destroy walls, so it's more of a limit to the AI than the player. A few less avenues to control is always good in such a mission. I'm glad the mission is liked, maybe I was too generous with the loot, though :) (although alternative ways of acquiring gems will appear, no doubt).

Note that towers were not the only unreachable areas, I've got a few rooms in the "attic" level that were unreachable except through the glass ceiling (it was fun breaking through though). Also if the towers can be unreachable by design, could there be some kind of hint about it - maybe a kind of solid metal door somewhere that can't be opened (act as a wall), afterall, how did the people enter the tower in the first place?

Regarding the loot, I didn't intend to say it should be reduced, part of the fun of those missions it the expectation to get all the goodies you find around when it's over ;)

Good move on the pipe! I'm guessing anything that scales well with stats is primordial. Pipes and (barbed) daggers actually both scale decently and could be quite useful. Even the handle isn't bad for brave gals (and could net you a few VIP captures). Then any 1x1 explosives (bombs ftw!) for the ranged side of things.

I'm not sure trying to capture is a good idea in this mission, as it is quite long the enemies might regain consciousness and you'll have to chase them around in areas you've already explored, quite annoying...
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Solarius Scorch on April 21, 2016, 04:40:32 pm
Also if the towers can be unreachable by design, could there be some kind of hint about it - maybe a kind of solid metal door somewhere that can't be opened (act as a wall), afterall, how did the people enter the tower in the first place?

Oh, I like that.
How about a runic door? :P
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: yrizoud on April 21, 2016, 05:18:50 pm
Melons!  ;D
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Solarius Scorch on April 21, 2016, 05:42:02 pm
Melons!  ;D

Or just put a wizard there, and you shall not pass!
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: superschokokeks on April 21, 2016, 08:04:59 pm
Campaign..
Difficulty 2
Enemies: Church
Duration: an hour
Setup: Took 10 Gals with me. Didn't know how many I could take with me. Wasn't clear enough. Afterthoughts: I could take more with me.
1 Ghost, 2 Witches, some Thieves. some maids, mainly daggers.

Tactic: each gal sweeped through rooms. Got punished for that stupidity. MC enemy and let him run into my daggers
After one gal died I slowly retreated. I found mainly money and the last thing I need is money, but I found a Shrine Maiden and took with me.

From what I got It said you get every equipment back after the mission, but things I didn't use and was in my transporter.. are gone.
So I think I reload. Maybe. have to take a better look at it and decide than. loosing zappers mainly hurts, but they aren't that good.
It seems all Items are lost, which I could take into the mansion.
Well.. I think I reload.

Next time, I only use ghost and just kill everyone.. I think thats easier.

Stamania is a problem and you should have enough things to fill up the bar.
I don't think thief outfit don't work very well. a lot  of penalities for carryspace. At least two or three gals for carrying.
And don't take gals with you with low bravery..

Was it fun?
Well.. Kinda.. If I was at early or mid game, It would be better maybe.
Things I need is rare and it's mostly frustrating if you find more and more stuff you don't need after hours of game time searching for two specific items (Decrypeded data and UAC weapon documents). I did this because of gems, but of course they aren't easy to find and they shouldn't. For me it wasn't really worth risking the life of my best gals for mainly "trash" and then loosing at the end more stuff than gaining..
So I'm the wrong guy to ask.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on April 21, 2016, 08:08:39 pm
Sure you've lost them. To keep them, you need to kill all enemies, or manually transport your stuff from gal #1 spawn point to EZ. There's a warning about exactly that in mission description.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: superschokokeks on April 21, 2016, 08:33:01 pm
" Speaking of which, try not to take anything not held by the gals, who knows where that extra stuff is going to end"
Wasn't clear enough to me.
I think it's my english, but the warning isn't highlighted enough to me

I read the mansion describtion a couple of times until a mission started (and I read it before the mission)
Then You have to think how to equip your gals and so on. You can easily forget that.

More likely my english is the biggest problem. bugs me a litte, because I understand nearly everything (I understand better english than I write in english..)

I suggest to have a  extra transporter + extra gals for mansion robbery. Should make things easier and it's less likely you overlook items, you don't use
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cheshire on April 21, 2016, 09:00:45 pm
" Speaking of which, try not to take anything not held by the gals, who knows where that extra stuff is going to end"
Wasn't clear enough to me.
I think it's my english, but the warning isn't highlighted enough to me

 Oh, that's what it means, I couldn't figure it when I read it first too...
 Maybe rephrase it something like:
 "Speaking of which, when preparing your vessel, try not to bring to the mansion anything the gals won't carry in their inventory, who knows where that extra stuff is going to end."
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: bluberd on April 22, 2016, 09:39:15 am
I have a question about Mansion Mission:
Do you always need to pick up all the interesting stuff from the floor and then go to evac LZ or when you kill everyone the mission ends like any other mission and you collect stuff from the ground automatically?
I am right now on my first mansion mission, after 40 turns it did begin to be hard - panic spiral and hard to find enemies. After 60 turns I visited _every single place on every level_, also blowing up the inacessible tower and getting in. Right now I am at 80 turns past, Gals, panicking, lost some valuable weapons - Laser/Gauss pistols which I did not planned to lose. The whole mission turned out to be nuisance, almost 3h of play time I could make more progress just by shooting UFOs.
Doing mansion mission as a snatch&grab scenario is hard with this game, cause the items are hard to find (so much you can do with this game engine) and the carrying space is so limited. So the only reasonable way is to kill everyone (assuming that you automatically collect everything at the end). But to kill everyone you need to find them. I remember old X-Com to have this problem, single enemy in a terror mission, just standing still somewhere in the corner. Case is the mansion missions maps a gigantic and even when you visited every single point it seems that enemies like to actively hide.
I will appreciate any help or hints.
 
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Solarius Scorch on April 22, 2016, 10:53:37 am
Yeah, if you kill everyone the mission should end normally, with everything recovered. You probably have some enemies left.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: superschokokeks on April 22, 2016, 10:55:46 am
Don't try to kill everyone. This mission isn't design that way. I did it with 2 witches and ghost and took me 2-3h until I find the last one in a tower

You could focus only on the hidden towers. Take something with you that can break walls. Searching in the basemant is a pain.
At the towers you find good stuff.. + govt papers. You can break a wall at the roof and lie everything down at the evac zone.

Make your own shortcuts.

And at the basement you can find some neat stuff too. Hidden of course.
I don't want to spoil too much.

for the enemies. they have a pattern in their movement. I think. look for open doors and take a aye-phone with you
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: yrizoud on April 22, 2016, 11:33:20 am
If you're stuck for a long time, IMO it's perfectly OK to activate debug mode to locate the missing enemy.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: bluberd on April 22, 2016, 02:01:24 pm
oh! a debug mode! :)
never tried that, I will look into it.
Motion detector - if I knew this mansion map is so huge I would take one or two or five...
EDIT: with a debug mode and trackAI I have found one enemy inside a room with no doors. bummer.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cheshire on April 22, 2016, 02:36:08 pm
I found that with a bit of experience, you end up knowing which types of rooms may contain enemies so you can relatively safely skip many (like the "attic" rooms except towers and exec chambers, or non-kitchen in the ground floor).
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Asheram on April 27, 2016, 10:35:57 am
One of the few missions where having an Aye-Phone is absolutely necessary. Had to reload my first attempt because all my troops were getting paniced in the end.
And new players will have hell attempting to get into the "Mage Towers" if they haven't bought explosives or gauss pistols.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on April 27, 2016, 11:09:27 am
New players will be worried about other stuff. Like getting massacred :) It ain't an entry-level mission. Plus, these walls should yield to shotgun/AP and Magnum rounds that can be found inside the Mansion.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Asheram on April 27, 2016, 12:30:45 pm
New players will be worried about other stuff. Like getting massacred :) It ain't an entry-level mission. Plus, these walls should yield to shotgun/AP and Magnum rounds that can be found inside the Mansion.
I will concede on that.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: new_civilian on April 27, 2016, 05:21:59 pm
Aye had my first Mansion mission today. And did everything wrong  ;D

I read (too fast) over the briefing text and the forum thread and tried to use Reticulan lasguns (they are 1x2, so i thought, hey nice,  take those!)
I also ignored the hefty handicaps the thief armor has. My base also wasn't really prepared logistically.

So my setup was:

8 gals in thief outfit
8 shock'a'fist's
4 finely distilled rum
2 gauss pistols + a lot of ammo
6 reticulan lasguns with a lot of ammo
4 hellerium grenades (was a bit low on them)
some molotovs and poisongas grens
1 autoax to break through walls

no parrot.

I started the mission and woosh, my 6 lasguns were gone. My auto-ax, too  :o
Also my crew was placed somewhat unlucky, 7 gals in the main entry are, 1 in the room below the EZ.

Despite the lack of weaponry and decent medical supplies I started the mission.
The first few rooms contained only minor stuff like beer, cutlasses and other such things.
No resistance.
Then i entered a bigger 2-level room with seemingly noone inside...

wrong.

As soon as i was inside doors opened all over the place and I was shot from all sides.

2 wounded, one panicked.

Still I manged to get out and even kill an enemy or two, healed my gals up and went on when...

Tada! "Monotone Wolf is under an evil spell"
Tada "Tight Diamond is going berzerk"

Killed the mind-controlled girl after she hurt 2 other gals, interestingly Tight Diamond then snapped out of her panic phase, maybe she was afraid of also getting shot  ;D

Anyway, I realized I was simply not prepared for this and tried to move towards the EZ. Easier said than done...

After a chase with a lot of shootings and a lucky escape i was trapped in some rooms without exit and used the gauss pistols (love them!) and the (for the fight) useless hellerium grenades to break through to the final stairs.

Some more mind attacks but i was lucky, only 1x short panic and I reached the EZ.

When I returned home I had lost 1 gal, 3 were wounded, two of them for a longer time. Score: 48?

Made ~48000 creds, the most expensive thing I found was some jewelry....  :-[

What really annoyed me was the fact that I had sold/scrapped several gauss pistols right before the mission appeared, also sold medi-kits because I had the fancy distilled rums. I knew I wasn't prepared and still went there...

At least I wasn't squad-wiped....  :D

Conclusions:

Don't do the mission just because it's there. This one needs resources, planning and TIME. It took one hour real-time just to get my gals out, I can't imagine how long a full mission will take  :o

Thief armor? Forget it. The shock-a-fist is awesome but the -20 melee penalty makes them VERY unpredictable. And the 20 armor is nothing. And then the firing accuracy penalty... and and and

Really this armor IS useless, Dioxine, I think you hit it too hard with the nerf-hammer. Twice.  :D

Gauss pistols are your friends on that mission, they can sometimes even breach walls. Take  A LOT of ammo for them with you. 7 shots is nothing, especially if you don't hit at point-blank-range thanks to the Thief armor.

Use the guns from fallen enemies, even if they are crap (The UAC carbine is a joke lol)

grenades are difficult to use, BUT can breach walls (hellerium gren that is), that can safe your gals, it did for me.

Take a parrot with you to scout.

Take your time and prepare your gals. Let the mission pass if you are not ready. Ok so much from me.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: bluberd on April 27, 2016, 05:50:16 pm
On my second mansion mission I had only CRAB transport (yes, I know), so only 6 elite gals went in (I have my dream team where most shoot at 120 and melee at 100-120). I chose the ones with highest bravery.

4 maid costumes
1 nurse
1 dress

weapons:
3 self-loading laspistols (best thing for mansions imo)
2 gauss pistols +6 clips(for the tough enemies)
plenty of hellerium grenates
2 dart pistols, zapper, electro-whip,
2 rippers, 4 pipes (useful when your gal panic and loses all weapons and needs something to kill with anyways).

I started in one big room. Just went outside this room and stood in the corridors, securing 3 different directions, making sure there is no way they can approach without being shot at.
It was church. I just waited, enemies were just jumping in front of me. Shooting galley, barely made it with gauss ammo.
At one moment one corridor got compromised, since one priest panicked both gals securing this corridor. Took one other gal and went to the nearest intersection, where she found priest - satisfactory kill with a ripper.
After 25 turns they stopped coming, I waited till 30 turns passed and went to the towers, opened the walls with grenades and killed two church maidens in those two towers. Mission ended, which was a relief, since my previous mission was a horror of 80 turns wandering through 6 levels of gigantic building.
2 gals got hit, mainly because of panic (bravery of 50, the ones with a higher one do not panic).
It turned out to be surprisingly easy and I guess waiting for 20 turns for everyone to come to me will be my favored tactic.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on April 27, 2016, 06:31:54 pm
Isn't the Bonny able to go on those missions too? I'm surprised you guys are trying it with such small crews.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: superschokokeks on April 27, 2016, 07:03:41 pm
That's because you think you shouldn't take a large crew to a robbery. I mean did you ever heard of a stealth-robbery of 22 people. Maybe 11 to 13. And bootypedia let you think you shouldn't do it do, although It never says or imply that.

If you think of a stealth mission, you think of few people.

And It's easier to take care of less people, hide and such thing. at least you could think that
What isn't true either, because more gals -> more loot can be taken and easier to kill enemies

A thing, which should be figured out by the player.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on April 27, 2016, 07:39:35 pm
Well, this is more of a covert assault and less of a stealth robbery.. You disguise yourselves to get in, then slaughter everyone to get their loot (or slaughter everyone who's standing between you and the loot, than between you and then between you and the exit. That's not really a cat burglar's way.. When I read up on the mission, I immediately thought I would bring as many people as possible, especially since you are restrained to pretty basic tools.

I think I'll dress all the gals in skimpy outfits and they'll get in as a troupe of exotic dancers ;) Although being the maid crew for the new shift is a decent enough cover, I feel like my gals are a bit burly for maids.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: new_civilian on April 27, 2016, 07:49:14 pm
Isn't the Bonny able to go on those missions too? I'm surprised you guys are trying it with such small crews.

True, but I did not have more people at hand, the rest was wounded...
Like I said, my gal team was not really ready.

Oh and of course it helps to have a second craft so that the equipment can be split up easier.  :)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on April 27, 2016, 10:43:49 pm
Take any crew size and craft freely, if the craft is too large, you'll be notified and forbidden to start mission :)

@Civilian: Ret Lasgun is 1x3, not 1x2 lol :) Also the thief armor is not an assault armor, it's thief armor with insane carrying capacity and bonus TU & Reactions to run with the loot, hence it has to have debiliating penalties in other areas not to be the Armor to End All Armors :) The only secondary function it has is a flamethrower trooper. I'm actually very pleased that you tried all-thief outfit and failed - the armor is just right then!
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: new_civilian on April 28, 2016, 09:18:26 am
Yeah, I guess I have to adapt my tactics and strategy...

And the reticulan lasgun is 1x3?  :-[  ;D Oh, ok....
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: bluberd on April 28, 2016, 11:42:22 am
Isn't the Bonny able to go on those missions too? I'm surprised you guys are trying it with such small crews.

Yes, Bonaventura works in there, but I am not the biggest fan of this vessel - it has no closing hatch - I like to drop granades and then hide back behind doors. I also sold Bonny to have a free hangar for Thunderhorse (leaving me with Nightmare and Crab and a Mansion mission fading out after ~10 days, which was longer than the manufacture of new craft).
Also, once you sell Bonny, there is no way to buy it back, no matter the price you are willing to pay. Earlier in the game, when I realised Bonny was the only craft with a roof hatch and Deliverator nor the Crab have it, I loaded back my older save.
Now I can manufacture Thunderhorse which is nice, but I'm not sure if I will like the tactical setup of hatches. I really love Kraken - the front hatch gives you nice and safe/easly defendable space to unload troops, while the top gives you nice sniper/hmg shooting platform.
I also like small groups - 6 gals is a very flexible team - you get 2 assault teams of two, sniper and a squad support weapon(HMG in my case). 8 gals in Kraken are nice addition when you start to use mindprobe and a second heavy hitter always helps.
More than 10 is usually a crowd for me, I like dynamic movement.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: new_civilian on May 02, 2016, 02:22:06 pm
I just got the Eurosyndicate LaserPistol in my campaign. It does less damage than the Gauss Pistol, but is still strong enough for any of those lightly-armoured guys on a Mansion Mission. It has the benefit of faster firing, better accuracy and more ammo. What's there not to like?

Gonna test it on my next Mansion run, NOW I am really prepared. ES Laspistols, shock'a'fists, hellerium grenades, mushroom beer, finely distilled rum, thief armour and some nurses. And of course the mighty parrot of doom  8)

Interestingly the game seems to know I'm ready... No Mansion mission appears!  :D
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 02, 2016, 06:54:06 pm
My first mansion just popped up! :D Now I'm preparing for it.

As we speak, pistols are being shipped from my storage base to the main base, gals are passing tests to see if they are best suited for pipes, daggers or barbed daggers, and for handles or fistycuffs, and runts are busy making barbed daggers (never bothered..), ammo (I don't keep pistol ammo, since I don't use pistols much) and bombs.

I've also tried it and managed to start the mission without issues (except crazy amounts of lag, which I blame on not having upgraded to the new vision scheme).

Now my few questions:
- Where, except the ruleset, do I see which armors can be taken to the mansion?
- Where can I see what maid armor does? (I assume it's light, no protection and no slots, but knowing would be better).
- Why do you guys rate parrots for mansion raids? It feels like something where you clear room by room and don't need to advance much. An extra gal for kills/stuns/heals/loot seems better than a parrot for scouting since there won't be that much open space where a fast flying scout is most helpful.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on May 02, 2016, 06:59:43 pm

Now my few questions:
- Where, except the ruleset, do I see which armors can be taken to the mansion?
- Where can I see what maid armor does? (I assume it's light, no protection and no slots, but knowing would be better).
- Why do you guys rate parrots for mansion raids? It feels like something where you clear room by room and don't need to advance much. An extra gal for kills/stuns/heals/loot seems better than a parrot for scouting since there won't be that much open space where a fast flying scout is most helpful.

1 - not sure.  Mission prep? New Battle?  This would be great to add to the bootypedia.
2 - https://www.ufopaedia.org/index.php/Armor_%28Piratez%29 (https://www.ufopaedia.org/index.php/Armor_%28Piratez%29)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on May 02, 2016, 07:07:41 pm
It's right there in the frikken mission description when you research it. Too vague? Well sorry, it ain't a game for kids. Sorry Arthanor but let's be sensible here, describing everything down to a T would equal the player with a monkey, or the game with an excel sheet.
Maid outfit can be researched randomly, there are also maid outfit sets in the Mansion to loot and research. Some faith god damn it.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 02, 2016, 09:00:18 pm
Well, I love the challenge of prepping for new, different missions, which is why I love the idea of new enviros and the special missions they enable. You get to take armors and weapons you wouldn't otherwise to try to rise to the new challenge posed by a different map and enemies. But I am one of those weirdos that are very methodical in equipping crews and organizing, so I like to know, even though I do understand that some stuff needs to be unknown. Please take the questions more as a sign of over excitement at the opportunity to take on this cool new mission than criticizing, Dioxine.

I did overlook the list of available armors in the research topic, my bad. It popped a while ago, I read it, then I forgot about it. I think I mentioned earlier I have a goldfish memory? I really do..

Regarding maid outfit, I find it odd that you don't know what it does before going in, but I guess it's because you grab them once in and figure it out then. That does make it a lot more awkward to prepare for your first mission though, especially since you don't really want to leave stuff on the floor. But I guess if you do manage to subdue everything, then you get your loot back any ways.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on May 02, 2016, 09:47:19 pm
I'm not offended, just these sort of requests are made very, very often... and I do a hell of a lot of work to appease them, which is never enough (I even marked mansion invasions topic with exclamation marks for an easier find). But my approach to modding is to support experiment on player's part. Raid a Mansion, grab what you can, learn what you can and escape. This will be the real lesson, since, well - how could your Brainers figure everything out in advance? :) Some things can only be learned in battle!

Then you can go in for real when the Mansion spawns again (about 30% chance each month afair).
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 03, 2016, 08:43:32 am
Fair enough! It's funny how the availability of guides and wikis on the web has taken out our willingness to experiment in games, which is exactly why I play Piratez (I don't know everything! it's like discovering XCom again! :D), even though I still get annoyed when I don't know everything..!

So I think I am done with my Mansion prep. I'm putting it up here for a "critique". Random notes:
1- I am in June of year 1, so quite low tech
2- I try to avoid the wiki or fishing in the ruleset, so some things are unknown (like what maid outfit does)..
3 - The mansion site remains around for a while, which is great as you get to actually prepare for it. That increases the feeling of "something big"
4 - From my quick tests, the new vision code helps A LOT with performance
5 - I use the advanced motion scanner. In a mansion, that thing is gonna be AWESOME (but given the 10 levels, it's probably going to paint blip boxes everywhere.

My preparation:
Step 1: gather all pistols in main base (I don't use them much generally, they were in the training or storage bases)

Step 2: all brainers on thieving gear (It's made for Mansion missions, better get it before going!)

Step 3: Pipes, barbed or normal daggers?
Dagger:  75%/7 ; 20 + 0.2*S + 0.2*M
BDagger: 70%/8 ; 20 + 0.4*S + 0.1*M
Pipe:    75%/8 ; 20 + 0.6*S

0.1*M > 0.2*S
=> M > 2*S
Pipes are better damage than either daggers provided your strength is greater than half your melee. Since strength is much easier to train, that's the case for pretty much everyone on my crew. Pipes galores! (and you might stun something accidentally once in a while, yay!)

Step 4: Ranged weapons:
good Throwing > Fuso or ninja?
Fuso: 24 TUs
50T: 53%/23
60T: 77%/32
70T: 1/44
80T: 1/58
Ninja: 18TUs (2/3!)
50T: 63%/15
60T: 90%/22
70T: 1/30
80T: 1/38

=> Fuso for >60T
=> Ninja for >50T and no armor
I never use ninja stars, but in this case, it looks worth it: 16 shots for 2x1, compared to 5 with knives, and similar damage/TUs on low armor targets.

Otherwise, which pistol?
Clockwork:   29, 50%/28% & 3 shots -> 50% of 2-3 hits at 100 Firing = for better damage on low armors than any pistol I have. Fast unloads so pretty manoeuvrable. Annoying reloads and small clips.
Magnum/Chem: 44, 65%/35% & 95%/45% -> armor sniper, only got a few...
Eagle:       37, 50%/20% & 80%/36% -> good accuracy, decent damage
SMG/Chem:    24, 40%/24% & 45%/18% & 60%/30% & 4 shots -> Up close damage and armor reduction


Step 5: Fistycuffs or handles?
Fisty:  1.35*( 0+0.6*S+0.2*M)
Handle: 1.15*(10+0.2*S+0.4*B

Damage:
1.35*(0+0.6*S+0.2*M) > 1.15*(10+0.2*S+0.4*B)
1.17*(0.6*S+0.2*M) > 10+0.2*S+0.4*B
0.7*S+0.24*M > 0.2*S+0.4*B
=> 0.5*S+0.24*M > 0.4*B

Hit:
0.65*M > 0.70*(M/3+65)
0.65*M > 0.24*M+46
0.40*M > 46
=> M > 115
If half your strength + a quarter of your melee is more than 40% (2/5) of your bravery, take fistycuffs. Handles are great for not risking to kill VIPs though.. So basically take some of each depending on bravery... Nothing new...

Step 6: Get thieving armor (yay!)
Bad for melee (-20 M)
Bad for shooting (-30 F)
OK for throwing (-10 T)
28/25 carry space & +20 weight!!
OK for running (-20 Stam, 100% stam regen)
=> Works for throwing gals! (knives, bombs, ninja stars, etc. Lots of space for loot and throwables)

Step 7: RESEARCH!!
Concentrate brainers on:
- Poisons & Acids (Acid Flasks!)
- Chem grenade (for chem munitions...)
- Chem munitions (for SMG & Magnum Acid, see above)

Step 8: Random spartan crash recovery with newb team on skyranger (SO SLOW..!)
(Meaning: try and keep your best gals healthy while prepping to get the A team in the mission!)

Step 7: What to trow?
Molotovs: Inc/55%
BFB:  60/60%
Acid: 50/36% *0-20 armor damage <- armor debuff & FAST
Frag: 65+Prime/Throw <- Grenade chain
WP:   60+Prime/Throw <- FIRE!!
Chem: 40+Prime/Throw <- AoE armor debuff (all sides?!)
Mostly black fire bombs, some acid flasks on great throwers, and frag grenades for longer range fights

Step 8: Other stuff?
- Aye-phones
- Small medipacks (5 heals in 1x1 slot)
- First aid kits (not as good, but buyable...)
- Vodka (for VIPs)
- Rum (for gals! great to self-medicate if isolated)

Step 9: Crew
- No "sniper" (high F, no R) since close quarters
- No parrots: Need to kill and carry loot
- Close quarters mean reactions is key

Step 10: Roles:
High Throwing: Thieves (lots of throwing stuff)
High Firing and Reactions: Cover fire (Magnums & Clockwork, Akimbo style)
High Melee and Reactions: Frontlines (Pipes/Daggers + SMG)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 05, 2016, 03:58:28 am
Well, so I went forward and did it. It was entertaining and refreshing at first to have the new environment and challenge, but it was not as climactic as I expected. Most likely because it was "only" traders. I expected to face some high quality security guards (at least in personal armors) given that the mansion is supposedly super protected, and had brought a whole bunch of acid flasks to deal with them, but did not need them.

Spawning was a bit tricky, in a big open main hall with lots of doors, with most of my gals on level 2, then 2 on 3 and 4, and one on 6. It was one block away from the NW corner of the map, so I decided to clear that direction first, to get one direction that was "safe". The 3 gals on 4-6 met up so nobody would be isolated. Most of the game was peaking around corners and either melee or magnums dispatching targets.

Things of note:
- Didn't need to bring grenades, or much high power stuff. I used 1 grenade to get a GO from the roof, and a few bombs to destroy walls.
- Rippers are great to get through walls. Not super reliable, but infinite shots works well.
- Clockwork guns worked really well, but the reloads (and all the slots they took) were enough of an annoyance that they won't come back. SMGs also didn't work very well for some reason. Magnums were awesome though.
- Pipes performed well, but honestly the opposition wasn't very armored so it wasn't an issue. Anything sort of tough can be taken out by magnums, and at 60ish damage for a good melee gal, all kind of melee weapons should work. I'm thinking I'll just take whatever is fastest next time, or maybe even just fistycuffs (although gotta make sure nothing wakes up after...)
- Enemies were not very well equipped for such a "high security mansion". A few CAWS and shotguns could have done terrible, terrible things to the gals, but mostly I was on the offensive and rarely got shot. After turn 20 it got a bit more tricky, but it was still ok (loved that GO trying to hit a gal with his spiked mace and failing repeatedly, just to get a clockwork gun volley to the fast on my turn).
- The melee gals probably don't need a sidearm at all, it's so tight and cramped that they can often just rush the enemy, or hide and do it next turn.
- I should have gotten a motion scanner per 2 gals and scanned more often.
- There are A LOT of stairs. Much more than I expected. I thought I'd clear the 2nd floor, then work my way through the other ones, which sort of worked, but I did find 5-6 enemies behind my back.
- Given the 18 gals I had, and being able to ignore the two basement floors for the most part, I will probably try to sweep all floors at once next time, especially since the motion scanner gives returns for every floors.

The most valuable thing I found: Close doors behind yourself! The AI never does, so if you do, as soon as you see an open door you've got the trail of an enemy, just gotta keep checking the rooms until you find them. Once I had that idea, it made the mess I was in (having made disjointed progress on a few floors instead of clearing things properly) much more manageable.

Overall, quite enjoyable, but I overestimated the challenge and prepared and packed way too much stuff. I'll take it as a fun change of pace in the future, not as a "OMG can I make it?" mission. It is definitely not snakemen terror site level of tension, that's what my upcoming church pogrom in North America will be, I guess..!
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on May 05, 2016, 06:02:42 am
... SMGs also didn't work very well for some reason...

Great Report! Thank you! 

As for the SMGs.... you equipped them with Chem.  I've been pretty underwhelmed with Chem in the SMG my whole campaign, it just doesn't seem to pack a strong punch.  However, I LOVE incendiary rounds.  I repeatedly use them as a fast sidearm for my snipers and take really decent potshots accross the map.  They are terrific for lighting up night missions, and I go really light on electro flares.  And they were standard sidearm on most of the team members for a long time.  Trying an Handle, missing a couple times, still time for a burst of SMG inc rounds and foes drop left and right.  At least for the Traders I've confronted most of my game, they have been terrific.  When you stated taking chem with them in your mission prep post, I thought really?  but maybe he's right about the armor damage... should I be using that more?  Its just that the fire works so well... it so hard for me to pass up.  Try it next time and see how it works for you. :)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 05, 2016, 07:45:08 am
Warning: Long defence of Chem ahead! ;)

I forgot why I took the SMGs with chem while I was playing and writing the report.  :-\

The idea was to have a plentiful supply of armor damaging capabilities, not damage. SMGs are pretty inaccurate, so you need to be up close, where you might as well use melee, so the point is not really damage (although I really like your idea of a "melee failsafe"! I will be using that!). In fact, in the mansion, only once did I use the SMG, and it was more out of spite (with a gal that just got injured, to kill her Guild Security attacker, which she did manage to do on front armor) than it was out of reason.

When I prepared for the mansion, I expected at the very least some personal armor type enemies. Marsec or Osiron, depending on the faction I would get (I went in blind as far as faction and deployment were concerned). I somewhat expected enemies similar to church exalts: The rich and mighty may well have fancy "hunting" gear that could also be used to defend their home. (https://wh40k.lexicanum.com/wiki/Spyrer). I wanted to be able to tackle those and hopefully reduce their armor enough to be able to stun them and bring them to the Harpies' nest too. I also expected to meet foes that should prove too much for the unprepared, forcing them to perform the mission as presented: Grab loot and run away from too big a challenge, instead of what I (and I think most others) did: Kill and clean. I was intending to try and do the epic fight against such foe to clean the house.

So the idea was to have acid flasks in good supply and SMG-Chem as a side for melee gals and bad throwers. Each burst could do ~8 armor damage if all hit (from very close), since it is 10% of 0-48 damage, so 0-4 -> 2 on average, 4 times. An autoshot is also is really fast so you can have a few gals run in, unload and run out. Since even power armor has "only" 65 rear armor, a few full autoshots to the back can make even that manageable with pipes (~60 damage, so if you bring down the armor to ~40 in a few autoshots, you can then hurt it relatively reliably).

The different SMGs ammos get:
- Chem: 0-48 damage, 0-4 armor damage, supposedly a 10/40/30% bonus damage to Combat/Carapace/Power armors
- Incendiary: 0-40 damage, only 50% armor, supposedly 0/25/85% damage reduction to Combat/Carapace/Power armors

So a chem round should do up to 67 damage on carapace, so you can do up to 17 damage on front armor, up to 37 in the back. Power armor is rear 65 and you do up to 62 damage, so after ~1 burst, you can potentially do damage, and every hit reduces armor, so keep applying it and it will eventually work. That's why I like Chem. And of course, you can eventually just go all in and smash them in the back with a melee weapon. I found some spiked maces and billhooks during the mission, which would totally have allowed me to take on power armor, especially with a sprinkling of chem first. Even pipes will work after a (un)healthy dose of chem with their ~60 damage with 80 strength gals.

By opposition, an incendiary round does 0-30 damage on carapace, which goes against 15-25 armor depending on facing because of the 50%. That means you need better than average damage to penetrate side armor and will do up to 15 damage in the back, down to 5 in the front. Of course, against power armor you can fire until you're out of bullets and they will still be standing. So it works better against low armors, but that's not the problem I was trying to solve.

Obviously I was preparing for a challenge much above what the mansion actually presents in term of combat. The challenge is more one of perseverance to clean up. And since I faced traders, they were actually chem resistant.. But the magnums worked really well and I will take them again. The SMGs.. I'll probably keep them in mansions, not because they work any better than other stuff, but because they will eventually work against anything.

I don't really get how to do a "snatch and grab" though.. there isn't an obvious vault or something, and scouring the whole mansion for valuables will require you to kill most of the enemies, so you might as well finish off the few stragglers..? That seems to go with pretty much everybody cleaning up the place.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on May 05, 2016, 10:15:32 am
I tried putting Exalts in there. YOU DON' WANNA. You'll get murdered before you even notice someone's around. Unless you do wanna. I surmised that the map from hell is a challenge enough. But obviously not for a well prepared veteran. Well. Notice it's an early-game mission. Maybe I'll add a special deployment that starts appearing later.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 05, 2016, 05:44:45 pm
I realized I forgot to add: For the enemies in the mansion, API clips in the SMG would indeed have been killier, since they have lower armor and, with the halving of it, would have taken more damage that way. With only up to 35 armor and only 10% bonus damage to chem (or actually a resist to chem for the traders I faced), you indeed get much more out of the API rounds. Good call!

@Dioxine/Re: nastier units
Yeah, I remember going enjoying TftD ship missions as a teen (once I had figured out how to properly equip and split my soldiers in fire teams). I was preparing for something like that. It works great as an early game mission, and it was a nice experience. Too bad you can't save multiple loadouts for the Bonny and crew though, as now I have to re-equip everyone. Which, if I am honest, I will probably enjoy as a way to tweak loadouts.. ;)

Difficulty wise, it all depends on what the deployment weapons are for those units. Exalts are tricky, because they are quite fast too, and good melee combatants with good dodging. Give them a billhook and they will be murder, yes. And Exalts are also the most "active duty spyrer" equivalent. I didn't know what to expect, so I prepared for the worst I could imagine. If not exalts, since I agree they are deadly, what about a "mansion patriarch", old dude in high quality personal armor, with a shotgun. He grew old and complacent and thinks he can just walk up to these mutant pests and hunt them like animals? Or the "mansion heir" with a lighter version of the armor, a sword and a pistol, prove to his dad he means business? Stumble on these guys and run, or try for the epic fight?

The only thing I knew wouldn't be there is chryssalids, which in a sense wouldn't be as bad as they are in terror sites, because there aren't civilians to zombify. BUT I don't want chryssalids and I don't think they fit as a "pet" any ways. A reaper "pet dog" though? Totally! And although scary if it sees you first, reapers go down to a few black fire bombs so it's not even that terrible.

Hell, with the description of "super heavily guarded mansion", I half expected Mercs to be the ones doing some of the guarding ;) If OpenXCom could spawn units mid battles, it could be cool to have a Merc strike team arrive on site after.. turn 30? But they'd need to go on normal patrol, not post-turn 20 omniscient AI though... That would be pure murder! Have a big explosion go off in one side of the map to represent the blasting charge, then next turn spawn Mercs goons (soldiers? The lower rank) on patrol as they sweep and clear the place. That'd make us "snatch and grab" instead of "kill and clean"! ;)

TL;DR: Mansions are pretty cool, and they offer quite a nice opportunity for different kinds of challenge. Beyond fighting the map, creating either tension as you run away from a tough enemy or an epic fight as you try to take them down, could add to the experience.

These comments are made from the experience I got with my 18 best team, many of which have outlandish reactions and melee (or firing), and almost all of which have capped strength. Obviously, in such a scenario where equipment is quite limited, gal quality/quantity makes a huge difference and I was lucky enough to have both.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on May 05, 2016, 05:58:45 pm
Well, setting aside things that are impossible to make in OXC, IMO the only way to make an epic fight is to have an enemy with a ton of HP (like, 500), else he'll just go down to a single Elerium grenade, GG. But something with that much HP cannot be human... Heavily armored troops are a no since this would make the mansion unwinnable with early game equipment.

Also I thought the description makes it clear you infiltrate because of heavy security. If you intended to face said security, why play dress-ups and not attack head-on with full gear? But that would remove any sense for this mission.

I guess if you prepare for the worst, I can only disappoint you :)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 05, 2016, 06:25:08 pm
Well, setting aside things that are impossible to make in OXC, IMO the only way to make an epic fight is to have an enemy with a ton of HP (like, 500), else he'll just go down to a single Elerium grenade, GG. But something with that much HP cannot be human... Heavily armored troops are a no since this would make the mansion unwinnable with early game equipment.
Fair enough on the armor, and pipedreams. But then is the mansion meant to be a massacre? I thought it was intended as a "grab and flee" mission, where there should be an incentive to flee. In my (one..) experience, grabbing is difficult (loot is scattered everywhere) and fleeing is unnecessary (the opposition is quite manageable). Which leads us to applying the same old XCom hammer solution: Kill 'em all, then sort through the loot. I am just looking for ways of changing the incentives: consolidate loot a bit, maybe have some vault? and add opposition that you should flee from, at least in the early game/unprepared.

Quote
Also I thought the description makes it clear you infiltrate because of heavy security. If you intended to face said security, why play dress-ups and not attack head-on with full gear? But that would remove any sense for this mission.
Yes, good point.. :P but that's why I am looking for different challenges than the usual security units, in spyrer equivalents, or pets. It's just that to me, the heavy security should eventually show up any ways either in the game, or represented as a turn limit, which ends in a win, with all the gals fleeing to the roof just in time when the security shows up. Being able to take my time and sweep the whole place felt odd. How long can it take the security guards outside to respond to everyone inside getting slaughtered?

Quote
I guess if you prepare for the worst, I can only disappoint you :)
Far from it! I had a good time playing the mission, and a great time dreaming up all the terrifying things that could be waiting for me in there before the mission, then trying to prepare for them. This was not disappointing. Look at how much I wrote about it, that's a measure of how I am excited by the mission and the potential I see in it.

Maybe I'll make a "Hardcore Mansion" mod and try to see how that goes! Steal 2 high tech armors from XOps for the spyrers, tweak the deployments a bit (for pets, spyrer and a security head) and see where that goes.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on May 05, 2016, 10:42:39 pm
Good idea, it's as easy as making new enemies (takes a bit time and mental focus, and usually a lot of sprite pixellating). This can be even the same mission, but threat level rising with time... Need more enemies! Always more enemies! :)
And yes, I do like the 'Spryer' idea, it fits the piratez world very well.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Thryllth on May 06, 2016, 12:03:45 pm
While I do not remember exact enemy count I did my first mansion mission yesterday.  It took over 2 hours to clear the whole place, partly due to my only thinking of using rippers after an hour and a half.  I took the approach of splitting into teams of 2-5 depending on which floor i was clearing and started on the bottom working my way up via the big staircases and ended it after turn 35 on putting down the last Osiron Yeoman.  For me much of the difficulty came from the fact that I had several leakers who got past my gals using the small stairs and then decided to hide on floors that I thought were clear.  Took my best squad of vets with plenty of missions and Dojo time.  I don't have access to any armors that are on the approved attire list so I went in with one gal in the Seductress outfit for dealing with any heavy hitters as I found that a very effective way of dealing with power armor before I had decent weapons and assumed that there would be at least some armored opposition.  The rest of the hands were using the free maid outfits with ranged focused hands firing shiny new smartpistols, new vibrablades for melee troops and anyone with throwing over 50 got a blowgun with one reload due to the armor ignore mechanic.  Looking back this was well more than what was actually needed for the mission as it stands now. 

Next time through I will probably head for one much sooner mainly waiting till I have Rippers and a decent supply of vodka though there is plenty inside already.  Regarding playing this as a smash and grab I noticed 2 rooms on in the basement that each have one entrance and one of the treasure items (money pouch etc.) as the only item in the room.  Were I doing this and things started to go south I would likely send my 2 fastest runners after those while the rest covered the evac route to the roof then leapfrog back and scurry away.  This wouldn't be anywhere near the haul for a full clear but would likely be doable from day 1 with a little luck and rotating back wounded hands while you hold the stairs for the runners though I would certainly use a small pile of smoke if I was trying this as an early game rush.  I feel that the difficulty was good for when I first got the option to do the mission but it was still a nice challenge and a good change of pace to be forced to fight without advanced armor again.  The overall feel was much like the first few ships I knocked off after they landed, A group of effectively naked savages with cobbled together firearms and primitive weaponry against an enemy who had firearms and a decent position.

Oh and it certainly is the map from hell   :)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: new_civilian on May 06, 2016, 02:46:33 pm
Reading about the 500hp+ enemy I wondered if it is possible to have a 3x3 or even 4x4 sized enemy.... Or maybe a tileset-based brain with that size, that needs to be destroyed? Doesn't need to be a brain, could be a (living?) computer core or some kind of immobile enemy being, it's the mechanics of the tileset that's important.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Mattdo on May 06, 2016, 02:49:48 pm
I played in a mansion occupied by the Church. We took the Bonadventurer, so there were eighteen of us as usual. Five wore thief garb, the rest maid outfits. We mostly had Gauss pistols with no spare clips.

I liked the idea (pistols-only makes a refreshing change from the Juggernauts and Vulcan machine guns I normally rely on), and it was quite atmospheric, but it was just too big. I lost track of how long it took to find and kill/stun all fifty occupants, but it may have been as much as five hours. By the end I stopped advancing cautiously. I split my forces, and moved around as fast as possible, looking for anywhere I hadn't seen before, running out of stamina, and getting shot whenever I did find someone. I think I suffered two deaths. (Maybe I should have brought Aye-Phones, which I don't normally bother with...)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Solarius Scorch on May 06, 2016, 03:34:54 pm
Reading about the 500hp+ enemy I wondered if it is possible to have a 3x3 or even 4x4 sized enemy....

Our devs once said about this along the lines of: it's not hard code-wise, but how would the unit turn? There's a lot of design and difficult decisions to be made.

Or maybe a tileset-based brain with that size, that needs to be destroyed? Doesn't need to be a brain, could be a (living?) computer core or some kind of immobile enemy being, it's the mechanics of the tileset that's important.

This mechanic is used in Alien Bases and Cydonia, so obviously it's in. ;) But I have no idea how it relates to the Endless mansion.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on May 06, 2016, 03:54:34 pm
Reading about the 500hp+ enemy I wondered if it is possible to have a 3x3 or even 4x4 sized enemy....

Nope.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: greattuna on May 06, 2016, 10:39:40 pm
Mode: campaign, Jack Sparrow difficulty.
Equipment: listed on first screenshot.
Armors: 1 witch, 1 saviour, 1 ghost, 2 seductresses, rest maids.
Opponent: academy.

I started, I faced a few major groups, wiped them out with no casualties (but there were 2 gals close to death) in ~12 turns, then went on to clean the mansion from few panicked and unarmed researchers. Yeah... not much to say here. I used elerium grenade once to kill few cluttered enemies, but the rest of the job was done with various pistols, mini-cougar smgs and rare melee strikes.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on May 06, 2016, 11:07:46 pm
What the hell with all that Plastasteel, this must be a bug, there should be none :)

Also CLEARLY mansion needs a major difficulty hike :)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 07, 2016, 12:02:42 am
6 plastasteel is a lot?  :o

Also, given that the combat versions of traders, academy and church are ok as factions for the first mission in the game, when you only have crappy tech and newbie gals, a similar level of difficulty would be definitely acceptable, including the carapace armor since we go in with better gals and better weapons. And it's not like you have to go either ;)
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on May 07, 2016, 12:36:03 am
its not the number dioxine is referring that plasteel should not drop in a mansion run at all.

As far as difficulty adjustment goes harder difficulty lvl actually has an inverse affect in the mansions. The mansions have very few high tier units and lots of low tier. To many low tier units makes it very easy to panic spiral the enemy when they spawn in digestible packets. On any other map the large numbers work against the player because the groups can see and support each other better.

The mansion layout has the effect of almost making new x com style "pods" because they only spawn in certain tile chunks and it can take many turns to even leave there chunk(if they can at all). 20 pods is the same as 2 if you only engage one at a time if your full squad.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: GarlandSP on May 12, 2016, 05:04:07 am
Campaign or New Battle: Middle-Late Campaing.
Kill Counts: Around 50.
Loot Hauled:
Handguns:
Hand-tp-Hand
Economy
Armor

Probably some more loot.

4. Duration of the mission: about 1 hour
5. Effective weapons: Spikeballs, blackpowerd bomb

6. Other notes, i.e. effective armors, tactics, etc.

There is a quote from a high quality mod for one of the best game ever that says: "I have opened the mayor. When the power drops... Go in... Go in... Go in and Go in... Like the U.S. marshall and his three daughters... and we lose the vaccine..." well do operation was something like that.
My team was a veteran 18 member squad, my problem was that i wasnt prepared for the operation, my tactics are overwhelming the enemy with mortars, long bows and heavy weapons from a large distance, then sending gals with big blades, so i didnt have any good weapons, nor my dear panzerfausts  :'(.
When the manor mission appeared i had no weapons, the best i had were 3 laser pistols, 2 tazers and handles, but i had some blackpowder bombs and spikeballs.
As for equipment i could carry medical equipment and aye-phones.

For the operation per se was not hard, blackpowder and spikeballs were the most useful weapons as i could throw them to upper floor with deadly accuracy plas the enemy had low armor so it was a 1 Hit-kill, but it quickly turned into something tedious finding the missing the missing enemies, i found one in a tower that was isolated from the entire compound so i had to punch a hole with a laser pistol, this tower had an occult room.
As i said before my only handguns were 3 laser pistols, but i could quickly find other handguns for my sharpshooters, the same goes for hand-to-hand weapons.
At the end of the battle, most of the gals were panicking the reason for this is that i spent many turns finding the last enemy.

As for the loot, the most valuable where Mutant Porn, lingerie, jewels.

On the other side i found an item i had never seen before ( i finished the game twice ) called Illegaly enriched uranium.

Money comes in handy as i need it to build a large scale factory base.

Balance: Boring and Tedious, except for the items mentioned above there are not many reasons to take this missions.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cristao on May 12, 2016, 10:12:43 am
I am still yet to research the mansions! item on my new playthrough. I dont feel I have the right weapons for it.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on May 12, 2016, 04:57:14 pm
You really just need pipes, handles if you want prisoners and a few black powder bombs. Then a Fuso knives for good throwers and I really enjoyed magnums for good shots. The opposition isn't that scary. Outfits other than maid are a bit more tricky to obtain, but it's fine.

I think it's worth researching asap as the benefits are larger for an early game (moneys!!). Oh, and don't forget aye-phones!
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: lusciouspear on May 23, 2016, 03:39:56 am
As of .98F, did 2 mansion missions (Guild and Church, IIRC). Both had problems on the top 2 floors with inaccessible rooms that I needed to bomb into.

TBH, the "pink" story has so many doors and corridors that it's exhausting. I gave up and used debug mode after about 2 hours of playing. Aye-phones (love that name tho) aren't helpful enough.

Same for the final basement -- things sneak down there and occasionally you have to root through all the spirals. Made me murdery.

Rewards were pretty great tho <3
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Cristao on May 23, 2016, 09:38:42 am
Looks like I need to create a special mansion raiding squad then - Call them Delta Force and keep them solely for mansions and the mini-pogroms.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Rince Wind on May 23, 2016, 10:27:58 am
I think mass helps with mansions. The more gals you have the more room you can cover and the better the gals can cover each other. And at the end I just wait for the enemy that will come to me after turn 20.

The inaccessible places are by design, but a ripper can cut through the walls.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on May 23, 2016, 06:56:00 pm
Ok, here's my first Mansion Report.

1. Campaign - July of 2062 (1.5 years into the game)
2. Kill Counts: Enemy: 51  (This was a Trader's Guild mansion)
3. Loot Hauled: Cleared the entire map for all the loot.
4. Duration of the mission: about 1.5 hours (played in a few different sessions)
5. Effective weapons: As others have specified, pipes are great. I'd recommend them for all Mansion missions as an perfect melee weapon. As my tech was quite advanced my favorite weapon is the Cougar SMG.  Large magazine and quite deadly.  I brought spare magazines but never needed one.  Spike Bombs.  Great for wall breaches, but I got some wounded gals from tossing too close. XD.  Ripper, again for walls worked well.  My Cougars with their 5 shot burst often breached walls too.
6. Other notes, i.e. effective armors, tactics, etc.:
I tried the TK projector on one of my voodoo gals but found its "terrain destruction" underwhelming (yeah, busted up some furniture but didn't take out the wall I wanted gone).
Armors: 1 Ghost, 1 Witch, 1 Saviour, the rest Maid outfits.   
The lack of good armor made the mission tense, ended up with 3 WIA, but no one dead.  Ghost performed great as expected.  The Witch suit allowed me to gain my first combat possessions in this campaign.  The ability to work through walls, was nice because it didn't matter what floor the voodoo gal was on.  She could grab anyone on any level. I did not manufacture thief armor for the mission so I planned to clear the entire map.  Overall, inventory space is quite limited, so plan carefully.  With maid suits only, you will not be able to haul all the loot or even decent amounts of loot.
Terrain:  I think part of the key is learning where to expect enemy deployments.  I found two general locations:

Occult towers:  These towers hold nice loot, and can be a challenge with entrances on only 1 ? level.  I found that some of the higher ranking enemy (Guild Engineers) start in the top level.  (I spotted them in the first turns from the gal that spawned in the penthouse on the roof early).  They tended to work their way down, as I found and eliminated them on lower levels of the towers or very near by.   These foes are least liable to panic, so be careful approaching them.  As has been mentioned earlier, breaching into the towers with rippers or grenades is a great tactic.  These towers are rich with loot, so should be exploited for certain on snatch and grabs.
Kitchens: The kitchens were where I found my first group of enemy, with a cluster of 4 assorted security types (Team Leader, Guild Security, Pest Control Manager, & G.O.).  This was consistent with the two other kitchen blocks I found, as well.  Many of the other enemy spawned in this same block.

Generally, I was impressed by the amount of equipment scattered in the mansion.  Some decent melee tools like cutlasses and ball bats were readily available.  Enemy equipment would have been effective at dealing with most of them as well, so early campaign scavenging would be viable.

Ayephones are terrific in these environments. I play with panic notifications on, and keep count with the number of foes as the turns wind down.  Once I was down to the last two enemy, I had everyone that could pull out an ayephone and spread out.  It took a few turns, but once movement was spotted, it was only a matter of checking the floors to locate and placate the baddies.  If possible, I'd recommend teams where everyone has an ayephone to help with those final enemy.

One final key to tackling these mansions is the mouse wheel.  Because there is so much verticallitiy in this map, its good to roll up and down to understand the terrain.  Consider which blocks you have found enemy spawned in, and it is likely to find more in these same vertical spaces.

Overall, the map was quite interesting.  Finding maid outfits as loot was a cool touch as it made it feel immersive, like the gals just snuck in and donned the clothes they found.  Fortunately the bedroom mazes do not seem to be major enemy locations so the tedium is avoided.  Because these maps are such good sources of gems that have become more important for manufacturing, I think these missions are unavoidable.  I don't look forward to the constant equipment swapping, so having a "mansion exploitation team" like Cristao's Delta Force makes sense.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: clownagent on May 23, 2016, 10:19:10 pm
I did the 1st mansion mission in August of the 1st year when I could afford a pachyderm. It was quite overwhelming without previous knowledge of what is going on. Also it was not clear which equipment is allowed and which is not.
In the end I could not rob much. I just kidnapped some unconscious enemies and took some cheap stuff. Then dusted off with many wounded gals.
Funnily, on the last turns when nearly all gals where on the roof those karate yeomen appeared everywhere from the lower levels and started firing at me. So it felt really like a cinematic escape.


For the next mansion missions I relied on the following strategy which worked quite well. (I still have only access to very low tech, but strong and experienced gals)
- Pachyderm
- 8 gals  in maid outfit (each with fistycuff, bandage, blackmarch pistol (large magazine), black powder bomb)
- one team goes to the basement and searches treasure chests and gold bars
- another team clears the way upstairs and breaks into a tower. On the way capture valueable enemies and carry them to the top.
- In the end I have around 3-5 hostages, and some loot. Probably around ~15 enemies neutralized.
- Then dust off
- I do not consider clearing the whole facility. It would be too cumbersome and also too difficult with few gals with low tech equipment.

EDIT: The minimap is a lifesaver for identifying loot lying around.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ohartenstein23 on May 26, 2016, 02:58:06 pm
I waited until about mid-summer to research the mission, got the first spawning in September, against the Academy (3rd difficulty level - Black Beard?).  Loaded up the Pachyderm with my best gals, determined to clear it.  Took me about three hours total, and apparently it wasn't punishing enough for me, because I did it two more time later against the Church (and made the mistake of translating a second Liber Occultus after I already researched the first).

Lost one gal in the first mission to an Osiron Yeoman hiding in a bedroom with a shotgun - never scout alone near the end of the mission using all your TUs, and take cover, blast it!  Smartpistols and Manstoppers were my main weapons, barbed daggers and pipes did fine work against the drones and armored security.  Notably, a shovel picked up by a somewhat runty gal was able to whack off the damned Esper spamming panic.  Very few captures, I executed the unconscious ones to not have to deal with them running off later.  Should've just smoked them for later.

The sheer enormity of the piles of loot catapulted my research forward and got a second base started in the Caribbean solely for Grog production.  We're pirates after all, what's the point of cash if not to obtain more Grog?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ohartenstein23 on June 30, 2016, 09:04:58 pm
Got a few more, now in the Spring of year three - since I don't like spending the time clearing the mansions anymore, I just search for the treasure chests and leave.  In my most recent try, I just brought two gals in destructor duds and blew apart the mansion chunk by chunk, then picked up a pair of treasure chests and left.  So satisfying to float in the middle of a blast crater you just created by the ball of annihilation, I should try blowing up the entire thing and see what loot is actually left over in the smoking ruins.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: karadoc on July 06, 2016, 05:33:48 pm
I researched the mansion tech pretty early, but my first mansion mission didn't show up until August of the second year. I went in with 13 hands, with a variety of equipment (because I wasn't totally sure what was and what was not allowed). I killed most things with magnums and barbed daggers - but that's mostly because that's what my best hands were holding. I didn't really a firepower problem; but I did get a lot of injuries, just from being ambushed early on and being shot at from lots of angles.

I didn't use any fancy strategies. I ended most turns in corners with enough TUs for reaction fire; at least until I'd secured enough of the map to feel safer.

At first I was picking up loot from the floor; but the thing is, there are a lot of rooms and the valuable loot was scattered all over the place. I pretty quickly realised that I'm going to have to sweep the whole map to find valuable loot, and if I'm doing that then I might as well just sweep the map for enemies instead. Looking for the final enemies was a bit tedious - even with the 3 aye phones I'd brought. I don't know how many hours the mission took - but it was at least a couple of hours. I took a break part way through.

Probably the most valuable treasure there accidentally caught fire and died... the academy esper. I had her unconscious and alive - but I didn't have a fire extinguisher... (By the way, is there some other way to put out units who are on fire?) I did get a fair bit of loot though. A lot of it was junk, but some of it will be useful.

Davy Jones difficulty.

[edit]
By the way, most of the captured enemies were because I had two seductresses on the team. The seductress is super-powerful on pretty much any mission, mostly because it ignores armour. Enemy armour wasn't really a problem on this mission, but the seductresses were pretty powerful anyway.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Surrealistik on August 28, 2016, 09:15:12 pm
This was from awhile ago, Jack Sparrow Ironman:

https://i.imgur.com/249104r.png

Telekinetic projectors and ghost daggers on ~40 VDSk / ~60 VDStr gals (my entire strike team) are basically made for this mission, allowing me to rip the place apart and murder its contents with ease alongside smoke grenades. Sadly didn't have EZ mode Ghost or Ragnarok Armour at the time which I would have gladly used.

Is Witch armour compatible with Mansion missions?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on August 28, 2016, 09:41:27 pm
Ghost is actually not that great in close quarters. Since it's visible from 5 tiles away, you have to hide pretty far away from a corner to prevent people from seeing you when turning it. I'd say seductress/fairy is better because it also ignores armor but captures instead, and obviously ragnarok is pretty strong but since it can even overkill power armor, it's not that great unless you don't mind blowing up the loot. But ragnarok+wand of peace/rending is quite good. Witch outfit (for MC through the floors) would be where it's at imo. Scout with your puppets, get a few seductresses/fairies to stun to extra ones and proceed. Maybe Destructor for some tanking, but you can have the (armored) puppets do that.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Surrealistik on August 28, 2016, 10:06:04 pm
Ghost is actually not that great in close quarters. Since it's visible from 5 tiles away, you have to hide pretty far away from a corner to prevent people from seeing you when turning it. I'd say seductress/fairy is better because it also ignores armor but captures instead, and obviously ragnarok is pretty strong but since it can even overkill power armor, it's not that great unless you don't mind blowing up the loot. But ragnarok+wand of peace/rending is quite good. Witch outfit (for MC through the floors) would be where it's at imo. Scout with your puppets, get a few seductresses/fairies to stun to extra ones and proceed. Maybe Destructor for some tanking, but you can have the (armored) puppets do that.

I'm currently running an earlier version with the old invis while I wait for the kinks with the latest release to be fixed. That said, I systemically obliterate the map with mass telekinetic projectors to flush the cockroaches out of hiding, so there tends to be longer sightlines.

I don't have fairy armour.

I did actually use mass seductress during that successful run. However, I have pretty mixed feelings about the utility of Seduce given its high cost in TUs, Energy, Morale, etc, relative to the outcome and how I really don't want to have to deal with enemies getting back up and retrieving weapons when I'm running shit armour given how long the mission tends to go on, especially on JS Ironman. Mike Myers mass murder with ghost knives definitely afforded greater peace of mind; shock and awe also panicked the rest of the mansion, making it much easier to deal with.

If the Witch outfit is usable, I'm definitely running that next time (I was unclear as to whether or not it was permitted and didn't have it at the time of my first mission), especially given how it enhances the Telekinetic Projector, assuming I don't find that Mind Control is too powerful (which I'm leaning towards at this point).
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Dioxine on August 29, 2016, 03:50:25 pm
It is allowed. Also there are means of keeping stunned enemies down (at least if you don't plan on leaving them down for more than 100 turns) w/o the need to hurt or guard them.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on August 29, 2016, 03:52:29 pm
Also there are means of keeping stunned enemies down (at least if you don't plan on leaving them down for more than 100 turns) w/o the need to hurt or guard them.

Smoke grenades work quite well for these purposes.

Alternatively, Meridian also has the option to allow "Coup de grace" to pick up a stunned enemy and kill it if you have a melee weapon.  Not something you would want to do with valuable captives, but something to consider for chryssalids, etc.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on August 29, 2016, 08:31:33 pm
You can also shoot the tile where they lie. I've autoshot stunned chryssalids before to finish them off. It's a very handy addition of OXCE to be able to target fallen units with bullets instead of just explosions.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Surrealistik on August 29, 2016, 09:13:43 pm
Bottom line, you definitely want to panic the mansion before you get heavy on captures.

I'd be interested in knowing how to ensure an enemy is stunned for 100+ turns without babysitting it; I'm aware of smoke but is it really that effective?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on August 29, 2016, 11:16:31 pm
Smoke helps. On enemies, stun damage drops a little bit every turn, but most enemy that don't have smoke resistance (ie most enemies that are in a mansion) will take a decent amount of stun damage from being in smoke too, so it more or less averages out to staying stunned longer than enough.

Would be neat to be able to use the rope as a way to tie stunned enemies. And also a knockout gas proxy grenade. Prime and set on body, if they move, BAM, they get stunned again. Actually I sometimes just drop a primed knockout on stunned enemies, but that has the disadvantage of: 1- wasting a knockout if the enemy wouldn't have risen any ways 2- covering the map in smoke. A proxy that explodes only if needed would be much better.

In fact, I'll mod one before my next session! There's never enough knockout gas :D
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Premier on September 01, 2016, 03:58:49 am
Quote
Would be neat to be able to use the rope as a way to tie stunned enemies. And also a knockout gas proxy grenade. Prime and set on body, if they move, BAM, they get stunned again. Actually I sometimes just drop a primed knockout on stunned enemies, but that has the disadvantage of: 1- wasting a knockout if the enemy wouldn't have risen any ways 2- covering the map in smoke. A proxy that explodes only if needed would be much better.

Hmm, wouldn't a smoke-based version of the Landmine do this? Deploy it in the square the unconscious enemy's lying; when they wake up and try to move, BANG!

Actually, I don't know if that would work. How does a landmine behave when an enemy wakes up on top of it?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on September 01, 2016, 04:31:33 am
Pretty sure it would just go off like normal. Least I don't see why it would care how an active entity entered the trigger squares.

Also woot for stun proximity weapon.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Arthanor on September 01, 2016, 05:24:31 am
Walking or flying I think is what triggers the proxy. Waking up I'm not sure would do it. But it doesn't matter, the turn after they wake up, they'll walk and then BAM.

Also, leaving a stunned unit in smoke works as a way to keep it stunned, but it's not a very good way to restun. Well, it might work too, but it'd be much less reliable. Maybe as a low tech alternative it'd be cool.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: karadoc on September 02, 2016, 02:32:07 pm
There's the wand of bliss...


But I generally like to carry the stunned enemies to a central location, and guard them all with someone holding an electro-whip.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Zharkov on June 10, 2017, 01:18:22 pm

1 - You can use voodoo-related armor (ghost, seductress, witch, saviour, et cetera), nurse, thieving outfits. Everything else is replaced by maid outfits, armor is returned at the end as loot.


I wonder, which armors one can use in the current version and how this is coded.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: ivandogovich on June 10, 2017, 06:13:42 pm
I wonder, which armors one can use in the current version and how this is coded.

Piratez_Planet.rul:
Code: [Select]
  - type: STR_ENVIRO_EMANSION
    defaultArmor:
      STR_SOLDIER:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_S:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_M:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_V:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_SYNTH:
        STR_SYNTH_DANCER_UC: 100
      STR_SOLDIER_SLAVE:
        STR_SLAVE_ARMOR_TUNIC_UC: 100
    allowedArmors:
      - STR_MEIDO_OUTFIT_UC
      - STR_NURSE_OUTFIT_UC
      - STR_NURSE_OUTFIT_ADV_UC
      - STR_PIR_OFFICER_UC
      - STR_MAGE_ROBE_UC
      - STR_VAMPY_ROBE_UC
      - STR_VOODOO_ARMOR_UC
      - STR_STEALTH_ARMOR_UC
      - STR_ARRANCAR_ARMOR_UC
      - STR_LINGERIE_SET_X_UC
      - STR_LINGERIE_SET_UC
      - STR_MAGICAL_GIRL_OUTFIT_UC
      - STR_THIEF_ARMOR_UC
      - STR_PIR_SLAVE_ARMOR_UC
      - STR_PIR_TOPLESS_UC
      - STR_PIR_NUDE_UC
      - STR_SYNTH_DANCER_UC
      - STR_SYNTH_PIR_STEALTHSUIT_UC
      - STR_SLAVE_NUDE_UC
      - STR_SLAVE_ARMOR_LOINCLOTH_UC
      - STR_SLAVE_ARMOR_TUNIC_UC
      - STR_SUPER_SLAVE_ARMOR_UC
      - STR_GREEN_LIGHTER_ARMOR_UC
      - STR_BAT_GLAD_ARMOR_UC
      - STR_FLASH_BANG_ARMOR_UC
    allowedItemCategories:
      - STR_BAT_CAT_INFILTRATION
    allowedVehicles:
      - STR_PARROT
    allowedCraft:
      - STR_AIRBUS
      - STR_AIRCAR
      - STR_AIRSPEEDER
      - STR_AIRVAN
      - STR_GOLDHAWK
      - STR_SAKURABUS
      - STR_MI2400
      - STR_VERDANT_SNAKE
      - STR_VENTURA
      - STR_FORTUNA
      - STR_FUEGO
      - STR_METALLO
      - STR_DROPSHIP
      - STR_JETBIKE
      - STR_CHARIOT
      - STR_FIRESTORM
      - STR_DRAKKAR
      - STR_DEVASTATOR
      - STR_INTERCEPTOR
      - STR_PREDATOR
      - STR_NIGHTMARE
      - STR_SABRE
      - STR_BRAVE_WHALER
      - STR_BARACUDA
      - STR_SWORDFISH
      - STR_LIGHTNING
      - STR_HYDRA
      - STR_KRAKEN
      - STR_TRITON
      - STR_ZEPPELIN

Meridian's newer .exe is supposed to help expose this when you click for information in the mission marker, but I haven't tested this yet.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Zharkov on June 10, 2017, 07:33:10 pm
Piratez_Planet.rul:
Code: [Select]
  - type: STR_ENVIRO_EMANSION
    defaultArmor:
      STR_SOLDIER:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_S:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_M:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_V:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_SYNTH:
        STR_SYNTH_DANCER_UC: 100
      STR_SOLDIER_SLAVE:
        STR_SLAVE_ARMOR_TUNIC_UC: 100
    allowedArmors:
      - STR_MEIDO_OUTFIT_UC
      - STR_NURSE_OUTFIT_UC
      - STR_NURSE_OUTFIT_ADV_UC
      - STR_PIR_OFFICER_UC
      - STR_MAGE_ROBE_UC
      - STR_VAMPY_ROBE_UC
      - STR_VOODOO_ARMOR_UC
      - STR_STEALTH_ARMOR_UC
      - STR_ARRANCAR_ARMOR_UC
      - STR_LINGERIE_SET_X_UC
      - STR_LINGERIE_SET_UC
      - STR_MAGICAL_GIRL_OUTFIT_UC
      - STR_THIEF_ARMOR_UC
      - STR_PIR_SLAVE_ARMOR_UC
      - STR_PIR_TOPLESS_UC
      - STR_PIR_NUDE_UC
      - STR_SYNTH_DANCER_UC
      - STR_SYNTH_PIR_STEALTHSUIT_UC
      - STR_SLAVE_NUDE_UC
      - STR_SLAVE_ARMOR_LOINCLOTH_UC
      - STR_SLAVE_ARMOR_TUNIC_UC
      - STR_SUPER_SLAVE_ARMOR_UC
      - STR_GREEN_LIGHTER_ARMOR_UC
      - STR_BAT_GLAD_ARMOR_UC
      - STR_FLASH_BANG_ARMOR_UC
    allowedItemCategories:
      - STR_BAT_CAT_INFILTRATION
    allowedVehicles:
      - STR_PARROT
    allowedCraft:
      - STR_AIRBUS
      - STR_AIRCAR
      - STR_AIRSPEEDER
      - STR_AIRVAN
      - STR_GOLDHAWK
      - STR_SAKURABUS
      - STR_MI2400
      - STR_VERDANT_SNAKE
      - STR_VENTURA
      - STR_FORTUNA
      - STR_FUEGO
      - STR_METALLO
      - STR_DROPSHIP
      - STR_JETBIKE
      - STR_CHARIOT
      - STR_FIRESTORM
      - STR_DRAKKAR
      - STR_DEVASTATOR
      - STR_INTERCEPTOR
      - STR_PREDATOR
      - STR_NIGHTMARE
      - STR_SABRE
      - STR_BRAVE_WHALER
      - STR_BARACUDA
      - STR_SWORDFISH
      - STR_LIGHTNING
      - STR_HYDRA
      - STR_KRAKEN
      - STR_TRITON
      - STR_ZEPPELIN

Meridian's newer .exe is supposed to help expose this when you click for information in the mission marker, but I haven't tested this yet.

Thanks! I looked at the wrong file...
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Troubleshooter on July 03, 2017, 11:36:05 am
Nobody's mentioned manacles yet, I assume that they're the intended way to keep captives from getting up again.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: karadoc on July 03, 2017, 05:24:18 pm
No one mentioned manacles because they didn't exist back when that stuff was being discussed.

Also, the main problem from enemies waking up and walking off is gone now anyway. Enemies that have been unconscious will now surrender; so it doesn't matter a lot if a few of them are wandering around - just as long as you take their guns away!

The conversation in the rest of this thread was when enemies would need to be found and knocked out again before the mission was allowed to end. So enemies waking up was a bigger problem back then.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: BBHood217 on July 03, 2017, 06:32:12 pm
All of these reports are old.  How are mansion missions nowadays with the 32 turn time limit that didn't exist back then?
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Nord on July 03, 2017, 07:05:43 pm
Well, i never reached this limit. All enemys starting to panic long before. Because of multiple colleague deaths, of course.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Ethereal_Medic on July 03, 2017, 07:17:33 pm
Once I had figured out how to 'find' the trapped enemies in the towers and got rid of academy drones the threatening 32turns barely come in reach for me.
Taking around 12+ hands can do the trick if you have ways to heal your squad, sport decent reactions and have tools to melt walls.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Bacon_Hero on July 08, 2017, 04:38:26 am
Is it just me or do enemies not panic at all on this map?

I just had a mission come up and decided to give it a try. 4 girls in thief suit. Stun batons, gauss pistols and grenades. 2 bottles of rum each. I didn't have a lot of infiltration gear in my base with the aircar so I made do with what I had. In retrospect I should have loaded up with stim and ayephones.

Had the church faction spawn with mostly poor gear. Pistols, shotguns, shovels, 1 or 2 plasma and laser weapons. I wanted to try stunning everyone.

It took me about 2.5 hours to complete. I had to make my way to the exits at around turn 28 because I couldn't find any enemies - it was annoying as hell. Running around in circles and checking rooms and running out of energy  >:( >:( >:( >:( >:(

There were 69 total enemies that spawned and I took out 54 of them but none of them panicked and I couldn't find anyone. I think whatever buff the enemies have to prevent them from panicking is way too high!

In the end I picked up 2 church reverends, 1 treasure chest, 2 occulus liberachi thingy books, a bunch of random stuff like govt papers and gems, and aborted the mission. The mission got a bit tedious and frustrating at the end, and as a smash and grab mission it doesn't really give a lot of value over other missions (like landed UFOs). I think it would help if bug hunt mode activated around turn 22? Because by that time most of your enemies are already stunned or dead and you're just trying to find the stragglers.

I might reload in geoscape and go back with a bigger and more well prepared team from my other base.

Overall I think the mission would be more interesting if there were less trashy low level mobs that don't really represent a threat, who are there just to pad out the level like cardboard, and more dangerous high quality "bosses" that you must hide from.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: BBHood217 on July 08, 2017, 06:13:55 am
Stunning everyone?  Of course no one's panicking, everyone's still alive.  The best way to do this mission is to kill enemies until they start panicking, then take out the high ranking enemies that don't panic (like drones and priests).  It also helps to memorize the mapblocks because most enemies start in the kitchens, with a few usually high ranking ones in the magic towers (the only normal way into them is through the basement if the map spawns correctly; otherwise, you need a way to break walls) and those basement chambers that contain random items.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on July 08, 2017, 06:23:23 am
Yeah stuns don't inflict morale damage. Given the sheer amount of bodies in the average mansion mission killing most of them is the way to go.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Zharkov on July 08, 2017, 11:50:43 am
While I like infiltration missions, I think a more unified approach would be more accessible. I would suggest to implement the same armor, weapons, equipment, and craft limitations to all infiltration missions.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Bacon_Hero on July 08, 2017, 01:44:48 pm
Hmm... I remembered enemies panicking over stunned allies in other maps (like temple raid). Maybe it was an older version? In that case I should have just killed them until I ran out of ammo - I already have all church members researched.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Solarius Scorch on July 09, 2017, 04:01:34 pm
Hmm... I remembered enemies panicking over stunned allies in other maps (like temple raid).

No, you don't. :P
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: legionof1 on July 09, 2017, 06:16:33 pm
With the frail foes in a temple raid i wouldn't be surprised if a few expired from overstun, which still causes morale depletion.
Title: Re: Mansion Mission Reports (Please Contribute)
Post by: Solarius Scorch on July 09, 2017, 08:55:12 pm
With the frail foes in a temple raid i wouldn't be surprised if a few expired from overstun, which still causes morale depletion.

Oh yeah... That could happen. But still, it would be from actual deaths, not merely being unconscious.