Aggression tends to get me wiped pretty fast. Even 2 remaining enemies can potentially kill all 6 of my people as my last mission demonstrated!
I primarily use melee as it gets me the most money in captives but it seems to be far riskier than shooting or throwing Molotov cocktails. Rushing them in melee is suicidal, but camping doorways is the way to get captives it seems, very boring though. The most reliable way I have found to win a mission is to use muskets at long range (field missions) or shotguns in short range urban environments but then I don't get my captives, don't make any money and will presumeably lose the game when I fail to advance quickly enough :(
Aggression tends to get me wiped pretty fast. Even 2 remaining enemies can potentially kill all 6 of my people as my last mission demonstrated!But in a tactical way 8)
I primarily use melee as it gets me the most money in captives but it seems to be far riskier than shooting or throwing Molotov cocktails. Rushing them in melee is suicidal, but camping doorways is the way to get captives it seems, very boring though. The most reliable way I have found to win a mission is to use muskets at long range (field missions) or shotguns in short range urban environments but then I don't get my captives, don't make any money and will presumeably lose the game when I fail to advance quickly enough :(
The damage curve is so wild on 0-200% that the marginal increase in armor from 20 to 30 with scale or warrior doesn't seem worth it for a melee gal compared to the many benefita of the unarmored suits. I like to give melee gals something that increases their TUs and energy so that they can either clear a room or get into cover, instead of trying to tank shots. Gun gals can have TU reducing armor without much drawback because guns use a TU% instead of a flat value.That's ninja style! But I never lost a melee gal anyways in such tactic, I don't go ninja either, the point of giving the melee gals high grade armors so that they can survive reaction shots from their victim. I am playing in the highest difficulty and it is also set on ironman, and I only lost 2 gals in the early waves, not because they are melee.
Usually 2 people cant wipe my whole squad, that was just some bad luck. They got crit insta kills and hit every shot and then the survivors panicked.
How many brainers is a good amount to have right now?
Axes are different from fuso swords, but I prefer them for a few reasons:
1. Ax is one-handed;
2. Ax has decent accuracy;
3. Ax has high base damage, scales strongly with strength, and doesn't have +xx% armor;
4. Ax is available from start, I think you get one right at the beginning.
Also, ratmen missions are generally not worth it. Too much risk for a bunch of low-tech equipment and a money purse.
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(they always do this weird thing where they turn sideways and fire in the wrong direction)
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Why go for lethal melee weapons over nonlethal? It's not like nonlethal melee weapons are hard to acquire. Are axes better than fuso sword?Nonlethal can't reliably take out a mechtoid or an armored car and even against a normal human there's a decent chance of whiffing. It's easy enough to carry a nonlethal secondary anyway.
Ah so that`s what it was. I had thought it was some strange bug that affected the AI and saved me many times from shotguns lol
There is even an explicit message displayed when it happens...Not when it's the enemy who whiffs it.
Not when it's the enemy who whiffs it.
Academy Nurse fails CQC check, shoot self and dies XD
Should I research Dr X now? I heard it unlocks a special mission, but in my last playthrough I did this Russian Files mission and barely won, it was full of tanks and power armor people with gauss so I'm afraid this one will too! :O
Middle click on researches to see the tech tree.
I tried the big army of dojo gals thing and it wasn't all that effective.
Healing up wounded gals isn't a big problem unless you're somebody who feels they need to do every mission and UFO. As long as you have enough for the brainers to research, enough money and supplies then ask if it's really worth the risk. What benefit are you getting from attacking shrine ships right now when you're so far behind in tech?
Healing up wounded gals isn't a big problem unless you're somebody who feels they need to do every mission and UFO.
Well when I got my medical supply manufacturing going last game money was a thing of the past. I didn't bother to defend my factories I just replaced them when they got taken down which only happened once. That allowed me to have a rather large army of about 100 "hands" which were all trained in my arctic training base and moved from there to my main base. I had around 60 soldiers in my main base and another 60 in the training base at all times. I was also buying 100M costing VIPs for my research, I kept buying marsec bodyguards just to enslave them for power armor parts and I had over 1B in my 4th year. I got bored and quit during getting power cells for my conqueror and decided I would someday do it again but on the max difficulty which is what I am doing now, might as well do it properly XD
Anyway I worked out how to get favors, donated 1.5M to jack and got my bounty C pass. The air car races stopped appearing, I only attempted 1 after I started doing bounties and then realised it was a normal fight so I had my unarmed aircar pilot leave immediately and never saw another after that
I'll try to get higher level bounty passes asap since I have a feeling the bounty missions disappear as time goes by unless I keep progressing with them
Are medical supplies really that profitable? From what I calculated based on checmicals value plus runt-hour costs the profit should be marginal, despite the hints in description. ...I think you miscalculated medical supplies(you might've overlooked that you get 10 med supplies per batch) because it's on par with chateau without the need to get apples so you can build multiple bases producing it. Once you have a lot of runts(200+) producing medical supplies you should consider producing your own chems on site so you can get ~10% more profit and be better than chateau.
For me it always was X-grog, or now is chateau du mort, since in new version apples are plentiful and pretty much guaranteed on ratman village/help the loknars/lokknar farm.
Tanks can pull their own weight in combat,
1) Just how long do I have before I lose the game? I know crackdown missions start to happen even when you are deliberately avoiding aggro, when do they start? How long before sway government starts the countdown to doom?
It's a shame that losing governments or getting negative scores still causes a hard-fail state and that crackdowns can occur independent of my activity, it would be nice if I could support myself on piracy and illegal manufacturing and play smart to avoid the heat, rather than having a "governments all hate you now so game over" moment after a few years or if I'm keeping too much of a low profile. Still I'd like to know how much time I've got, I don't want to rush the game too much and would like to skip missions that are easy since I'm producing enough x-grog to cover my expenses now, but I don't want to skip a lot of missions and then lose the game while I'm building the conqueror because the governments pull funding and then the text box of doom informs me that my bases have been erased and I have to start all over again and grind through more missions next time. I could get my medical supply industry, training base and research base going faster if I keep doing these 100-200K missions but I'd really rather skip them for the high value ones like the passenger ferries and churches, and the high infamy/point bonus missions like scientific experiments, lok-nar and ratmen which I can usually speed through with shotguns, grenade launchers and mortar shelling (the latter is highly amusing, the map ends up resembling This War of Mine although it's a waste of resources)
2) I'm thinking of preparing for some underwater and zero G missions. There might be more tech there and I can get more points and a faster rise in monthly income plus the infamy bonuses. What transport ship and equipment are very good for those missions? I still don't have a full training base, only 2 dojos in my main base so my troops aren't exactly expendable yet, I will need a large income and a dedicated training base before I can have such a large number of troops and fast replacement rate that I can send them in wearing bikinis and wielding harpoon guns, so I'd like something that will improve their survivability, let me kill the enemies effectively and relatively safely, and perhaps take the odd captive. I was thinking of trying to get a transport craft that can carry a lot of personnel and then using some kind of vehicles as my primary units since although they are expensive they don't require long training times and don't drive up the wages of my hands. Is there some kind of submarine or spaceship unit I should get for this, or are underwater and zero G missions quite easy?
3) Do I have to unlock all of the Prize research? Mutant Alliance favors was gated behind mutant martial arts which isn't intuitive, and since I already had dojos I would've never touched that until after I had all my manufacturing bases ready and ran out of things to research unless I had noticed mutant alliance favors in the tech tree and asked how to unlock it. Is there any other key tech that's really hard to find unless someone points you towards it? I really wouldn't mind if it took me years of playing to find it, but since the campaign is on a time limit, if I miss out on crucial tech til a few years in when the governments start to leave me and my campaign is about to be ended then I'll lose all of my progress and have to start all over again (this is why I hate the time limit, I would love to figure all this stuff out by myself without asking, it would've been exciting to find all the tech gated behind mutant alliance favors without expecting it, but I cant just jump into underwater and zero G missions and lose lots of people or research things randomly because it could set me back and sink my entire campaign when the time limit catches me)
At somepoint a number of mechanical units became stun-able with the right weapons.
Hehe, I'll try stunning more robots then
Does anyone know where I can find a human powered armour? Is it an item I get from humans who are wearing powered armour or do I need to find a suit that nobody is wearing?
Loader suit is avialible early, it have good armor, and gal don't need to be strong to carry big weapon.
Dealing with base defences is a matter of equipment, moral and base layout:
Have a single chokepoint to squeeze your foes through. Have your barracks and vaults close to the chokepoint.
Give everyone a melee weapon and explosives.
Use flamethrowers and firebombs to break morale.
Get panzerfausts (Panzerfäuste) to deal with HWPs and discs. While small blast radius it certainly comes cheap, is instantly consumed and does enough damage to be relevant.
In case you know what faction attacks, brace yourself with the most efficient weaponry to deal with them.
Also the new corridor is able to choke the sewer path.
X-Grog seems to barely pay for the maintenance of each base and runts, and with a tiny profit on top of that, I can't run a decent sized army off of that profit or replace any bases that I do lose
I'll try to get the base supply ships, camp for 20 turns and finish the map, see if I can find any power armor guys among the survivors of the explosion.
But if I kill a bodyguard, grab his corpse and bring it into the ship and retreat, will I get the power armor parts, or do I have to finish the mission?
Btw does anyone have any recommendations on defensible ships? I try to keep my people alive and the most effective way to do it I find is to engage the enemy from my ship
I've been using the Shadowbat but I have a few issues with it:
Glitch means I can bring 7 people max
Can't see underneath the wings from on top of them, meaning enemies can stand under and surprise me if they can fly (church exalt. Chrysalids or dogs running into my ship with their high TU)
Landing ramp let's me see in 3 direction, but the one we cant see is a bit of a blind corner that we need to step around in order to see around and can result in me being ambushed. Staircases on the ramp slow down our movement stepping in and out, and require people on the stairs to crouch in order to see through the door
Requires 4 people to effectively block the doorways (2 if only the stairs) and this leaves me terrified of AoE weapon reaction fire
Control room blocks vision from the wings meaning a flying enemy can hug the small blind spot on the back and ambush
But it has quite a few advantages too:
4 people can fire from the doorways without moving, 2 can fire from the elevators moving only up and down.
Elevators give a high up (level 2) vision of the battlefield from the very beginning and make it easier to connect with arcing explosives over a long distance without risk of return fire
Inner staircase is a strong chokepoint, allowing us to camp the elevator rooms, enemies coming up the stairs have to burn a lot of TUs, we will hear the doors opening if there aren't other sliding doors
Fairly spacious inside, I can keep people spread a bit if I need to
Can keep a couple of people in the control room and bring them down if an enemy comes inside, less risk (saved me from an exalt massacre when they came in though the elevators, these 2 survived)
Can stand on the wings and block the elevators, renders dogs, werewolves and lids ineffective
Well lit outside (night is more of an obstruction to me than the enemy)
Inside favors melee (usually my advantage)
I don't think vehicles can get up the stairs since they're pressed against the doors, means we can bait infantry inside while leaving tanks, reapers, cyberdiscs etc outside
Item pile is nowhere near the doors, not so likely to be vaporized by explosives
The control room as an obstacle means we can fire at enemies without reaction fire by launching grenades over the top of the control room
Does anyone have suggestions on other good defensive ships? What I really would like is:
1) Around 10 people
2) Bigger ship, means we can spread out more and camp positions effectively in the event that we need to lure enemies inside to melee them
3) More elevators
4) Better vision all around
5) High and broader rooftop with elevator access, means we can keep a mortar up there permanently and not have it fired upon except by flyers
I really doubt there's actually anything better than this, the shadowbat is a total deathtrap and if not for the glitch it would be extremely OP I think. Just wondering if anyone has any other good defensive suggestions. Or maybe pics of the ships on the battlescape?
AHH!
I need help. I just noticed a craft on a direct course to my south america base moving at 7500. Of the ships I have researched the only one that can move that fast is a boarding torpedo. I assume this is a crackdown ship but could it be it doesn't know about my base yet or is it guaranteed to be a base attack? What will happen if I dismantle the base for money before it hits, will it crash the game or something? Is it even guaranteed to be an attack or could it be searching?
Thanks, I might get hover armor in the meantime then
Is there a way to force my people to panic? My new pilot has been stuck at 80 bravery for months and I want to level her up. I don't want her running around naked for missions tho she's too valuable to lose, could it be there is an item or armour that can force a panic in her?
"Secure Fright" is a mission type. You can get the research topic by researching a prisoner that gives this topic as a reward.
Whilst it is possible to nonlethally stun a cyberdisk, I don't think there's a way to stop it from exploding immediately after.
I haven't played with all the damage types and weapons available in the game, so I don't know for sure. What I do know is that a recipe to disassemble live cyberdisks exists in the game, so maybe there is a way to capture them.
The self-destruct doesn't go off when the disc is destroyed by concussive, incediary, cutting, or daze damage ...
Considering all those squishy spot/sense outfits the best to deal with them and everything extremely camo'ed is artillery support.
gauss and plasma rifles to kill the star gods minion, sectopod etc without taking lethal reaction fire
With version 0.99G6 that's available on the discord, each codex now gives 3 of the voodoo schools.
Ah, russian files quest is evil! Lost one of my A team, and the others were badly wounded. Had to kill like 10 tanks. Hope these files were worth it T_T
Not sure if I should bother though since the 37mm rifle seems to hit harder than even heavy plasma, and there are fewer enemies with pierce resistance.37mm rifle has 100 damage, heavy plasma has 115, autofire, ammo can be looted, and the gun itself is very light compared to 37mm rifle. Also, mercenaries, the second-worst faction to face against, are resistant to piercing damage.
Why wouldn't you be using power armor? :P
Annihilator suit gives a TU bonus anyway doesnt it?
Why wouldn't you be using power armor? :P
You get a TU malus anyway when an enemy unit sees the left buttcheek of your person reflected off the tears of a dying sparrow through a window and reaction shots them, leaving you with a 80 TU person fresh out of the training base XD
Tesla coil seemed pretty useless.I got one very early, before I had autoax, and used it as a chainsaw replacement, but with everybody have electric resist, it's hard to think of a role for it that a gun or autoax wouldn't do better.
I saw them in year 1 but never since, but now star gods are appearing a lot I might see one. Statistically it doesnt seem much worse than a destroyer. It's shots are very accurate but it's also a bit squishier.
To research activities: commercial it says I need a "secure freight" I've seen ships on this mission but they didn't have a "secure freight" item on board. It seems a fighter appears first and if I don't shoot it down then a big freighter appears that I can't shoot down and doesn't land so I can't raid that one, am I supposed to get to the point where I can shoot one down and raid it to get a "secure freight" item that I can research?
I'm on a terror mission right now and trying to capture a live cyberdisc, but the ones I hit with a handle don't go down (I assume they have high concussion resistance) and the ones I hit with a tesla coil explode. How do I capture one? I already wrecked one without it exploding so I will have a cyberdisc wreck but I'd like an intact one
I just researched tractor beam and it says it can force a landing. Can I put like 4 tractor beams on 4 dragons for a total of 16, and then instantly force anything I want to land? If I send 4 dragons and have my landing craft there as well then perhaps it will give me the option to board them while they've been forced to land? If so, I need to know how to make a stormtrooper outfit
...battleships then I need more firepower... 2 ripper cannons for the very high damage per second...
I just compared the x piratez wiki section on craft weapons to my ingame bootypedia and it seems the wiki is outdated, my lascannons performed so well because they hit a lot harder than the wiki says. Wiki says 16 dmg but it's actually 36 dmg compared to the ripper cannon's 22.
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A couple of shippings have them, like certain Cutters.I've shot down five cutters and none had an industrial scanner. Also thought I might find one at a trader base or organ grinder mission but no. Very frustrating that I'm locked out of a lot of good stuff until I find three.
The annoying thing about ethereals is that like in vanilla Xcom, you can't tell apart their high ranking members; that white-robed jerk could be a novice, operator, or coordinator.
Also, no brain? That's odd. When I completed my campaign back in version 0.99G1, there was a brain to kill.
Cutters do sometimes drop industrial scanners.
They may be locked to cutters on a resource extraction mission though, I'm not sure.
However much you fine tune every weapon, with so much in this game, someone's going to find one or two weapons they like to powergame with.