aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Starving Poet

Pages: 1 ... 4 5 [6] 7 8 ... 18
76
XPiratez / Re: Base Defense and Rule 2
« on: May 14, 2017, 03:42:52 am »
I'd be happy with bug hunt mode activating regardless of any other criteria after a certain number of turns in base defense.

77
Hey Slechero, stopped by and enjoyed the stream.   

78
XPiratez / Re: Looking for some base management advice
« on: May 09, 2017, 08:39:36 am »
Fire pits are bad - I tested them on stream.  While the fire is nice, after one bombs goes odd, the AI doesn't want to path through it so it forces enemies into the sewers - significantly prolonging the fight.   It sort of negates the whole purpose of having a trapped choke-point in the first place.  I assume the gas would be better though, since it doesn't screw with pathing.

79
XPiratez / Re: A thread for little questions
« on: May 07, 2017, 04:54:51 pm »
Seductress is probably my #1 go to tool for taking down power armor, especially in enclosed areas.

80
XPiratez / Re: A thread for little questions
« on: May 06, 2017, 11:19:15 pm »
Quote from: etherealmedic
The issue with enemy voodoo attacks is the same issue the vanilla game had. If the enemy can see a toe of one of your squad-members, they can target everyone of your squad beside having no vision on them.

This is 100% false.

I have done *extensive* testing on this and have argued this countless times both here, on reddit, and on my stream.  Using both OXC AND Vanilla executable to test it out.

There are two ways (3 kinda) that an enemy learns where your units are
1.  They see a unit.
1a.  They mind control a unit and IT sees units
2. A unit successfully lands an attack on an enemy.

Any of those actions, and only those actions sets the 'turns since spotted flag' to zero on THAT specific unit.

That's it.
No argument.
There is no other way for them to know where a unit is.

81
You guys are crazy

82
XPiratez / Re: Flak tank firing sound
« on: May 02, 2017, 07:15:51 pm »
My only problem with tanks is that until the thunderhorse, I don't want to sacrifice 40% of my crew for a tank.  I don't mind about the loss of stat gains, or their general inaccuracy -  they're there to grab reaction shots, after all - the 'cost to deploy' is just too high until then.

83
XPiratez / Re: A thread for little questions
« on: May 02, 2017, 02:41:55 pm »
One question: Is it possible to get an instant crackdown (assault transporter) from a random faction besides having no sentry/fighter with crackdown-order at the very start of a month (detected Nov. 2603 02:00 - aimed onto asia)? Sure those SG are no match against 40 elite hands and 3 howertanks but having less than 5hours to react to a serious crackdown-attack from thin air seems quite rare and random to me. It's confusing since every crackdown before needed the following order: Sentry / Fighter / Large Vessel / Crackdown-vessel.
Thoughts?

Yes, I was able to replicate this by having the ratmen patrol find a base mid-month, but not have the time to perform the crackdown before the end of month mission roll.  The next crackdown by whatever faction will know where the base is and immediately launch a base attack.  I'm sure this will work for other crackdown options as well.

84
OXCE Suggestions DONE / Re: Let's design craft equipment templates
« on: May 01, 2017, 07:27:57 pm »
This is one of those things I want to work on as soon as I get my manufacturing streamlining mod done -

People are equipped directly from base stores with the ability to add 'extra' items directly to the craft for things you might want on the mission, but not on their persons.  Only when the craft leaves the hangar do these items get 'removed' from the base stores.

Having craft stores as a separate layer that exists outside of base stores doesn't make sense now that we are no longer limited to 80 items per battlescape session.

85
XPiratez / Re: A thread for little questions
« on: May 01, 2017, 07:11:18 pm »
I found that the last celatid on the map always required a sacrifice of one girl before I could kill them.  :)

As Ivan said, their weapon is arcing - so keeping something over your head will limit their ability to hit you.   They *used* to have 30 SENSE and 3 snap shots per turn, so they've been toned down quite a bit! 

86
Offtopic / Re: Why Turn-Based Video Gaming?
« on: April 28, 2017, 04:37:48 am »

Yup. Different genre. Although nothing requires the 'basic set of instructions' to be basic, it can be arbitrarily complex. Becomes programming at the other side of the spectrum. Like the fully automated industry and defenses in Dwarf Fortress.
I almost put in DF as a caveat,  but DF is a genre into itself.

87
Offtopic / Re: Why Turn-Based Video Gaming?
« on: April 28, 2017, 01:02:18 am »
I don't know, I wouldn't put pausable real time games in the same category - just taking Apocalypse for example - two wildly different games depending on if you played real time or turn based combat.   The modern Jagged Alliance games are the same, or the UFO series, or even comparing Sword of the Stars to Master of Orion.   You lose a level of tactical control, no matter how often you pause.

In real time you give a basic set of instructions - sit here, fire if anything comes into range, wait - then you let the game do its thing.  They're just not comparable outside of a general strategy paradigm.

88
XPiratez / Re: A thread for little questions
« on: April 28, 2017, 12:54:38 am »
The only thing I want to add to Meridian's post is that the magical number for listed accuracy is 130(%).  Ignoring everything else, that's the number where natural shot deviation is at its minimum.  Any number above 130, unless it's been changed in OXCE(+), does nothing for increasing the precision of a shot.  After that it's what Meridian said - natural shot deviation + obstacles, partial cover, bad angles, etc.

89
OXCE Suggestions DONE / Re: [EXE] Close Quarters Combat
« on: April 24, 2017, 06:06:25 am »
two questions I forgot to ask earlier : Does this mean that i would be more likely to hit a unit from 2 tiles away (which I guess is pretty standard for attacking melee units)?  Also,  does it take into account ctrl-clicking past the unit?

Sent from my KFGIWI using Tapatalk


90
XPiratez / Re: Looking for some base management advice
« on: April 24, 2017, 05:41:36 am »
For base defense,  there are two things you need:  A weapon designed to take down power armor - like a recoiless rifle early game - and then standard weapons that can take down everything else.   If you're facing mercs, early on... Well... Cutting damage is always good.

There is a good chance any invader is going to be able to kill you in one shot, pretty much all the way until late game,  so focus on armor that will boost your combat ability.   

Sent from my KFGIWI using Tapatalk


Pages: 1 ... 4 5 [6] 7 8 ... 18