OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: TunsstenFox on September 13, 2024, 05:11:44 pm

Title: A new player looking for some help.
Post by: TunsstenFox on September 13, 2024, 05:11:44 pm
Hi everyone, it's nice to be here. I've enjoyed X-Com every since my first PC back in 1993. It's a game that's been reinstalled on every computer I've owned. I'm so happy to see there's a modding community for this game. I'm new to OpenXcom and Xpiratez is the first mod I've played.

I've been playing a few weeks and have restarted numerous times, learning more each time I go. There are still a few things I'm not sure about and have had trouble finding in the Bootypedia or online. I hope these questions aren't annoying but I really couldn't find the answers.

1)When I right click on a left or right weapon in the battlescape interface a little white dot appears in the weapon's box. What is that doing?

2)Resistances on clothing are confusing me. The Durathread Bra says RF: Charm 85/30; Cold 90/50; Cut 95/30. How do I read those numbers? Is RF "resistance factor"?

3)Weapon Skill. The Suppressed Pistol has a power of 10. My Gal who is using one right now is doing 0-68 damage with it. The skill says 0.5*Firing + 0.5*Reactions. What does skill do?

4)Weapon PWR++ says 0.25*Reactions. If her Reactions is 100 does that mean she adds 25 flat damage to the weapon?

6)Symbols. Sometimes a weapon PWR++ stat has a UP arrow next to it. What is this telling me about that stat?

I'll have more questions I'm sure, thanks for taking the time to read. I dropped DIOXINE a paypal donation, this is a wonderful product.
Title: Re: A new player looking for some help.
Post by: Ultimoos on September 13, 2024, 05:53:49 pm
1. By right clicking a weapon you make game prioritize it in case of reaction fire. By default game will use the weapon that costs least amount of time units to use. So you can force it use a different one.
2. Resistances modify weapons damage against that unit. You can stack those resistances with other wearable items. First number modifies rolled damage. So, if incoming damage is 50 and your resistance that type is 80%, than you are hit by 40 damage, which is then deducted from armor value. Second number informs you of a percentage limit this particular item can modify that resistance. 80/50 means, this item modifies damage by 80% but no lower than to 50%. There is a formula and it's a bit complicated.
3. Skill is the attribute that determines chance to hit. By default it is 100% of your accuracy for a weapon. But some weapons have special modifiers and can use more attributes at different value to determine accuracy. For example Ball bat. It's skill is 65 + 35% of your melee accuracy stat. This weapon is very easier to use by units with very low melee stat. A peasant has 35 melee accuracy, but with this weapon it's 65 + 35% of 35, so 77. There are weapons that can have damage modified by units stats, like 95% of melee weapons. Again Ball bat. It has a power of 25 + 0,3 of this units strength stat. With ranged weapons power modifiers are usually on ammunition, not weapons themselves.
4. Yes.
6. Up arrow is "to the power of 2" symbol.
Title: Re: A new player looking for some help.
Post by: TunsstenFox on September 14, 2024, 12:56:03 am
Thank you so much! That's very helpful.

Are there any items that are "safe" to sell? I've noticed this game seems to have an enormous crafting and research list and almost every item I've found so far seems to have multiple uses later. Right now I'm always short on cash at the end of each month. Which items in my vault are 'safe' to sell without hamstringing me too much later?
Title: Re: A new player looking for some help.
Post by: Ultimoos on September 14, 2024, 11:47:50 am
The short answer is, all of them except drill, menacing hull and codex.
Any item you get, you can get more of, so I'm just keeping a couple of key craft components. I would not sell any armor items. I'm just keeping around 50 of "food" items, like bananas and redcaps. I'm keeping no more than 20 of each sack. They take a lot of space. I'm not selling any money cheeps because Casino needs them to build. I'm keeping all money purses and bags for the same reason, unless I really need money. I'm keeping like 300 of each building material, like scraps and chemicals. Hellerium is important later, but you can make it if needed, so if you need room don't hold to it too much. All weapons I do not use right now, I probably will never use later, so those go. I still do not know how important cultural wealth is, so I'm keeping antique items.
Title: Re: A new player looking for some help.
Post by: Psyentific on September 15, 2024, 12:46:31 am
Thank you so much! That's very helpful.

Are there any items that are "safe" to sell? I've noticed this game seems to have an enormous crafting and research list and almost every item I've found so far seems to have multiple uses later. Right now I'm always short on cash at the end of each month. Which items in my vault are 'safe' to sell without hamstringing me too much later?
In the early game you can make a good amount of money by selling Small Ship Engines (from civilian craft) and Ship Engines (from faction craft) as well as the Hellerium and Plastasteel. You can sell civilian-tier guns that you probably won't use (ex. rusty niners, small revolvers, sprayguns, ramshackle rifles, bandit smg etc.) as well as credit chips and most live hostages (engineers and medics being the exception). If it's not too much trouble you can try to capture less-dangerous mobs like Hoes, Sharp Guys, Tough Guys etc. alive and then sell them for money. In terms of production, X-Grog and Chateau de la Mort are your biggest cash manufactures in the early to midgame.
Title: Re: A new player looking for some help.
Post by: TunsstenFox on September 17, 2024, 03:24:18 am
A few more early game questions (cause I have not survived into the mid game yet)

Gal to Peasant ratio?
I was playing with the Gals I could rescue and using Peasants for the rest of the crew. I also only had 10 Loknar which I used for the cave/underground missions.

Best early pistol?
I've enjoyed the Confederate Eagle and the Handcannon but they are heavy for Peasants. Best Peasant handgun?

Best early SMG/Rifle?
My peasants are usually too weak to carry a decent shotgun in the early game so I stick them with an SMG or a Rifle. Assault SMG might be my favorite. Linux SMG for the Gals or the peasants that can carry it.

Best early Throwable bomb?
I only embraced the Black Powder Bomb a few playthroughs in but I really like it now on almost everyone who can fit one on their loadout. Better grenade choices?
Title: Re: A new player looking for some help.
Post by: Amoebka on September 17, 2024, 03:29:00 am
Even a crap shotgun is better than a good SMG. Just accept the TU penalty.
Title: Re: A new player looking for some help.
Post by: Psyentific on September 17, 2024, 03:49:43 am
For peasants I usually use a military shotgun, and for a light pistol usually a shiny niner or assault pistol. in terms of SMGs i get a lot out of the tommy gun, and for grenades i really like the stick bombs.
Title: Re: A new player looking for some help.
Post by: JustTheDude/CABSHEP on September 17, 2024, 06:19:10 pm
Gal to Peasant ratio?
I was playing with the Gals I could rescue and using Peasants for the rest of the crew. I also only had 10 Loknar which I used for the cave/underground missions.

There is no "golden" ratio. It depends on your transport craft, your choosen path, your playstyle and stuff like that. If you rely on Peasants then you should only use gals as melee warriors and heavy weapon carriers and maybe as a shock troop, or two, so at least x3.
I don't know if you are far enough to know about "paths", because there will be a research where you can decide to go full on Peasant Revolution, focus on Gals, or go with a male touch.

Best early pistol?
I've enjoyed the Confederate Eagle and the Handcannon but they are heavy for Peasants. Best Peasant handgun?

That would probably be blackmarsh pistol, later shiny niner. But the beauty of this game that there is so many handguns that you can decide what works best for you and your playstyle. For a inexperienced megamod players, which I assume you are, blackmarsh pistol seems like the best choice, fairly big mag, low TU to shoot, decent accuracy, fairly light.

Best early SMG/Rifle?
My peasants are usually too weak to carry a decent shotgun in the early game so I stick them with an SMG or a Rifle. Assault SMG might be my favorite. Linux SMG for the Gals or the peasants that can carry it.

UAC carbine if you can get your hands on it, fairly good "sniping" SMG, but only if it is a decently trained peasant. Otherwise it should be a shotgun, for me I usually run coach gun as a main peasant weaponry. Longer effective range than most shotguns, ability to load phoenix shells, inbuilt melee.

Best early Throwable bomb?
I only embraced the Black Powder Bomb a few playthroughs in but I really like it now on almost everyone who can fit one on their loadout. Better grenade choices?

Black Powder Bomb is like the only available thrown explosive early game, so there isn't much choice to make. Molotov I would say is a different category, being a thrown incendiary, serving a different purpose than BPB. Next in line are HE and frag nades looted from enemies and stick nades if you get humanist soldier captive and a bit of research.
Title: Re: A new player looking for some help.
Post by: TunsstenFox on September 17, 2024, 09:08:25 pm
There is no "golden" ratio. It depends on your transport craft, your choosen path, your playstyle and stuff like that. If you rely on Peasants then you should only use gals as melee warriors and heavy weapon carriers and maybe as a shock troop, or two, so at least x3.
I don't know if you are far enough to know about "paths", because there will be a research where you can decide to go full on Peasant Revolution, focus on Gals, or go with a male touch. 

Speaking of Paths I've restarted a few games now and I've tried all 4 Codex colors(red, green, grey, gold). Do these change the endings? I've noticed some research options become red if I've gone down a certain Codex path.

That would probably be blackmarsh pistol, later shiny niner. But the beauty of this game that there is so many handguns that you can decide what works best for you and your playstyle. For a inexperienced megamod players, which I assume you are, blackmarsh pistol seems like the best choice, fairly big mag, low TU to shoot, decent accuracy, fairly light.

I've enjoyed all the blackmarsh weapons so far. I've had a decent amount of success with the SMG as well.

UAC carbine if you can get your hands on it, fairly good "sniping" SMG, but only if it is a decently trained peasant. Otherwise it should be a shotgun, for me I usually run coach gun as a main peasant weaponry. Longer effective range than most shotguns, ability to load phoenix shells, inbuilt melee.

How do you deal with better armored enemies like the Ninja Gals and Osiron Security? The weaker shotguns seem to bounce right off them.

Black Powder Bomb is like the only available thrown explosive early game, so there isn't much choice to make. Molotov I would say is a different category, being a thrown incendiary, serving a different purpose than BPB. Next in line are HE and frag nades looted from enemies and stick nades if you get humanist soldier captive and a bit of research.

What am I missing about the robots in the Warehouse missions and the Watchtower missions? They're just there to shoot? They don't seem to do anything in my games.
Title: Re: A new player looking for some help.
Post by: BlorkTheOrk on September 17, 2024, 10:43:51 pm
I did complete the game once on lower difficulty, so I want to share some thoughts and hints:

My preferable playstyle is just give everyone the harder hitting short range weapon and human-wave everything. So, It is obviously not the best, but rather best-enough point of view.

So, my very personal hint: you may pre-stun your troops by various ways, so they drop before they die.

Gal to Peasant ratio?
If you have patience and discipline you can go 100% Peasants. Just explore the game, find all the options it gives, try all the damage types, etc. It is probably the most strategically and economically comfortable way, cause peasants are cheap and low upkeep and are capable to do anything sooner or later. Yet, I personally did 100% Gals because melee everything-throw bombs are fun. And there is no shame in being poor.

Best early pistol/SMG/Rifle, especially for peasants:
I believe pistols pistols are bad because you can not reliably down an enemy short range in one shot, while smg or small shotguns are great at it. Also at longer ranges you better fire a volley of fire with 0% to hit rather than a "precise" shot with average peasant accuracy, cause 0% to hit is actually like 5%. So I really like to use the Uzi-looking thing or small shotguns as sidearm/main weapon for peasants.

Best early SMG/Rifle?
Pretty much any rifle I have from loot, preferably harder hitting - If I have time and patience I will form a line with peasant not-so-snipers to shoot anything from out of visual range with World War I weapons. Any short to midrange situation is for sidearm shotguns/smgs/axes/dogs. I really hate UAC-carbines - it is like the lowest damage output option in the game.

Best early Throwable bomb?
I believe, for peasants there is no really good throwable option, because peasants are weak and clumsy - they can not throw far, precise or survive friendly fire. I would reccomend try bows or primed grenade personal delivery instead.
Black powder bombs are great early game, but they are not so great against an armored opponent. Molotovs are good for making them panick. I really love to make axe-centric compositions, so those two are my favourite skirmishing weapons early on, when my Gals can not get close and personal in one turn.
Title: Re: A new player looking for some help.
Post by: TunsstenFox on September 18, 2024, 01:06:01 am
I did complete the game once on lower difficulty, so I want to share some thoughts and hints:

My preferable playstyle is just give everyone the harder hitting short range weapon and human-wave everything. So, It is obviously not the best, but rather best-enough point of view.

So, my very personal hint: you may pre-stun your troops by various ways, so they drop before they die.

Gal to Peasant ratio?
If you have patience and discipline you can go 100% Peasants. Just explore the game, find all the options it gives, try all the damage types, etc. It is probably the most strategically and economically comfortable way, cause peasants are cheap and low upkeep and are capable to do anything sooner or later. Yet, I personally did 100% Gals because melee everything-throw bombs are fun. And there is no shame in being poor.

Best early pistol/SMG/Rifle, especially for peasants:
I believe pistols pistols are bad because you can not reliably down an enemy short range in one shot, while smg or small shotguns are great at it. Also at longer ranges you better fire a volley of fire with 0% to hit rather than a "precise" shot with average peasant accuracy, cause 0% to hit is actually like 5%. So I really like to use the Uzi-looking thing or small shotguns as sidearm/main weapon for peasants.

Best early SMG/Rifle?
Pretty much any rifle I have from loot, preferably harder hitting - If I have time and patience I will form a line with peasant not-so-snipers to shoot anything from out of visual range with World War I weapons. Any short to midrange situation is for sidearm shotguns/smgs/axes/dogs. I really hate UAC-carbines - it is like the lowest damage output option in the game.

Best early Throwable bomb?
I believe, for peasants there is no really good throwable option, because peasants are weak and clumsy - they can not throw far, precise or survive friendly fire. I would reccomend try bows or primed grenade personal delivery instead.
Black powder bombs are great early game, but they are not so great against an armored opponent. Molotovs are good for making them panick. I really love to make axe-centric compositions, so those two are my favourite skirmishing weapons early on, when my Gals can not get close and personal in one turn.

That's great advice, thank you! Do you have a favorite Codex? I saw the forums mention the Red Codex gave them chainmail armor but when I started my latest playthrough and went Red I got some Gothic rayguns and Aggressor armor.
Title: Re: A new player looking for some help.
Post by: JustTheDude/CABSHEP on September 18, 2024, 03:47:45 pm
Speaking of Paths I've restarted a few games now and I've tried all 4 Codex colors(red, green, grey, gold). Do these change the endings? I've noticed some research options become red if I've gone down a certain Codex path.

Well, Codex are different to Paths and I don't think they change the endings. Choosing a codex simply locks you from things that other codexes would give you, but still gives you unique things. That is mostly armors, weapons, crafts and such.

How do you deal with better armored enemies like the Ninja Gals and Osiron Security? The weaker shotguns seem to bounce right off them.

You deal with them with more experienced troops who can handle to aim accurately a hardhitting weapon, melee, or something thrown like javelins. 40 "Firing" and 15 "Strengh" Peasant has little to no chance against a Ninja Gal, or Osiron Sec. 

What am I missing about the robots in the Warehouse missions and the Watchtower missions? They're just there to shoot? They don't seem to do anything in my games.
In Warehouse missions they do nothing, while in Watchtower they block the entrenance, they are a map prop, not a unit.
Title: Re: A new player looking for some help.
Post by: BlorkTheOrk on September 18, 2024, 08:47:27 pm
How do you deal with better armored enemies like the Ninja Gals and Osiron Security? The weaker shotguns seem to bounce right off them.

The first turn is when enemy have all of their AP intact, while later on they move, shoot, etc on their turn - so no AP left. If you absolutely want to face retaliation fire ready enemy, you can deal with such by carefully moving your soldiers while in danger of retaliation - every time  you get a snap shot from them - change the control from one soldier to another one. They can not retailiate all the time. Also, you will get transports with a lot of space pretty early, so just a firing line armed with anything is good enough to pick one after another during a mission. Or rather a bunch of soldiers hiding behind a solid cover will do. Out of visual range shots and throws also do the job. I believe even the worst of shotguns can scratch or wound them a bit, so, again, 0% shots will do the job. Just be carefull with blobbing - you may get grenaded if your  peasants spotted standing together.

As for codex choice - I like red for few goofy hard hitting things, but you do not really need them at all - Reject The Power is an option. Also, codex mostly affect the early game, not the late game - with gear and some quests. But you still get a LOT of stuff without them.
Title: Re: A new player looking for some help.
Post by: Rokksta on September 21, 2024, 02:11:44 pm
Gal to Peasant ratio?
Unless i'm going for Peasant Revolution I try to have 0% Peasants, because they are weak.

Best early pistol?
Pistols don't have "Skill bonuses" so they are not good for early game/untrained recruits. Use Shotty or SMG

Best early SMG/Rifle?
Tommy gun is cheap and good. It has an Skill bonus of 35 so even the weakest peasant has an hit rate of at least 40% and it will shoot 6-10 rounds. Its amazing. Try it.

Best early Throwable bomb?
Whatever you have. HE grenade is good enough.

How do you deal with better armored enemies like the Ninja Gals and Osiron Security? The weaker shotguns seem to bounce right off them.
Tommy gun makes short process of them, because of the high damage of 32. I love the Tommy.

I choose my codex depending on my recruitment path:
Red: Males, because they will get good endgame armors
Grey: Gals, because most armors you will get are gal exclusive
Green: Peasants/Cats, because they are squishy your gals need to be on the frontline tanking the shots. With the green codex you can enhance the healing rate and later you can make them to zombies to make them undying.
Reject: Males, they have some nice events like in mid game you will get 7! heroes. Because you get an school book you don't need to ally with the mutant allianz, its perfect for the Nazi path. Of course you need to start in Germany  ;D
Gold: I tried it, i don't like it
Title: Re: A new player looking for some help.
Post by: John___Doe on September 21, 2024, 09:52:57 pm
A few more early game questions (cause I have not survived into the mid game yet)

Gal to Peasant ratio?
I was playing with the Gals I could rescue and using Peasants for the rest of the crew. I also only had 10 Loknar which I used for the cave/underground missions.

Best early pistol?
I've enjoyed the Confederate Eagle and the Handcannon but they are heavy for Peasants. Best Peasant handgun?

Best early SMG/Rifle?
My peasants are usually too weak to carry a decent shotgun in the early game so I stick them with an SMG or a Rifle. Assault SMG might be my favorite. Linux SMG for the Gals or the peasants that can carry it.

Best early Throwable bomb?
I only embraced the Black Powder Bomb a few playthroughs in but I really like it now on almost everyone who can fit one on their loadout. Better grenade choices?

The appropriate gal to peasant ratio depends on the mission. Peasants take a lot of time to train, and trained peasants you ideally want to conserve for the handful of missions only they can do. Regular peasants are little more than shotgun and bandage caddies, and you should feel no compunction about throwing a dozen of them away to save a gal. If you need siz gals and can only take six troops, take six gals. If you need six gals and can take 12, take six gals and six peasants.

Shiny Niner is the best peasant pistol. Good mix of accuracy, damage, firing rate, and weight.

Best early rifle is the rcf carbine, for the same reasons.

HE grenades are lighter than black powders, which for peasants makes a big difference. They also do not detonate immediately, which has advantages and disadvantages.
Title: Re: A new player looking for some help.
Post by: Amoebka on September 22, 2024, 04:07:17 am
I very strongly disagree about giving peasants any handguns at all. Unlike SMGs or shotguns, they don't provide aiming assist, and peasant accuracy is absolute garbage. Even worse, handguns will often fail to kill even early game enemies in one hit, and peasants can't survive reaction fire.

They really should be using shotguns only, even if it means getting over the weight capacity, and even if it means carrying nothing else. You can also use waster backpacks to increase carry weight for the ones that really need it. Stop loading peasants up with medkits, grenades and other garbage.
Title: Re: A new player looking for some help.
Post by: Psyentific on September 22, 2024, 05:35:09 pm
Handguns and one-handed SMGs are best used as a light ranged option for melee troops; something to fit in your quickdraw slot that can either apply damage to targets you can't safely close-and-melee, or to sweep chaff like zombies/civilians. Think like a 40k space marine - chainsword in one hand and bolt pistol in the other.
Two-handed SMGs have a decent shooting bonus and I find they're best used as a short-to-midrange autogun; something to screen ahead of your rifle troops and provide backup for your scout teams. They're not quite as range-restricted as shotguns and are a bit better at dealing with light armor (guild security etc) but suffer from mostly the same woes. The early 2h SMGs like Spraygun and Bandit SMG are quite awful (bad accuracy and low damage) and I avoid them, but later military-grade ones are decent for mass-equipping expendable mooks. A Peasant wearing Camo Pants (or Fusilier) with Military Shotgun or Assault SMG or LASS/Panzerfaust is a classic garrison trooper or bullet magnet for me.
Shotguns are basically an armor check; if the target has enough armor to resist the average shotgun pellet then he will be fine. If he doesn't have more armor then he will be very dead from repeated hits generating average damage. That said, I generally get poor results from running a shotguns-only squad outside of missions like civilians, bandits, and zombies. It's practical to have a few rifles and gunners backing up the shotgun teams to thin out the enemies and create openings for the close-range teams to exploit.