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Modding => Released Mods => XPiratez => Topic started by: lusciouspear on May 23, 2016, 04:04:07 am

Title: Chem/Acid Q
Post by: lusciouspear on May 23, 2016, 04:04:07 am
Hey fam,

Quick question: does all chem damage work as 'acid'? In other words, stripping armor? Trying to understand how to tackle those damnable Mercenaries (last attempt w/lasers and gauss used a lot of exploding bricks and ended most of my A-team out of commission for 45 days).
Title: Re: Chem/Acid Q
Post by: a0kribu on May 23, 2016, 07:59:08 am
My experience in Jack Sparrow has led me to ignore them and prep a full Eurosyndicate Lasrifle squad.
Title: Re: Chem/Acid Q
Post by: AncientSion on May 23, 2016, 10:59:57 am
As far as i know, all chem weapons do indeed damage armour, if the damage inflicted passes the treshold, so rounding down would result in at least 10 / 1 damage.
Also, the melting happens for each shot or pellet, so naturally single shot chem weapons arent really efficient if your aim is to reduce armor. I.e. Magnum Chem is powerful, but not efficient if you want to break down armor. A weapon like the Blunderbluss with Chem Ammo however is very efficient at Stripping armourm due to the amount of shots it fires even on snapfire.

In general however, breaking down armour of Mercs and Marsec is not really that useful to me, because the treshold for it to be worth it is so high (i.e. reduing armour from 90 to 80 is not really helping you ata ll).

Better just use a bunch of gauss muskets or heavy gauss in the first place it probably the more efficient approach if you consider the total TU usage to bring one down compared to using a handful of chem shots.
Or just use RPG with HEAT.
Title: Re: Chem/Acid Q
Post by: lusciouspear on May 23, 2016, 11:26:52 am
Good point -- I *am* a fan of big explodies. Just researched the advanced launcher
Title: Re: Chem/Acid Q
Post by: legionof1 on May 23, 2016, 12:18:28 pm
against mercs even gauss doesn't do great because of the pierce resist from 40 to 50% and the huge hp pool. Mercs don't even have that much armor outside the shocktrooper. Even the captain only has 40. Even the lowly soldiers take 3 heavy gauss hits on average to kill. 

Title: Re: Chem/Acid Q
Post by: ivandogovich on May 23, 2016, 08:22:08 pm
Yeah, merc-wise, if you have the advanced launcher, the Mag Rocket might be helpful, but early on, my best Merc weapon was the Reticulan Plasma gun.  I pretty much ignored chem/acid when gearing up for them.
Title: Re: Chem/Acid Q
Post by: lusciouspear on May 24, 2016, 07:26:49 am
Another quick question -- how do I locate enemy bases? Not the Siberia one (holy hell that was terrifying), but the bases that enemy ships travel to build. I put out a zeppelin over the area with the building going on, but nothing so far.
Title: Re: Chem/Acid Q
Post by: Dioxine on May 24, 2016, 07:59:30 am
Once a base is finished, any patrolling craft (including Zeppelins) will spot it. Maybe the construction isn't finished yet. Also, if out of range of your craft's radars, an undiscovered base might be found at the beginning of each month.
Title: Re: Chem/Acid Q
Post by: legionof1 on May 24, 2016, 08:23:53 am
Generally speaking you need to be quite close to a base for some time before it revels itself. The simplest method of location is to follow the supply ships as the always land right on the base if not shot down. Figure out where that spot is and anchor on it and wait a bit.
Title: Re: Chem/Acid Q
Post by: lusciouspear on May 24, 2016, 08:54:48 am
Thanks! My zeppelin-stalking worked, and now I have a soft, vulnerable Academy base to annihilate <3
Title: Re: Chem/Acid Q
Post by: AncientSion on May 24, 2016, 10:20:08 am
How exactly is it soft ? As far as i know, bases are either all or nothing, there is no in between. Once they are finished, they are the same as a base that has been running for 5 years. Is it not so ?
Title: Re: Chem/Acid Q
Post by: legionof1 on May 24, 2016, 10:30:29 am
apart for the enemy being heavy on high tier units bases are actually very easy(soft) targets for what you get from them. They are small maps with relatively few foes and an environment that heavily favors the player. Hatches to abuse, lifts not stairs, plenty of hard corners to hide around, each map chunk can be cut off from the others and systematically reduced.
Title: Re: Chem/Acid Q
Post by: lusciouspear on May 25, 2016, 09:39:43 am
You're right! My 2 Academy base invasions were way easy.

One last Q: I'm getting pretty technically advanced (Star Gods tech, 3 of the 'Doctrines' researched). But I can't find the highest-tier bases. I've obliterated 2 Academy bases. But I'm not even seeing Large/V-Large aircraft for the other 3 factions I need. Any tips to get them to show up? Do I need to keep building infamy? Or just shoot down a bunch of stuff? I have all land-masses covered in Hyper-Wave Decoders.
Title: Re: Chem/Acid Q
Post by: AncientSion on May 25, 2016, 10:05:47 am
I suppose if you want bases to Pop up, you should in fact encourage base construction and NOT shot down frigate+ vessels with the base Mission type set.
Title: Re: Chem/Acid Q
Post by: Mattdo on May 25, 2016, 12:58:07 pm
Mission generation is weird. I get Cruisers from the various factions all the time (often landing in Australia to try to sway the local government), so it's pretty easy for me to find guild/academy/church bosses. But I haven't seen any Star Gods in years.
Title: Re: Chem/Acid Q
Post by: legionof1 on May 25, 2016, 01:22:45 pm
snip
 Any tips to get them to show up? Do I need to keep building infamy? Or just shoot down a bunch of stuff? I have all land-masses covered in Hyper-Wave Decoders.

Crackdown attacks always include a leader(provost, guildmaster, etc) of the attacking faction. So shooting ships down certainly adds to your chances of facing the faction leaders. Provided your bases are NOT fortified against landings.  Other then that wait for base missions to build bases, shoot down large warships, or occasionally courier missions will have a faction leader on the ship.
Title: Re: Chem/Acid Q
Post by: lusciouspear on May 25, 2016, 09:17:54 pm
So, I should remove my cloaking devices and Space Senpai will finally notice me?

Aaaand another question: how does Psi work? I've got the witch outfit, researched VooDoo Illusions and Destruction, and yet I can't...destroy things. Do I just need to make wands? I also researched something that looks like a Psi-Amp, but I think it only does Panic and Mind Control.

Title: Re: Chem/Acid Q
Post by: Dioxine on May 25, 2016, 09:25:53 pm
As of now, Destruction 'only' leads to the Ragnarok outfit and demon weapons (the latter are hard to get). It's still WIP. Psi amp allows to MC people, what else :)
Title: Re: Chem/Acid Q
Post by: lusciouspear on May 25, 2016, 09:47:15 pm
Yeah, I'm harvesting essence for that sweet axe.

I really just want to burninate everything. It'd be fun to have some minor spells, like the Imp's. Or some buffs/debuffs. That use your health/stamina as fuel (kinda similar to what already happens). Blood Magic. Wheee!
Title: Re: Chem/Acid Q
Post by: Solarius Scorch on May 26, 2016, 09:06:02 am
So, I should remove my cloaking devices and Space Senpai will finally notice me?

I really wish we had signatures on this forum now! :)