OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: EricPhail on April 13, 2017, 11:37:14 am

Title: Codex Choice
Post by: EricPhail on April 13, 2017, 11:37:14 am
Fairly simple question, but it does deserve a thread to itself IMO:

Which Codex (tiny Drill project) do you choose and why?
Title: Re: Codex Choice
Post by: ohartenstein23 on April 13, 2017, 02:57:16 pm
Bio suit, destructor, blood axe, and tome of lightning being some of my favorite things, red codex is an easy choice for me. Free boarding gun and chainmail plus some nice durable craft sweeten the deal for me. Second choice would be grey, since I like the concept of the Fortuna, plus it's got a nice blue paint job.
Title: Re: Codex Choice
Post by: Marza on April 13, 2017, 03:10:32 pm
Gold.

Only for fairy outfit wall hacks and officer outfit bravery stacking shenanigans.
Title: Re: Codex Choice
Post by: juff on April 13, 2017, 03:36:27 pm
So in my current campaign I've run into a really silly limitation on destruction and communion, which is that I am likely to finish the game before seeing a dark one or reticulan elder. obviously this is a corner case, but at least gray codex guarantees a liber occultis, meaning you can do illusion regardless of rng.
Title: Re: Codex Choice
Post by: legionof1 on April 13, 2017, 04:34:31 pm
Grey is my pick hands down. The fortuna can do every mission type in a single craft which is a huge deal in the early game. Particularly getting 13 gals in a space run allows you to brute force anything but a refueling station with just the default pod outfits. Also one of each weapon type slot helps in making the most of early craft armament scavenging.

Ghost armor is also way to tasty to pass up. Low resources investment for a nigh invulnerable scout if played correctly. And can kill almost anything you fight by itself to boot. Witch armor is also pretty nice.


Red used to be my go to but early game has gotten harder the last few patches enhancing the value of fortuna efficiency.  Syns being better then biosuits most of the time, by having better vision performance and no stat penalties, is also a factor.   

Title: Re: Codex Choice
Post by: EricPhail on April 13, 2017, 04:42:08 pm
Officer Outfit bravery shenanigans (for the flag/pipes etc. I presume), well I guess that's something to look forward to once I have someone who can actually wear the thing in that campaign

Communion does seem rather hurt by the reticulan elder thing (as my green campaign can attest, since I'll probably finish before I find one at this rate)

Just for reference I have only played 3 campaigns thus far a green mostly done, a gold moderately in and a third which I plan to go Grey on, red dex sounds like it's better for the bloodthirsty somehow (I've run something of a stun/slave favouring run thus far), I suspect fairy wall hacks may well end up as one of my favourite things.
Title: Re: Codex Choice
Post by: Scorrpio on April 13, 2017, 05:44:56 pm
In my current campaign it was a hard choice between red and gray and I took red.   Though if I could go back I would probably choose gray instead.   
Title: Re: Codex Choice
Post by: greattuna on April 13, 2017, 09:37:10 pm
I personally prefer green. Bio suits, saviours and fairies are pretty much my favorites, and I already get enough destruction with conventional weapons. As for ghost, oh well, can't have them all.
Title: Re: Codex Choice
Post by: legionof1 on April 13, 2017, 10:27:21 pm
Biosuits just aren't up to snuff in imo with syns available. Syns have better armor, superior resists(except vs chem and plasma and behind by only 10% on plasma), zero g capable, NV 25, not a XL target, and no -30 to offensive stats.  Biosuit is also twice the effective weight.

Biosuit only remaining advantages are the significant hp pool and less rare overall. Still expensive to the point you will never have more then a handful.
Title: Re: Codex Choice
Post by: ohartenstein23 on April 13, 2017, 10:37:57 pm
Why not both syns and biosuits?  They're different enough roles that I can see using them both.  Also, biosuit gals can use voodoo... Magetank anyone?
Title: Re: Codex Choice
Post by: legionof1 on April 14, 2017, 12:04:35 am
Eh i dont see how they are much different. Both are effective pointman/scout/close assaults due to durability. But then syn will get shot at less(better reaction), hit less(XL vs standard target), and will nullify more that it does take. The syn is more accurate in every aspect(biosuit -30 offense stats). 

Voodoo use is a point for the biosuit but it's not buffed by the outfit unlike other codex based outfits. Biosuit can spend stamina more over consecutive turns but 150 spendable stamina is more then sufficient to cover most needs, as you do have wait for the rest of the squad to catch up to a syn at full sprint, giveing time to recover.

I can only think of 3 situations where i would prefer the biosuit over the syn:
1. Tanking cyberdisk shots. syn dies when it doesn't bounce vs biosuit survives on low hp
2. Mini Nuke/blaster bomb to face. Suit might survive syn probably wont.
3. Heavy weapons user. Biosuits larger inventory is a plus for ammo capacity. But there are better outfits for that role then either of them. 
Title: Re: Codex Choice
Post by: Cristao on April 14, 2017, 10:29:08 am
Did  a game where I made a mod to have all 4 codices. Grey is my favorite hands down.
Title: Re: Codex Choice
Post by: Dioxine on April 15, 2017, 10:39:32 pm
Take into consideration that Syns being manufacturable just from general supplies is a bug :) It wasn't intended, just an error. You're supposed to only have as many as you can find (though killed ones can be rebuilt).
Title: Re: Codex Choice
Post by: legionof1 on April 15, 2017, 11:04:54 pm
Take into consideration that Syns being manufacturable just from general supplies is a bug :) It wasn't intended, just an error. You're supposed to only have as many as you can find (though killed ones can be rebuilt).

At least in my mind i never considered more then 4 of either outfit before the game is effectively over. Both are rare/expensive in the same general bracket of late game options. Even just 1 does the job as the scout/pointman, more just make maps go faster.

1 for 1 i strongly prefer the syn, and since the syn is general tech and not codex locked the codex picks with it are weakened by comparison.
Title: Codex Choice : Ufopaedia.org Page
Post by: ivandogovich on April 15, 2017, 11:18:51 pm
Juff put together a good page here  (https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez))on the Bootypedia.
Title: Re: Codex Choice
Post by: Dioxine on April 16, 2017, 03:03:15 am
1 for 1 i strongly prefer the syn, and since the syn is general tech and not codex locked the codex picks with it are weakened by comparison.

Absolutely. The Bio Suit will have an upgraded version eventually, so the basic one is good as it is; maybe bit too expensive.
Title: Re: Codex Choice
Post by: legionof1 on April 16, 2017, 03:28:41 am
Absolutely. The Bio Suit will have an upgraded version eventually, so the basic one is good as it is; maybe bit too expensive.
I wouldn't have an upgrade imo. Just make it more distinct maybe an inbuilt chem weapon? Makeing something even sturdier then the biosuit wouldn't be that healthy for balance. As is, it can tank everything in the game pretty fearlessly. The syn at least is balanced by the minimal hp pool, so its still at risk with high rolls.
Title: Re: Codex Choice
Post by: greattuna on April 16, 2017, 10:45:26 am
Upgraded doesn't always mean sturdier. It could mean less penalties on stats, for example. Though I would prefer to have less vulnerability to laser damage, but I guess it'd make bio suit too broken.

And no inbuilt weapons, please: I'd like to be able to use two-handed weapons on my "tanks".
Title: Re: Codex Choice
Post by: legionof1 on April 16, 2017, 09:36:24 pm
Valid concerns greattuna, i was just trying to think of a way to have the suit and any potential upgrade by more unique. Regeneration and good resists are not particularly special anymore with recent additions. But the design space is also limited by the bio-suit being near the point where it allows you to cheerfully ignore any enemy weapon.
Title: Re: Codex Choice
Post by: Dioxine on April 17, 2017, 03:42:24 am
I didn't mean sturdier, no, and certainly not to laser. Some less stat penalties, maybe. It could be a flying one with inbuilt chemical weapon or something like that. Would need a novelty weapon, something useful but not broken.
Title: Re: Codex Choice
Post by: Martin on April 19, 2017, 07:43:54 pm
I wonder why are manufacturable mind control devices tied to Illusion?

Higher ranking church personel and reticulans do use mind tricks.


Title: Re: Codex Choice
Post by: Dioxine on April 21, 2017, 11:09:24 am
Not all devices, there  is Herder's Staff which can be used by anyone. Just the best devices.
Title: Re: Codex Choice
Post by: Martin on April 21, 2017, 09:08:40 pm
Herder’s staff is manufacturable now?
Title: Re: Codex Choice
Post by: Ethereal_Medic on May 05, 2017, 04:11:44 pm
Fairly simple question, but it does deserve a thread to itself IMO:

Which Codex (tiny Drill project) do you choose and why?

Don't pick red, just pick green and you have a better experience.

Pick grey/gold if you consider toying around using witches/ghosts and fairies.
Title: Re: Codex Choice
Post by: tylor on May 08, 2017, 04:40:52 am
Green is indeed pretty great, as both Fairies and Saviours are very good, especially if prefer capturing live.
Title: Re: Codex Choice
Post by: Ethereal_Medic on May 08, 2017, 10:22:56 am
Green is indeed pretty great, as both Fairies and Saviours are very good, especially if prefer capturing live.

And you get Super Maids, Bio-suits AND converted cyclopes on top of that.
Such an overloaded codex.
Title: Re: Codex Choice
Post by: AnPro on May 26, 2021, 08:54:54 am
 :) My choice is the gray but its my firist camping.
I like the magic, and the descripción its ver y good jaja
Fairly simple question, but it does deserve a thread to itself IMO:

Which Codex (tiny Drill project) do you choose and why?
Title: Re: Codex Choice
Post by: Ragshak on May 26, 2021, 04:49:15 pm
Don't pick red, just pick green and you have a better experience.

Pick grey/gold if you consider toying around using witches/ghosts and fairies.

For me Red is for a new Agressor armor. If you can grab it early it is life changing.
Title: Re: Codex Choice
Post by: Dogbarian on May 26, 2021, 06:59:29 pm
Have to say, I did really enjoy getting the Aggressor suits early on.  My first campaign as well, so I have no idea of the various niches of the higher level armors, but it might be fun to have a "codex-flavored" (and restricted to that codex) higher level armor.  Of course, that may already exist, I just may not have found/seen them yet. :)

Working around the limitations of the Scorpion hasn't been too bad, I've never been one to hide in the ship on the first turn, so getting out and clear quickly is nice.  And with some of the enemy spawning right at hand I can usually take them out fast, which is a nice jump on each mission.  And I've now built my Metallo, so I have larger transport capacity when needed.  All of the undersea missions have had low enemy counts, so the Snake has been sufficient (bought a Blowfish for a while but got rid of it for a second Snake).
Title: Re: Codex Choice
Post by: username on May 27, 2021, 09:49:19 pm
Have to say, I did really enjoy getting the Aggressor suits early on.  My first campaign as well, so I have no idea of the various niches of the higher level armors, but it might be fun to have a "codex-flavored" (and restricted to that codex) higher level armor.  Of course, that may already exist, I just may not have found/seen them yet. :)
Red has Purgatoria unique to it. It's fast, good resists, has a red shield, and grants stun recovery on hit, so it has a good synergy with the Blood Axe. It also counts as Exosuit...but cannot fly, and thus cannot into space. Its inability to fly is, however, a major drawback, since both waist-high fences and flying enemies exist in great abundance.
Title: Re: Codex Choice
Post by: Dogbarian on May 29, 2021, 06:21:44 am
Your “axe to the face” technique is working pretty well on fences for me. Of course, when I get to blood axe and start needing TU regen, the fence probably doesn’t do that. Thanks, though, I look forward to the higher level armors!
Title: Re: Codex Choice
Post by: username on May 29, 2021, 10:48:39 pm
The thing with having to axe your way through fences is that this eats up an awful lot of TUs due to how abundant they are, and this can often make or break your charge. Walls, too, are frequently annoyingly placed, but that's not a thing that flying armors help you with either. Especially when you can only chop these things facing dead on, never diagonally.

The main obstacle to the Purgatoria armor is that it competes directly against Blood Axes for your demon corpses. Make sure you execute all of the Pink Demons except possibly the one live specimen for research: A live one is otherwise useless to you, you need them to be dead, and can't kill them after the fact. This tends to require a pistol shot to the head, although a peasant with a spear can also perform this task.

Of course, the blood axe will run a regular pain train on these guys and leaves very few survivors.

Recent readings have made me curious if blood axes stack, since one of the peculiar quirks of them is that if you wield a blood axe and some other weapon, the other weapon also gains the benefit of the blood axe. But what if you dual wield bloodaxes? Do you get double the leeching? Or maybe dual-wielding it with vampire swords...
Title: Re: Codex Choice
Post by: Rince Wind on June 22, 2021, 07:25:03 pm
So far I combined the Blood Axe with the Furiosa Armor, no Bone Shield yet.
That gal can take out an entire merc ship in a turn or two and only needs help with the flying enemies.