OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: magus1 on May 06, 2018, 01:23:53 am

Title: Advancing a bit too fast
Post by: magus1 on May 06, 2018, 01:23:53 am
Hi everyone!

My first evening playing the game I did the usual musket route and then had a ridiculously difficult mission that ended up with automatic machine guns, messers and hyperlaser. Is this usual. I know that it will be a LOOONG time before i can make ammo so they are put away for a rainy day. Was I just lucky?

Magus
Title: Re: Advancing a bit too fast
Post by: cc on May 06, 2018, 06:08:14 pm
That's the RNG for you.
Title: Re: Advancing a bit too fast
Post by: Ethereal_Medic on May 06, 2018, 08:22:59 pm
Quality gear is one thing you've managed to snack from good-equipped / poor armored humanists (it looks like)
but you still have the restriction in crew size (6) and armors to survive.
Title: Re: Advancing a bit too fast
Post by: Martin on May 07, 2018, 04:31:58 pm
Nope, this is normal. Looted equipment can get you very far in this game. It used to be even better a dozen version back when guass weapons were not encrypted.
Title: Re: Advancing a bit too fast
Post by: magus1 on May 21, 2018, 02:40:07 am
Oh, yes, I have hit the Gauss research obstacle - and the 'can't do enough AP damage' to the sudden appearance of deep one lobsterkin annoyances.

TY for bants :]

Magus1
Title: Re: Advancing a bit too fast
Post by: Martin on May 21, 2018, 09:17:28 am
Melee attacks with cutting weapons work wonders. Gas grenades are usefull. Fire eventually kills them too.
Title: Re: Advancing a bit too fast
Post by: Rince Wind on May 21, 2018, 05:07:19 pm
Spiked Maces and Axes do well, as do wands of airlesness.
Title: Re: Advancing a bit too fast
Post by: legionof1 on May 22, 2018, 12:52:26 am
I second the fire. 2x2 units like lobster men take the DOT per tile so each turn is around 20 minimum dmg. Also really handy in the sea fort bounty missions as AI units tend to not cross tiles on fire.
Title: Re: Advancing a bit too fast
Post by: greattuna on May 22, 2018, 01:35:55 am
Not to be that guy, but lobsterman is 1x1, and takes damage like one.

As about dealing with them, he's suspectible to any choking damage, so yes, if you're bold enough, you can knock him out with rope. Cutting damage works well, too, but it's not limited to melee weapons - throwing axes in proper hands (and in proper amount) will cut them apart, as well as well-placed burst from arena flak cannon.

He also takes 100% damage from bio and mind; that makes poisoned daggers\blowpipes\cobra staves an obvious choice.
Title: Re: Advancing a bit too fast
Post by: legionof1 on May 22, 2018, 01:43:07 am
terror unit=2x2  ::) thks brain.
Title: Re: Advancing a bit too fast
Post by: magus1 on May 22, 2018, 11:00:13 pm
Very nice tactics with options I had not considered before...

TY!

Magus1
Title: Re: Advancing a bit too fast
Post by: Martin on May 22, 2018, 11:30:49 pm
In general, shoot at it untill it dies is viable approach for dealing with 90% of the oposition as long as the wepaons are at least autocannon grade.