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Messages - Iazo

Pages: 1 ... 13 14 [15] 16 17 ... 19
211
XPiratez / Re: Gotta go (VERY) fast
« on: October 29, 2020, 06:25:49 pm »
I would very vehemently disagree.

1. There is a pogrom escalation. Some types of pogroms do not appear until time has passed, and some yet other types do not appear until you join the Mutant Alliance.

2. The 'freelance' pogroms that are within the scope of the discussion here vary in difficulty dignificantly.

Right from the start in January, three types of pogroms can spawn: Bandits(Ratmen, ghouls, bloodoges, cars), Ku-Klux-Klan(White Hoods+ Police) and Humanist Supremacists (Brownshirts, Instructors and a Leader).

Of those three, the Bandit one is SIGNIFICANTLY more difficult, but is not an escalation, since it can appear from the start.

In later months, other factions may appear (Spartans starting in March, Deep Ones starting...sometime). The first three never go away.

As far as difficulty goes, I would say that the spartan one is not super difficult(grenade spam notwithstanding).

212
XPiratez / Re: Few questions about damage to armor and armor evasion.
« on: October 29, 2020, 06:13:37 pm »
With the exception of shielded targets. No damage to armor is applied if shields hold.

213
XPiratez / Re: [MAIN] XPiratez - L3 23-Aug-2020 The Byzantine Crown
« on: August 25, 2020, 02:42:05 pm »
There's already a Kustom handcannon.

Really, what is wrong with the current name?

214
XPiratez / Re: [MAIN] XPiratez - L3 23-Aug-2020 The Byzantine Crown
« on: August 25, 2020, 12:58:48 pm »
But Oharty's gun is not a rifle. Even carbine is stretching it. It's a pistol(?). A pistol-carbine hybrid?

215
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: July 21, 2020, 08:05:42 pm »
As a 'hardcore fan' I am kind of baffled. I only rarely considered modding the game, and I have not the first clue where to start. And here comes someone who has no time to play, but just casually mods stuff left and right like it's no big deal, then asks the game to be balanced around his modding.

Bro... You want to know my opinion? You're Karen-levels of entitled. I'm sure that you're sure we obviously have to agree with you, lest we be hardcore nolifer fanboys, but that makes little sense.

Mod is long. Rock-Paper-Shotgun estimates it at 300 hours. What are we supposed to tell you?  "Yeah, long mod is long. If you want to mod it shorter, don't stop halfway." Or maybe "Please Dioxine, this guy modded his game and ran out of stuff to do. Please balance it around his whims."

I am sorry you feel entitled to universal agreement. Is this better?

216
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: July 21, 2020, 11:08:25 am »
Do not complain about broken progression if it was you who broke it in the first place.

This is frankly enough that should be said.

The game has a test team, your mod lacks an test team.

217
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: July 20, 2020, 01:19:00 pm »
Even if not, research accounts for a huge part of points. Running anything less than full brainers is a waste.

Back when we were doing the shared game, the start of the second year was netting us anywhere from 15k to 20k points.

218
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 08, 2020, 02:34:38 pm »
I'd like to see the kraken equipped with anotjer dorr ot its left side, as highlighted in the attached screenshot  8)

I wouldn't. Please don't ruin the Kraken.

There's like 5436854 ships with 764348 holes in them, let us have this one.

219
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: July 08, 2020, 01:12:42 pm »
The missiles use pieces of the crackdown specific code.

If your base is hidden, the missile strike mission will spawn a wave of HK ships in the relevant continent region to attempt to locate it. Shooting those down will stop it. The seeking wave of ships only lasts about 2 days, and if they fail to locate your base, no missile strike will happen.

Take care that if your base is revealed by anyone, its location is available for all for future crackdowns and missile strikes. (F. Ex. Ratman swarms, bogey swarms).

You can defend your base from being located, by keeping is small(facilities add to the radar signature, large facilities add more), or building hideout shrouds. Or of course, shooting down everyone who gets close.

You can further build your bases in "dead UFO zones", zones in which UFOs do not like to patrol because of how the game works. I am not an expert in those, but in general, look for edges of regions. Two come to mind, the Panama Isthmus, and just SE of Lake Victoria in Africa.

The missile strike itself follows some rules. It never hits more than 3 buildings in a wave. This means that if your base has a connectivity of minimum 4, you will not lose all your facilities due to loss of connectivity. Missiles seem to also target buildings in construction. Missiles also hit buildings according to their missile attraction stat, so radar facilities and stills will draw more heat than say a burrow. This means that buildings with high attraction go on the periphery when planning the base, and do try to not rely on them for connectivity. This also means that if you feel a missile strike is incoming(due to the obvious HK wave), you can fool them by queuing building outposts everywhere. They are cheapish and have a relatively high missile attraction, and you can cancel them once danger has passed. Missiles also seem to like large buildings as well. Each missile hits a 'per square' basis not 'per facility' basis, so a hangar or plantation can be hit multiple times, wasting their shots.

Remember that a missile wave can have multiple strikes, so check your base and decoy outposts between strikes and put up new ones as needed.

Obviously AA defenses are just one solution.

220
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: March 06, 2020, 10:49:26 am »
Huh. Ok. Then it's probably a design decision by Dio. He said something to that effect in discord.

221
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: March 06, 2020, 10:01:53 am »
All missions end when all enemies are killed. It's a hardcoded engine thing.

No accounting for enemies trapped in cupboards though.

222
XPiratez / Re: Instant lose Jan 1 2062
« on: February 25, 2020, 10:12:07 pm »
I would dispute the wisdom of doing early pogroms without knowing what you're doing, and if you know what you're doing, you probably know you should not be doing early pogroms.

2 out of the 3 early pogroms have nuts too hard for you to crack reliably.

223
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 18, 2019, 09:30:12 am »
If you go full 6 Barb S, yes, that will happen.

224
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 13, 2019, 04:32:01 pm »
Sometimes some parts of the cellar spawns unconnected with rats inside. Without pickax you can't get in and consequently you will have to abort the mission.

225
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 13, 2019, 03:37:02 pm »
The cellar requires only 2 or 3 Barb (s) armors minimum. Put you can go with 5 Barb S and one strong gal with both hands free to swing a pickax.

It's good enough to get you through the mission provided you body-block and shieldwall the rats.

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