aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KateMicucci

Pages: 1 ... 5 6 [7]
91
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 30, 2016, 07:36:32 pm »
Do the 1 tile range weapons like ripper count as "melee" weapons for the purpose of applying the TFTD formula by default?

92
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 30, 2016, 07:24:01 pm »
Ok. I thought that highly random damage attribute meant that it used the UFO formula even if the player had set the game to TFTD damage. I haven't played the newest version yet but noticed that rippers could cut through mansion walls on UFO settings but not TFTD settings.

93
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 30, 2016, 06:49:49 pm »
Rippers, chainsaws autoax and fusion torches should have the highly random damage property so that they can still get through walls on TFTD settings.

94
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 15, 2016, 07:40:31 am »
What armors do people use? I'm moving into late game now and feel more and more overwhelmed by the number of choices.

95
XPiratez / Re: Ship Layouts
« on: August 12, 2016, 03:24:11 am »
I got my first bomber mission and my first smoke forest mission at the same time, at night. That was a memorable experience.

96
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 11, 2016, 07:27:57 am »
I haven't used any gauss except heavy gauss on some of the tougher missions.

My favorites:

Ol' carbine. Fast and accurate aimed shots, and a swing attack. Pretty good by early game gun standards.

NERF Laspistol. Powerful sidearm for gals early game. Strong and cuts through a bit of armor.

Custom shooty gun. Good autoshots and powerful bullets when you first pick it up.

Heavy Slugthrower. The advantage of this gun is the shotgun like aim bonus at close range despite not being a shotgun. With the recent damage buff its almost as strong as gauss. A max strength gal can carry one of these, a reload, a couple grenades and a heavy tac suit.

Smartrifle (not smartgun) Strong bullets, 5 shot auto, huge magazine, and most important, a swing attack. My B team are carry these because they're good enough to stomp any recurring missions or smaller UFOs.

Bossar. Basically a bigger badder version of the smartrifle. At the moment half my A team has these, and they did decently against the star gods in two terror missions so far.

Recoiless rifle- if it wasn't $3000 a shot, and I got to see heavy enemies more often, I'd probably have more than one gal carry this. A 125 damage single shot rifle has a strong niche.

97
XPiratez / Re: Suggestions on how to improve the mod
« on: August 03, 2016, 07:30:45 pm »
Personally I would prefer no updates (like switching on and off different clothing) that require me to waste even more time rearranging inventory between missions than I already do.

98
XPiratez / Re: Starting base location
« on: August 02, 2016, 01:20:24 am »
Ragequitting was a bad idea. Skipping a few missions doesn't matter at all and you get better vehicles pretty quickly. This isn't Xcom 2012 where skipping a mission will lose you the game.

99
In the monthly costs window, below costs for hands/brainers/runts.
I see that my bottom line isn't adding up but I don't see income or expenses listed for slaves and auxilia.

https://tinypic.com/view.php?pic=121egq1&s=9#.V5_Kh6IXamU

100
There is no need to turn flashlights off on night missions anymore, right?

Where is the income/expenses for slaves and auxilia displayed?

101
XPiratez / Re: Bugs & Crash Reports
« on: August 01, 2016, 06:56:46 am »
Updated to .99A1. The *stop targeting civilian traffic* research hasn't stopped civilians from spawning. If anything there are more of them now.

102
XPiratez / Re: Bugs & Crash Reports
« on: August 01, 2016, 05:36:59 am »
At the "castle of doom" one of the imps spawned inside the dirt of the castle wall.

103
OXCE Suggestions DONE / Re: Salary and maintenance for items
« on: July 28, 2016, 08:25:27 pm »
The only problem I have with the advisor is that he's too slow to keep up. Or do you mean he's garbage compared to a brainer outfit and medkit?

104
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 27, 2016, 09:31:14 pm »
Enemies don't upgrade their weapons currently? It felt like it when the blue warrior nuns suddenly started using CAWs and cannons instead of assault rifles and machine guns.

Are ammo upgrades for the boarding gun, handcannon and heavy slugthrower planned like there are for the blunderbuss? These feel like the most thematic guns for the gals to use but became obsolete very quickly in my game. A big deal is made that the girls realize they aren't limited by humie sized weapons, they play with the big guns for a bit, then go back to human weapons with ammo upgrades. The handcannon for example is only marginally useful in the first place, barely competing against nerf laspistols, eagles and magnums, and then real lasers, EP and chem rounds knock it out of consideration altogether. The boarding gun also felt very powerful at first until it became clear that it can barely scratch moderately armored enemies. The heavy slugthrower isn't outperformed in damage by human sized shotgun slugs, at least for now, but its still just a little bit weaker than it should be for a 50 pound weapon effective to 8 tiles.

105
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 11, 2016, 08:22:40 pm »
Fantastic game. Absolutely fantastic. I spent all weekend playing without taking a break to see friends, go to the gym, study or even eat.

I have a few thoughts in no particular order:
1. The number of explosive pipes in some pogrom maps is excessive. I'd rather they didn't explode.
2. The difficulty seems to have increased a lot since "upgrading" my airbus to a skyranger. Strange that 12-14 gals doesn't make things easier than 6.
3. The tech level of enemies in pogroms is usually much higher than the tech level of enemies in other missions. I got a pogrom with four cyberdiscs when the only AT weapons I had were a few crates of violence.
4. Trying to leave the skyranger is very difficult. Especially during pogroms, when I'm usually surrounded, and many of the enemies carry explosives.
5. The only pogroms that I've felt were managable so far were against humanists. The first were mostly the klansmen kind, which I beat with 6 grils, losing 0. The 2nd were the brown and blue kind with a lot of RPGs and lasers, which I beat with 14 girls, losing 1, with most of the rest wounded.
6. Even a bandit pogrom was too difficult for me. There were almost as many enemies as in Meridian's LP but my gurls had generally worse equipment available, and the terrain was absolutely nightmarish.
7. Are pogroms meant to be so difficukt that you often have to abort them or am I just bad at video games?
8. I have bootypedia entries for boarding guns, hand cannons, blunderbusses and other weapons that I don't actually have in the beginning. Intentional?
9. Is there a way to make the alien advisor not stand in the front door of the skyranger?
10. I would rather fight three or four big scorpions than a dozen tiny scorpions
11. There is a merc base. Mercs same like too much to handle unless I simply chuck crates of violence at each one. Is it safe to leave it alone for a while?

Pages: 1 ... 5 6 [7]