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Messages - Rokksta

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...(or it was a rare Rocketeer gal)...

A rare Rocketeer? If it isn't a mission where I know that I can stun everyone, there will be at least one Rocketeer Gal in my squad.  :D

There you can see again, that everyone is playing different and there can be no answer for everything.

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XPiratez / Re: What am I missing?
« on: February 28, 2025, 04:37:27 pm »
The short answer is that you are missing Higher Studies.

3
Several of the Piratin' Tips make it quite clear that bravery is important for voodoo defense. Also plenty of weapons with bravery bonuses. I think it's quite natural that one looks for ways to improve it. Always having bandages (&c) so you can treat the wounded is easy, but for me it hasn't translated into much of a stat increase. Deliberately drawing out missions that could be finished in four turns, just for the morale checks, feels silly. Yet here we are. Had I known about rope earlier, I would certainly have given it a try.

Back to topic: while you give the Blackmarch SMG a solid A rating, your description is not exactly an endorsement. For me, it's one of my favorite weapons (or at least used to be). More powerful cartridge than the RCF carbine though no AP bonus, much faster, but ultimately limited range. I've used it as a plinking gun, snapshots rather than autofire, as I feel that this yields more hits per TU; also, there's a decent chance that one hit will be enough. Four snapshots (or two aimed) with a comfortable 20% TU to spare.

The only clear benefit of the carbine in that comparison is it's truly unlimited range. Well, and that even a rookie soldier can get off an highly accurate shot.

The Assault SMG is even faster and more accurate, but the Blackmarch delivers 20% more buck with each bang, and that's really quite noticeable. Like Assault Pistol vs Manstopper.

Bravery is important and you shouldn't ignore it. But that doesn't mean, that you need to go out of your way to train it. Your soldiers are getting wounded often enough. Just have healing things that actually trains bravery (I'm looking at you X-Grog!)

You are actually getting even penalized for drawing out missions because of Glamor. It is, like you said, silly and not worth the time.

The reasons why I like the RCF more:
  • Its cheap
  • You can buy it quickly
  • Its accurate
  • It ignores 25%! of the armor
In my experience the RCF is killing ninjas with much more ease, than the SMG's.

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XPiratez / Re: A thread for little questions
« on: February 10, 2025, 09:09:23 pm »
Stun batons work great for me.

I used cattle prods at first, but but never loved them because slow and unwieldy. At some point I noticed the baton's damage bonus, checked my gal's stats, and gave it a try. I get three dings out of them in the time it takes to prod someone once -- this certainly helped. Next thing I noticed was that it trains not only melee, but reactions as well. Suddenly all my gals had 100+ reactions.

It's a "don't leave home without it" item and I successfully use it on everyone not wearing power armor: academy medics and engineers, guild engineers, church priests and matrons. Even lobstermen! It's one-handed and small and often good enough. By the time I could have a lasso ready, the baton has already done the job and is back in the holster.

However, lately I run into opponents where the baton is no longer enough. I had high hopes for the poisoned dagger: "Stun damage modifier: 100%" it says. I thought it would do a lot of stun on top of the HP damage, but that doesn't seem to be what's happening. I had my second encounter with MERCs the other day and it typically took some 3-5 stabs of the poisoned dagger to put them down. Most of the time, the final blow was also fatal. So I guess the poisoned dagger is much less stunning than I thought it would be. Looking around for alternatives, I don't see any. What to do?

I share my experience: The Stun Baton is amazing for everything until medium armor. I have some lassos around for flying enemys and high armor (Still useless against exosuits).

I like to use the Tazogun for non-lethal infiltration mission, because of the reaction snapshot.

Poison in general is a gamble. It has like a 50% chance, depending on the enemy and weapon, to kill instead of stunning. I also use a Spiked Mace to stun exosuit units in early-mid game with more deaths than stuns.

Don't try to stun every MERC or similar unit, unless you have late game weapons like Neural Whip. Just kill them and make them surrender. Don't risk your units needlessly.

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XPiratez / Re: A thread for little questions
« on: February 03, 2025, 12:30:36 am »
It's more it opens more strategic versatility than grant great power, in my experience.

Yeah, thats what I think too. A well placed rocket can do more damage than voodoo. And I normaly can not take the Gray Codex, because I love the Green one.

It seems my stupid brain loves efficiency much more than having fun with flying witches  :'(

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XPiratez / Re: A thread for little questions
« on: February 02, 2025, 09:47:15 am »
Is psi really that important? I play mostly without. Am I missing something?

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XPiratez / Re: A thread for little questions
« on: January 23, 2025, 10:30:31 pm »
quick questions on a couple of events:

- the "curse of dolaro" depends on something that i might stop by doing something?

- the "terror hack" is tied to ninja activity at least descriptions says so) if i win the  war against them (declared once * pirates vs ninja* is researched) it will stop

The curse of dolaro can come if you have 10M funds. Nothing more, nothing less.

Terror Hack should go away if you destroy the Ninja HQ

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XPiratez / Re: A thread for little questions
« on: January 23, 2025, 10:17:08 pm »
Been playing piratez on a laptop during night shifts to kill time, and ran into an issue - for some reasons shift with touchpad (don't have a spare mouse) does not let me sprint.
Any workarounds / ways to rebind the key?

Same goes for examine enemy (middle mouse button) - nice, but not as important as sprint.

Normally sprinting is with control not with shift.

Look at your touchpad options of your laptop. There should be some functions to activate to use a middle mouse button (like pressing both buttons or the right one two times).

Edit: Looks like someone was faster with the sprinting correction :P

Edit 2: And now he deleted the reply. How confusing  ???

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 14, 2025, 06:56:19 pm »
Playing a male touch route for the first time in a while and I can see some opportunities to give the guys a bit more love, outfit-wise, especially in the early game.

Guys are missing an equivalent to the Sailor/militia gear in the sense that they don't have something with an exp boost. Either something like a martial-arts gi or just straight up make it a version of the sailor suit, stealing the paperdoll from the Osiron goons or the guild pilots respectively would do the trick. Or IDK schoolboy armor or something if you want to be cheeky.

The early game exp-armor is Pyroman. For the other things I more or less agree.

I hate the fact that my cats don't have an exp-armor.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 11, 2025, 12:27:09 pm »
I cannot see a way to integrate the Market without messing up the balance. But the CAFE gave me a different idea. I mean tavern are known as places for gathering informations. So building it should add some mission scripts (for more missions). That would be nice.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 10, 2025, 11:22:49 pm »
PIRATE MARKET and CAFE
So you want it mostly as base defence? Random individuals that you can't control? Sorry, but they will be near useless.

WATCH POST
If the squatter can shoot the enemy, than the enemy can also shoot back. He will die before he can get a kill.

Flare Gun
Well this would be nice. Especially with Peasant Revolution. Than I will have one or two peasants as "Illuminators" just shooting around with it :D

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XPiratez / Re: A thread for little questions
« on: December 27, 2024, 10:59:07 pm »
How do I get the next rank past racketeer? The flavor text seems to imply taking on a mutant pogrom — I did that last month AND got 14k score — obviously feeling a little progression-blocked.

You must research The Solar Courier that you gain from the Mutant Pogrom.

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Hybrid has two unique crafts: SEK-SKOUT and SEKAR. While researching Reticulan Elder is required for both, the Reticulan Elder topic currently does *not* unlock the crafts.

The problem here is that, Reticulan Elder is pretty hard to get. Yes, Life is Hybrid allows you to produce Reticulan Files early on, however, hitting Reticulan Elder with the Files will still require 12x Reticulan Files on average. This means the player needs 120x Personal Database before he can buy SEK-SKOUT.

120! I doubt the player will be able to get 120x Personal Database in the early game.
Which means, even though SEK-SKOUT is meant to be an early game Hybrid Path craft, you can't actually get it early. This seems like an oversight. Did Dioxine forget to add the "unlocks"?

I first thought that to, but then I realized that Reticulan Elder is one of the free researches of Take Me To Your Dealer, if you go the hybrid path. It seems like you are supposed to research that often.

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XPiratez / Re: Plantation Rush Guide
« on: December 26, 2024, 01:54:09 am »
"For easier micromanagement"
It's not for easier micromanagement. You should always and only build weed plantation at the beginning of the month. That way you finish harvesting before the end of the month. The Weed Plantation is destroyed and turns back into normal Plantation. And because it's a normal plantation, you get 100k profit when new month arrives. If it was still a weed plantation, you don't get 100k from it.

Yeah, thats what I meant, but I can see that someone could misunderstand this. Thank you for spelling it out.


People usually won't sell the weed directly, but if you do sell it, then profit depends on difficulty. On Jack Sparrow you'd only profit for 3420. That said, at the minimum you should be producing Canteen o' Wisdom with the weed.

I see. So directly selling Weed on JS isn't worth it at all. And producing and selling Canteen o' Wisdom instead of X-Grog if you can't produce anything else is a nice advice.

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XPiratez / Re: Plantation Rush Guide
« on: December 25, 2024, 10:43:52 pm »
Not sure it's really possible to *profit* from them in any kind of realistic timeline, as 100k per month is a drop in the bucket. That's like, 10 runts making and selling torches.

10 Runts selling torches = 76k - salary 50k = 26k Profit
And you also need to subtract the maintenance cost of the production building and the living space. So no, thats not better. Unless I overlooked something.


1 hangar (10 workspace) + 10 runts + 2/3 of a burrow = 300k investment (burrow also gives free space for dogs).

I know that in the past you could put dogs in the burrow. But thats not possible anymore. They now need normal living space. Unless I misunderstood what you mean.


I now made an edit for the Weed Plantation. Please read it and tell me if you like it  ;D

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