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Messages - Tamren

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1
XPiratez / Re: A thread for little questions
« on: March 10, 2025, 01:14:20 am »
Quick question, I'm trying to make a gal max out the joker feat, but alas all I know that fits that requirement is the anchor.  What other weapons count, since I have not yet found extra large mallets or exploding cream pies?
Finally had some time to read through the wiki myself. To answer the original question I think these weapons are the most practical for Joker farming based on my past experiences:

- The simplest method: Use a baseball bat to knock out enemies, revive them with water, then wack them again. Repeat until the target dies. There are far more effective methods but you can do this from the start without any tech requirements.
- Harpoon gun/carbine: Just shoot soft targets with regular piercing bolts until they die, easy. Works good as a primary weapon for aquatic missions but you can use them anywhere since the harpoons can also be fired on land.
- The Monstermano and Cats Paws are silly looking but just as lethal as a normal combat knife. Attack targets, they die, simple. In the unlikely event that they fall unconscious they will probably bleed out (which still counts as a kill for Joker progression)
- The Steam Hammer, Anchor and Wrecking Ball are all lethal weapons and should be able to kill most targets in one or two hits. In the unlikely case that your target survives and just falls unconscious you can use them to attack them on the ground because they are range 2 or better. You can also use these weapons to finish off any unconscious target no matter who attacked them first.
- Stunning a target unconscious with a Ninja fans, iphones and magnalites will give a point towards Joker, you don't have to kill the target this way so you can use them as a capture tool in the course of normal missions without having to change your strategy. The fire extinguisher melee attack can also be used this way but it is too lethal for most targets, you might have luck using it against tougher armoured enemies like gun runners.

And if you want the meta cheese strat:

- Hold a ninja fan in one hand and mr. handy (crowbar) in the other hand. Knock out targets with the ninja fan, then use the crowbar to bonk the unconscious enemy on the ground until it dies. This would theoretically apply 2 points towards joker per kill. This works because demolition tools count as "ranged weapons" (otherwise they would not be able to hit terrain)

Good missions candidates for farming joker are those with lots of enemies like bandit forts/towns, zombie infestations, animal hunting/tomb raiding/tribal rescue missions (with spiders especially). Just use your primary gal to solo carry the mission with a few support troops in the back with lethal weapons just in case things get out of hand.

2
XPiratez / Re: A thread for little questions
« on: March 09, 2025, 07:46:16 am »
Quick question, I'm trying to make a gal max out the joker feat, but alas all I know that fits that requirement is the anchor.  What other weapons count, since I have not yet found extra large mallets or exploding cream pies?
If you don't mind spoilers I would suggest reading the wiki article. The list of weapons is a bit random and nonsensical, there is no real way to "judge" if something counts or not.

https://xpedia.netlify.app/##STR_MEDAL_JOKER_NAME

3
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: March 02, 2025, 04:42:51 pm »
It's good but I wouldn't call it OP. All lesser pistols becoming obsolete is realistic because they are just garbage. Contemporaries of the smg have other things to offer like higher damage, higher accuracy, or damage multipliers that favour other races like spy pistols for catgirls.

4
XPiratez / Re: A thread for little questions
« on: February 13, 2025, 05:37:07 am »
Bit of a mystery isn't it? You can make do with furs, ushankas and the like, but there isn't any gal specific polar survival suit. The closest thing you get is warrior armour and only because it coincidentally covers up all the skin.

5
XPiratez / Re: A thread for little questions
« on: February 10, 2025, 11:36:40 am »
Depends on your playstyle I guess. I'm a red jackass captain that captures everyone I can get my hands on, especially "civilians". Many targets are so soft that even gas rounds or punching them in the face will be instantly fatal. While the lasso is also available, the stun baton has the advantage of fitting into your pocket and is the least lethal capture tool you have in the early game, it will last you a long time until the tazogun eventually replaces it, which can take more than a year depending on your tech choices.

6
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 10, 2025, 11:23:15 am »
Yeah that would be neat. Even the relatively "boring" nations like canada have a lot going on in the background. It's a peaceful place but it only stays that way because of a well funded military keeping the deep ones and technocracy infiltrators at bay. So you could have events where you get to rub shoulders with some bored nobles. Or possibly even full missions where you have to help the locals fend off a deep one incursion.

And that's one of the "boring" nations, imagine the fun you could get up to in australia.

7
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: February 08, 2025, 10:28:51 am »
I dunno if cannons as craft weapons were ever relevant. To even make ammo for them you have to climb a considerable amount of the engineering tech tree beyond even the little bird, which puts such improvised measures well and truly in the dust.

8
XPiratez / Re: A thread for little questions
« on: February 02, 2025, 04:59:12 am »
Yeah pretty much, 50 is a good baseline to maintain for regular soldiers, once I unlock psi I transfer anyone under 50 to garrison or pilot duty. From then on I only keep recruits with 50 or better, any soldiers with 60 or above get moved into the A team at my main base and possibly start training with psi weapons. It's not hard to find nekos or regular humans with 70+ if you roll enough times.

9
XPiratez / Re: A thread for little questions
« on: February 01, 2025, 09:47:19 am »
I use that feature all the time. In the early game I batch hire a bunch of peasants all at once and only keep the best ones. I'm sure the rejects aren't too disappointed (they get paid either way). In the late game once psy technology is known I only keep new hires with 50 psi or better.

I initially experimented with expendable soldiers but I found the morale penalties could easily lead to tantrum spirals, even if it was just dogs I was losing. More experienced soldiers can take the morale hit easily, but then they don't need any help to finish a mission without losses.

10
XPiratez / Re: Bugs & Crash Reports
« on: February 01, 2025, 09:23:44 am »
A lot of the recent changes are about tuning for a longer early game, and postponing bounty hunts is a part of that. Especially with the upcoming(?) small hangars for early game interceptors and ground vehicles. A lot of that is wasted if a player can just push for pirhana's and 30mm cannons by month three. I get that a lot of people who've been sharpening their early game strats for a while are going to feel cheated by the deliberate pacing, but I can't hate it.
I've actually been looking forward to this, it's a bit too easy to just blitz your way through the early ranks just by doing every mission that comes along. This makes a lot of the early game content quickly obsolete and you may not even encounter some of it, in my current campaign I made it to boss rank before even a single fort defence battle, and I only ever saw two couriers total before they stopped spawning.

11
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: January 02, 2025, 10:13:38 am »
They're honestly not that effective. Tougher enemies are almost immune to them, weaker enemies will straight up die. Electric attacks are the only safe way to disable something without risking large HP loss.

12
XPiratez / Re: Plantation Rush Guide
« on: December 23, 2024, 05:51:15 am »
I don't think they ever nerfed suicide dogs, but the stacking morale penalties from all the dog deaths can cause the whole base to tantrum spiral if there are untrained soldiers there. The enemies killed usually makes up for the morale loss, but not always.

13
What about the case of wanting to shift-click, but miss-clicking on the ctrl instead? You would force fire whatever shot you selected, possibly into the back of another of your units. That IS a possibility with that setup.
Theoretically possible, but highly unlikely. 99% of the time a player would only attempt to activate the shift-click shortcut if:

1. They already have aimed shot or auto shot selected (this is required to activate the shortcut in the first place)

And

2. They know that they do not have enough TUs to fire the aimed shot or auto shot they have selected

Hence this shortcut is reasonably fail-safe:

- If you try to Ctrl-Click to force fire but hit Shift-Click instead by accident, nothing will happen because your snap shot requires LOS.
- If you try to Shift-Click to fire a snap shot but hit Ctrl-Click instead by accident, nothing will happen because you do not have the TUs to fire an aimed shot or auto shot.

If you want to make it even safer you could make this an advanced Opt-In option that players must toggle in the OXCE settings menu.

Again, I know I didn't make the greatest first impression because I'm not great at explaining things, but the point of this suggestion isn't to add a pitfall that players can fall into, it's meant to be an advanced shortcut to speed up one of the most common actions players must do on the battlescape. I did consider the potential pitfalls like activating this accidentally, but I don't think the risk is significant enough to worry about. It is already fail-safe in several ways and you are vastly more likely to just click on the battlescape and shoot the ground accidentally than you are to stumble over this shortcut.

14
XPiratez / Re: Underwater Missions Not Triggering
« on: December 07, 2024, 06:34:17 am »
It's probably just bad luck, those missions are pretty rare.

Not having a suitable vehicle should not be an issue. I often purchase submarines or ground vehicles for specific missions and then sell them afterwards.

15
Err, sorry I'm autistic and I took the "explain the problem" part a little too literally and didn't spend enough time to explain the solution. So let me just skip to the chase:

Proposed feature: Shift clicking on the battlescape with an attack selected will fire a snap shot at that tile.

This gives players a shortcut to select snapshots and fire a quick follow up shot to an autoshot or aimed shot, without having to go through a multi step process to select snapshots as your attack type. Effectively this gives you a way to control two different attack types at the same time, like pressing RMB to alt-fire in an FPS game. This control scheme is intuitive for the player because we already have a similar command. Shift-Fire = Fire a snap shot (instead) at the designated tile vs Ctrl-Fire = force fire a shot at the designated tile even if there is no LOS.

The chances of activating this feature by accident are nearly nonexistent because you have to have an autoshot or aimed shot selected and a hand on the keyboard before the shift command can do anything. Even if you try to Ctrl-Fire and press Shift-Fire instead by accident, Shift-Fire will not shoot accidentally because it won't fire without LOS.

Would that be acceptible?

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