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Messages - Psyentific

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XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: November 24, 2024, 04:26:56 pm »
The Gray Codex is feasting...

Its best to start a new game for a new version, right?
Some of the new content (pic related) is based on recruitment choice (ex. Gals are Superior, Peasant Revolution etc.) which is usually a month 1-2 research priority.

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Kustom Handcannon is exactly what it says on the name, a handcannon. That is, an overgrown handgun. I use it as a heavy sidearm for melee gals, same niche as Shiny Niner and Laspistol but bigger and meaner. Whenever someone Over There is giving a melee gal trouble and it's not practical or safe to close and melee, instead he gets the handcannon.

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A quick rundown of various explosive weapons, starting at the more common and/or lower tier cannons:
A quick aside, but I will assume that all cannons are shooting HE instead of Piercing. You bring them for the boom, not the dakka, so they will be judged accordingly.

Assault Cannon: D-tier with Cannonballs, C-tier with other ammo. It's slow to shoot and slow to reload, so you'll usually only get one shot every other round. Pretty bad with the round shot cannonballs, but pretty decent with the explosive, incendiary, and chemical cannonballs. Cannon HE is the same 60 damage as a 40mm Grenade Launcher, but much heavier, less accurate, and slower to reload. Accuracy scales off bravery. Better used as armament for a Gunwagon.
Mini Cannon: D-tier, similar to Assault Cannon but smaller and worse. Similar mobility to the grenade launcher, but worse damage.

Spitfire: C-tier, a fun little shoota that sprays small explosions everywhere. More of an autogun that explodes than a real launcher. Typically seen in the hands of Spartan Heavys. Ammo belts can be worn on the head for true rambo style. Suffers from mediocre damage and struggles to penetrate mid-tier armors.

Light Cannon: B-tier, an average and reliable antipersonnel explosion projector. Can reliably chunk Osiron Security and other mid-tier armored goons. Slightly less damage than a grenade launcher.

LACC: C-tier, often seen in the hands of Osiron Security. It's like a Light Cannon mixed with a rifle, or a superheavy rifle with optional explosive shots. Special mention to WP ammo, good for lighting werewolves and ninjas on fire. Beaten by LC and other larger exploders, while the heavy automatics have better mid-tier kinetic shooting. That said, I respect its power to punch through Tac Armor and it has killed many gals.

Autocannon: Unrated, haven't used the oldxcom AC
Man-Portable Autocannon: C-tier, effective fire support but lacks mobility and punch. Can pretty much always put 3x autocannon shots downrange and the arcing fire helps it do so out of LoS. Park it on your flagship's roof and use it to demolish houses. Becomes B-tier when being used to deliver special ammo types: AC-GAS ammo excels against Deep Ones and Lobstermen (or unprotected humans), and rare AC-CRY ammo lights zombies, 'lids and vamps on fire.

Grenade Launcher: A-tier, genuinely one of my favorite guns. Never leave home without a grenade launcher (or two!) in your squad, and sprinkle your explosions around liberally. Park your grenadiers on elevated terrain, kneel for extra accuracy, and enjoy your budget artillery. The more exotic ammo types (shoutout to Black Napalm and 40mm Gas) help it stay relevant throughout the midgame, and later upgrades into Smart Grenade Launcher and 40mm Hellerium, Fusion, and EMP help keep it relevant even further beyond. It's single shot so you get to experience the tactile joy of reloading every shot, but the ammo is 1x1 so you can bring as much as you can carry.

Assault Grenade Launcher: B-tier, sidegrade to Grenade Launcher. Same damage, 8 round clips, better for frontline assaulting rather than fire support.

T-T Grenade Launcher: B-tier, upgrade to Grenade Launcher's indirect fire support role. More damage and more accuracy but without the exotic payloads. Would be A-tier if it had gas, EMP, and fusion shells.

Blizzard Pocket MLRS: C-tier, same punch as a Grenade Launcher in a meme-y package. Will yeet six rockets downrange and create some terrain gaps and smoke clouds for you to exploit, but struggles as an anti-personnel weapon.

RPG: A-tier, the other one of my favorite launchers. Never leave home without an RPG (or two!) in your squad. RPG /DP is an all-purpose problem solver that can be relied on to remove just about any battlescape trouble spot. I like to think of it as my "Bypass Encounter" tool. Its biggest advantage is the 1x2 ammo which can fit in the quickdraw slot and the belt slots; this allows it to reliably reload-and-snapshot or reposition-and-snapshot in most situations, so the RPG is very responsive for quickly putting a rocket on target. Upgrades to Advanced RPG.

Quad Launcher: B-tier, as seen in Commando. Slightly less damage than RPG and shares the same "reloads carried on belt" utility. Can pack 8 rockets while doing so instead of 3+1, but lacks the spicer ammunition to retain utility as the game progresses.

UAC Rocket Launcher: C-tier, mostly a mook weapon for doomguys. Similar 'portable light rocket launcher' niche as the RPG and Quad, but worse damage; only slightly better than the 40mm grenade launcher. Still worth using if it's your only rocket launcher.

Recoilless Rifle: B-tier, the complimentary weapon to RPG's "solves almost every problem". The R-Rifle does not produce any explosions which is why I put it in B-tier. Instead, the R-Rifle is a specialist weapon - This thing is your poor gal's lascannon. The basic R-Rifle shells deal slightly more damage than a Heavy Gauss with 40% armor penetration on top of that. If it's too heavy for the RPG to crack, get the R-Rifle. If it is at all vulnerable to piercing damage the R-Rifle will kill it. This thing is also the reason why you can safely discount the kinetic ammo on the mid-calibre cannons like LC and AC; in any situation where you would prefer a kinetic to an explosive you can skip straight to the R-Rifle.

Rocket Launcher: B-tier, the RPG's big sister. Suffers from larger ammo that must be carried on the back, so it's slower to reload and a bit more awkward to deploy. Generally able to fire every other turn in a shoot, reload & reposition, shoot cycle. Very killy, but not as mobile and responsive as the RPG. Becomes A-tier with upgraded ammo such as Anti-Tank Rocket, MAG, Gas, EMP, etc. When you absolutely need to remove a cluster of Deep Ones, Gas Rocket. When you absolutely need to remove a merc hovertank, crack the shield then use an AT Rocket.

Panzerfaust: A-tier, panzerfaust my beloved. Single shot, 20kg, fits into any empty back slot just like a sword. Same damage as the Rocket Launcher's ordinary ammo with 10% better armor penetration. A single shot rocket launcher that can be added to any gal loadout that can carry it. Arcing trajectory, so a miss usually hits somewhere nearbv. Sprinkle a few into your loadouts, they'll come in handy.
LASS: B-tier, as the Panzerfaust but RPG-sized instead of Rocket sized. A panzerfaust for your peasants and slave soldiers; give him two, point him towards the enemy and tell him not to come back.

Mortar: B-tier. Shares many of the rocket launchers mobility and reload problems, and so can usually only fire every other round. What a shot though. Damage is midway between RPG and Rocket, but has a large area effect and can reach the entire map. There are very few times when I feel justified grabbing the mortar (because other explosive projectors usually get it done quicker), but the few times you grab the mortar you will enjoy the show. Mortar Acid shells are excellent anti-structure munitions, while Mortar Gas will remove any unprotected biologicals (and especially deep ones) with extreme prejudice. Upgrades into Servo Mortar.
Hand Mortar: A-tier, for gals only. What if you didn't have to "set up" the mortar? What if, after emptying it, you could bludgeon somebody with it? It's so lovingly orky.

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XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: November 17, 2024, 02:02:34 pm »
I've got a real soft spot for the Bikes, they're just so stylish. A pirate krew rollin' up on bikez is kino, geddit? The map tile is wide open so you're forced to play aggressive and scramble for cover, and it fits up to 13 (minimum 8 ) so you can bring enough firepower to make that work.

The Convoy also has its niche, being a crew of 24. It's quite spectacular to forego the usual tactical strategys and roll out with a very simple 24x Peasants with 48x LASS and the intention to bring none of them home. When you absolutely, positively need to brute force a battlescape mission, the Convoy is your tool.

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Pretty sure the daytime sight distance (and maximum possible) is 40 tiles

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Okay, I've added an update to the main PDF, with the previously suggested progression requirements for Captain Ranks and Captain's Logs, and also a page with my redone version of Psyentific's brilliant shield chart idea.

I've flipped the colours so blue = bypass, green = good, yellow = less good, red = awful since I figure most often you're going to be referencing the chart to see what's good at killing it at a glance, but otherwise all credit to him for the idea.
It wasn't my idea; I don't know who the original creator was. It was pinned in the discord back when that was still extant.

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XPiratez / Re: A thread for little questions
« on: November 14, 2024, 11:01:26 pm »
the only foolproof-ish way i've found to avoid that is base layout and rush tactics instead of camping. certain facilities have holes to the sewer Z-level that enemies can easily wander into. Extractor is the worst for this, but Plantation also has a few holes and most wrecked buildings or rubble are also problematic. i try to place extractors as far away from enemy spawns in hangar/elevator as possible to avoid units falling into the hole.
you can use Dogs and other units with a motion tracker (Aye-Phone) or Sense (ex. cat, bugeye) to scout for enemies that aren't on the main Z-level. this allows you to quickly clear map tiles without descending.
the green hellerium sludge in the sewers is flammable and can be ignited with a simple molotov, however i've found this isn't very effective at area denial because the fire spreads too slowly.
enemies with depleted Morale will panick just like your units, and panicked units count as surrendered/unconscious for purposes of ending the mission. the only common enemies that are immune to this are animals and robots (ie dogs and drones), so make sure to kill those enemies first. it won't matter if a mook-tier enemy gets lost in the sewers if they're panicking and surrendered anyway, but a dog or drone will force you to go down there after it.
otherwise, simply kill the enemies fast so they don't have time to wander off and get lost.

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XPiratez / Re: A thread for little questions
« on: November 14, 2024, 09:42:59 pm »
Is there any way to know what are the requirements for different ranks(rogue, rocketeer, boss, etc)?
Consult the online bootypedia and examine the Event Script section for the relevant rank. For example the Boss rank linked needs Social Hierarchy and a researched captive of appropriate rank, while Rogue only needs Our Culture and Who Is Who

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The thing with shields is knowing which type of damage to apply, specially those that bypass then.

It's dangerous to go alone. Take this.

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Have you tried anti-tank rockets MAG rockets for that? They're great at cracking hard targets without much collateral damage. Beastmasters only have 40 armor and they don't have any piercing resists, so shooting them works just fine as long as you aren't shooting into the shield's strong resists. Regular old Smartgun /PS or HMG /MAG bullets should chew them handily.

edit: the Church Beastmaster has yellow shields which are strong against the AT rocket's explosion but ineffectual against the MAG rocket's pure kinetic energy.

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As someone who's been playing for a while (about a year) but is still learning stuff both your pdf and weapon excel sheet are very useful for me to get second opinions and stuff that I'm unsure if they're good or not. They're both also great for knowing the advice is current, a lot of other resources for the game are quite old and potentially out of date.

I was (un)lucky enough to get a base attack in late february and managed to get an assault pistol that I was surprised to be able to buy immediately after researching it. How would you rate them if thier only competition is ramshackle rifles, six shooters and the other early game junk?
Assault Pistol is a pretty solid shooter, I'd rate it on the same tier as the Shiny Niner. It's a solid A-tier or B-tier pistol that's mostly held back by issues common to all pistols (ie low damage leading to poor performance vs armored goons). Definitely a cut above the usual six shooter/rusty niner/domestic shotgun schlock you'd see in the early months, but in turn obsoleted by something nice like Super Sawed-Off or Holo-Spikey SMG. The Assault Pistol upgrades via manufacture into the Smartpistol and Mini-Cougar SMG, so it even gets a second wind later on that most of the other handguns don't enjoy.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 09, 2024, 12:56:56 pm »
Use flying armors to ascend the escape tower; it's really too much of a pain to bother with otherwise. I like to use a fusion torch to breach the roof and then drop a knockout or hallucinogen grenade inside. It's really not worth the trouble to run a breaching team up all the stairs over the course of a dozen turns, but if you fly you can usually be on the roof by turn 6.

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XPiratez / Re: A thread for little questions
« on: November 03, 2024, 06:15:06 pm »
Do medkit type items like x-grog and vodka still grant bravery xp for treating fatal wounds? I've just recently got rum production going and I'm wondering if I could use it to replace my basic bandage items.
You definitely should start using rum to replace most of your existing medical stocks.
The Rum is usable on self and has six charges of all three healing types. The Rum's 4hp healed per wound is second only to the Field Surgery Kit and the built in beer and painkillers are good utility. I try to pack a bottle of rum in almost everybody's quickdraw slot if they're not already using it to carry a stunner, knife, or sidearm. Get in the habit of sipping rum whenever you get shot, whenever you use archery/throwing, whenever you make melee kills, and whenever you sprint to move.

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I usually beeline for the Angry Bird because it's a straight upgrade to the Little Bird (+1 weapon, +2 crew) at the cost of 25 speed and a few of the LB's glamour spawns. From there I aim to get a few Buckaroo necrofighters and use Bikes or Pigeon as my transports. This is also around the point I'd try and get a second base online for more hangars and radar coverage. Because of its radar range and healthy crew size, the Pigeon makes a great B-Team transport for your second base; it can put radar coverage over a region for days at a time and respond to missions or landings as it does.

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XPiratez / Re: A thread for little questions
« on: October 26, 2024, 01:34:41 am »
So what's the most reliable way to get Necroplane parts? It tends to be a major bottleneck in research for me unless I do an iron tribe start.
Looting crashed bandit and necropirate aircraft is the most reliable way to get necroplane parts. Ratmen sandcrawlers and rogue couriers also drop necroplane parts.

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