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Messages - Iazo

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1
You really should exchange Domestic Shotgun from Red to Green and Ol' Shotgun from green to red.

The reason being that domestic, as bad as it is, is much better than ol' shotgun for obvious reasons, not least of it being allowing three snaps per turn. This makes it decent for lokks in caves when you might not have military shotguns, or even for rats in caves. Or spiders.

It is really not that bad. Whereas ol' Shotgun is reallly really bad.

2
Well, from being a bruteforce barbarian and shooting many, many shotguns, I can tell you with some certainty that high choke and low spread makes the shotgun shots all go roughly the same way. The reverse ends up with you basically just spraying randomly in front.

You can test this using the sawed off shotgun, the DB shotgun, .6g and .8g.

A sawedoff with .8g will pretty much just shoot EVERYWHERE. A DB with .6g will clump the shots and they'll go pretty far all in one direction.

Otherwise, you'll just have to trust the 'a guy told me' source. Or not.

3
Ok, I asked the developers because this is really getting in the weeds. So far it seems that the documentation might be wrong because it does not seem to describe what the code does.

That said, the code pretty strongly makes an argument that how you calculate it is wrong. It is not simply choke*spread, it is choke*(1-spread)

4
A mistake. You want high choke but low spread.

5
XPZ Strategy/Tactics / Re: Help! I am losing games because of score! [Guide]
« on: September 26, 2024, 03:54:15 pm »
Edit: Strikethrough on Bounty Hunting in Jan.

Probably will need a new section on abusing the Bird instead. We'll see.

EDIT: Or an entirely new guide, the metagame was completely upended.

6
Thats like saying Jack Sparrow Players don't have the right to speak, because the game is balanced on Davy Jones


Well, you'll be happy to find out that Dioxine does not balance around JS.


Now, that out of the way, I didn't mean to start a holy war between saving and ironman, BUT I think it is fairly common sense that you need to note in your guide somewhere if you write a guide assuming saving and realoading, because thst ABSOLUTELY impacts the level of risk you, as a player, are willing to take while devaluing contingency solutions to almost worthless.

If you write a guide, assume the player does not play aiming to extract top tactical value from saving and loading, because that is not how the game was designed in the first place.

7
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: September 25, 2024, 10:31:03 pm »
Ok, so first things first, I'm sorry. The strategic situation of the save is quite bad.

It's been about 15 months, not 2-3 years, which is much more believable, and mandatory crackdowns should not start for a while yet. On difficulty 0, it should be 2 more years.

Secondly, you are playing on difficulty 0, which means that some of the more esoteric research will be locked to you.

Third, you are VERY slow with the Tiny drill, you're 15 months in and you have yet to do it. This is much too slow, for  a thing that should have been done by month 6. You need workshop space, the meta is just building extra extractors to meet the space needed. Or a workshop if you delay it till then.

You are still using the Airbus and Little Bird, which is DEFINETLY too slow.

You have maximum brainers, but no personal labs, which is what you need to expand, and again, this is considerably too late.

Your score is, in general, bad. You are still stuck at rank 0 in month 15, which is a very bad place to be in, with no exageration.

You have actively avoided researching any new missions. This is a critical mistake and its ongoing cost is that you are quite behind.



There are multiple things that are going poorly for you, unfortunately. I cannot see any extreme thing that would have provoked a crackdown, so I assume the DOOM guys that attacked you was the story crackdown that happens sometime after Month 10, signalling the start of missions in which you can fight DOOM enemies.

The crackdown is not particularly hard, for sure, but it is a FIRM reminder that you need to do significantly better, because things are only to become more difficult from here. Piratez is lenient with time, but you can't possibly play at this glacial pace forever, and the crackdowns are just sort of 'checks' to make sure you are actually doing stuff to progress at a reasonable pace.

AA facilities, at the moment, should probably be the least of your worries. Plenty of things to worry before that.


All in all, to tell you the truth, your save is actually a challenge run at this point. It is a very good save for people to try and repair/fix it, but I fear that you're going to limp and bleed out slowly from now on.


Actually reminds me of my first save that I lost because of crackdowns, my earliest posts on the forum are about this. As a side-note, the crackdowns were the last of my problem, too.

8
Man, just saying, reloading your game repeatedly is no way to play the game, and git gud as them kids would say.

You will form very bad habits, and are ABSOLUTELY get horrible skews in your results by playing that way. You will take way more chances. And value your unit's lives a lot less.


9
Quote
Javelins... okay I'm not sure why they were C-Tier lol, will shift that, they are at least B-Tier. Problem is, Combat Bow overwhelms it, needs less strength, and has far better range, still gaussian, still 30 TU. Javelins almost immediate availability is nice mind, though it's only +5 prerequisites more for C-Bow. Aqua Javelin came to me when I already had Survival Bow. Also, making a giant chart like this, and the damage curve being some tiny numbers of the wiki mean I will miss that on occasion.

If you try to conform the weapons to some stats and rate them just on that, unfortunately you will miss a few subtleties.

Combat bow cannot even be compared to javelins. They do not fit in the same role. You are basically, I dunno, comparing the laser tommy to the heavy laser (Speaking of, yeah, you missed the fact that precision laser has a 50-200% damage roll, so you comparing it to heavy laser is another subtlety that bit your butt. A cat or a bugeye with a precision laser is a goddamed murder GOD, able to extract almost double the damage of a heavy laser. I rolled my eyes at that comparison, but forgot to mention it).

Back to combat bow. The damage component, or toHealth component of most combat bow arrows is RANDOM. That means, that the bow will do damage UP to the rolled power. The typed POWER is gaussian, but the actual DAMAGE which you should be interested in above that is not.For this reason, you should think of combat bow damage as aprox 0-100%, with an average of 50%. The math is more complicated than that because of course it is.

Javelin does not. Damage outcome is gaussian. You are looking at a true 0-200 roll with a very serious clustering around 100%, which makes javs extremely reliable at delivering predictable amounts of damage when you need it.

For another, Javelins can be used underwater, and they are extremely awesome at that. Further, Javelins fit in 1x3, and they can be backpacked and retrieved when appropriate, and fired onehanded, even by gals who are otherwise riflewomen, or heavy weapons operators, or melee specialists, or, especially shotgunners, who will likely find themselves at the exact ranges that javelins work. Combat bow is a commitment to 2h, in a strategy of plinking and bleeding, it is not an oportunistic tool of guaranteed death at range 11.

And finally, you really have not lived until you throw 4 javelins in a turn from hyenaback.

Edit: Re: Coach guns.

Ok, so. Shotguns are not rifles, nor are they SMGs. They are shotguns. For this reason, your insistence to hyperfocus on range misses two stats. Shotgun choke and shotgun ammo spread, respectively. Unfortunately, the online pedia does not seem to track these stats at all.

The point is that accuracy and range matter for ONE pellet. The rest of the pellets cluster semi randomly around the one. In principle, with poor choke and high spread, a long accurate range leads to one pellet being delivered, while a high choke and low spread can render even comparatively poor ranges on shotguns meaningless.

Not saying that is what happens, but you are hyperfocusing and treating one stat as the beall endall stat and missing the point.

On a more personal note, I would rate shotguns against their emergent stat I would call 'stopping power'. When an enemy turns a corner you want your shotgunner to drop him dead right then and thereon reaction, not compete with SMGs at delivering mediocre damage at midrange distances.

10
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: September 25, 2024, 04:15:00 pm »
What can I say? I am on sick leave.

I have unlocked some radar facility that promises me will "bring down incoming enemy shuttles, making them crash - 100%" so we will see what that does. My only other big point of frustration is getting the 71 points of manufacturing space for the Menacing Hull project.

Right now I am at work, but I promise I will check your game out when I get home. That said, you really shoyld not expect miracles from ONE overcharged radar.

If you want to be proofed, start with over 10 Flak cannons, 10 laser defenses or about 8 plasma defenses, which can bring down almost everything.

11
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: September 25, 2024, 01:17:27 pm »
Holy hell, 2-3 years in in just 4 days?

Ok, this means you def have started mandatory crackdowns. These happen every month if they detect your base.

The way to protect yourself in such cases is to use turreted AA facilities, you are considered to be experienced enough to handle full scale crackdowns by then.

Still...2-3 years in? Just how.

12
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: September 25, 2024, 11:36:43 am »
Without knowing your circumstances, it is difficult to say.

Most usual suspects for unseemingly difficult crackdowns catching you early (I ASSUME it is early, you couldn't have possibly gotten that far in 4 days): Boss rank. Starting in Thebes. Jackass personality and built a dungeon. Started in Hawaii. Finishing a Ratman Rodeo with victory.

If ot's none if these, drop a save to do some dissection.

13
XPZ Strategy/Tactics / Re: How do I piss off the factions?
« on: September 25, 2024, 12:18:39 am »
Very cool! Maybe I will play it and see all the content added in 10 years!

14
XPZ Strategy/Tactics / Re: How do I piss off the factions?
« on: September 24, 2024, 10:34:39 pm »
This will sound incredibly weird, but are you the same Boltgun who made a succubus race mod for DF like 10 years ago?

15
Double Barrel Shotgun should be purple, not yellow. Especially since you rated Coach gun as purple, what.

It's INCREDIBLY effective for when you get it, and it's your loss for sleeping on it. It also allows you to punch way up, against any moderately armored HP sponge like werewolves, other mutants, zombies, and .6g ammo makes it the ultimate corner camping weapon, even against personal armor.


I also have a super-big beef with your starting location rankings. Turan green (? ? ?); India purple(? ? ??!!?) Cali green (?!?!?!?!)



Javelin. Yellow? What the...... You rated an arcing *gaussian distribution* weapon that you can throw 3 times in a turn for 90 damage each with a trained gal ... yellow.




Your advice is incredibly unorthodox in some cases. It's completely fine and reasonable in most circumstances, but then there are some insane curveballs you throw in that make me wonder if we are playing the same game.

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