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Messages - thevideogameraptorboggle

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1
XPiratez / Re: A thread for little questions
« on: July 19, 2019, 07:56:26 pm »
Time to look through the research topics frantically then.

2
XPiratez / Re: A thread for little questions
« on: July 19, 2019, 06:21:54 am »
In Vanilla, it was possible to get an allied craft to hover over a UFO landing so they would engage the moment the UFO took off.

Is this still possible in X-Piratez with the "Every ship can enter the battlescape" mechanics?

Also, where do "The Russian Files" come from?

3
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: July 18, 2019, 03:25:40 am »
I think the optimal strategy for Jack Sparrow/Superhuman is to rush armor upgrades. Having dozens of enemies isn't as threatening if they struggle to hurt you, and unlike vanilla or the Firaxis games, most enemy forces don't grow more powerful as the game progresses (though there are exceptions to that rule, Megapol starts packing Plasma Weapons around 2603, and I think most of the pogroms have a more powerful variant that shows up later), so a mission that would have been a near squadwipe earlier you can complete with 0 injuries, because your armor has upgraded while their weapons have not upgraded. Heavy Suits can carry you a long way.

4
XPiratez / Re: Succesion-Style Collaborative X-Piratez Let's play!
« on: June 15, 2019, 07:24:53 am »
This would be written like Guavamoment's Xcom LP?

5
XPiratez / Re: A thread for little questions
« on: May 22, 2019, 06:55:15 pm »
I unlocked the deal 6 months ago and it has done nothing for me thus far. All I think it does is unlock their missions, which the Random Mission Generator has seen fit not to spawn for me. Their guns, aside from the pistol, aren't worth it anyway, way too expensive. The Eurosyndicate Heavy Laser is 1.5 Million dollars, per unit, and it's ammo is also expensive. You're better off researching ballistic alternatives that won't break the bank.

6
XPiratez / Re: A thread for little questions
« on: May 21, 2019, 09:56:28 pm »
Addendum: Shooting down an invading vessel before it lands at your hideout, having the invading vessel get blown up by hideout defences, or allowing the invading vessel into your hideout (intentionally or not) and starting a defence mission will all unflag that base as 'found' by the enemy.

The hideout will not be a target of further attacks until subsequent crackdown missions successfully flag the hideout as found.


Thankfully, the endless retaliation battleship waves of vanilla X-Com was a bug that has been fixed in OpenX-Com.

I had a streak of four base defences on a base with a hideout shroud, while my main base lay undetected for years. I thought that found bases remained found forever, but I guess it was just a streak of bad luck that defied probability.

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XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 21, 2019, 05:08:43 am »
I haven't encountered one myself, but yeah, reward balancing is important. Maybe increase the rewards to a Gauss Cannon or something?

8
XPiratez / Re: A thread for little questions
« on: May 20, 2019, 08:09:21 pm »
1st thingies 1st, TYVM to all I didn't thank and who helped me.
ATTN Eddie:
TYVM and ROFL (the rocks thing)
ATTN Greep:
Hard numbers - for what? Flame Cannon?
...
Well, am a warrior, and Dioxine and Co. are taking this warrior buzz seriously - Dr. Wang's Emporium -  OMShotgunG, these ARE SO YUMMYYYY:) WEEE-HEEE!!!
No, I ain't no gun gut - just an ultra gun nut:)
So, I got the D.C. Mortars in service finally and - THEY ROOOCK, YEA!! OMNuclearG, do ya use them bamy/mini nukes?
Quite cool when facing a strong enemy. Ya just carpet-mortar the edges of POS and pronto - a cyber disc goes kaboom somewhere behind a goat's ass. Ya just gotto have guts and attack them supply ships. Yea, they HAVE the D.C.s so gunsmoke wut? I got shot with those and I tell ya - if ya ppl are inside Metallo - one biiig nuthin 'appens. Just a gigantic napalm cover of half of the battlefield.

So, how do ya deal with them SUPPLY SHIPS? (APPROACH FOR CHURCH/ACCADEMY), using a Metallo - Guess it's the same for other Menace ships, dunno.

Again, I provide this kind o' stuff with good will and without any weird intention, so interested ppl, pls attention.

- Before ya fly into action, get 2 Armored Car (AC ) with HMG into yer crew. These can take out a Cyber Disc w/ probs, or a fartbag, or a Chryssalid. Also, have some (2-4) of your crew wear something they can fly in.
THINK - who ya gonna face? lasers don't do crap against the Church Zealots. And if they have D.C.s...
- If the right leg of the supply ship is intact, ya got 16 turns b4 it blows - that leg, that is. Plenty enough time.
- Ya clear the outside of the ship 1st. Get your AC in action and clear the Battlescape (SLOWLY! Ya not Nikki Lauda). Be ready for savescumming. If you don't use it otherwise (your choice) here you better do. Wait, ya wanna D.C.s? Then just do what it takes to get them. They sell well as well:) Clearing the Battlescape with two ACs takes maybe 5 -7 turns, no  more.
- As soon as safe enough, position your infantry on the roof of your Menace along the edges, facing as necessary - but generally towards the enemy ship, of course. In the meantime, have them gathered on the upper deck, at the stairs, with 2 guys guarding the back entrance, and send them out each turn (use run) to kill something.
-After you see that the enemy is weakened enough, send the hover guys to the upper door of the enemy ship to board it. CAREFUL, don't rush, have them land on the roof part above this entrance 1st, and then, in the next turn, banzai it. Simultaneously, have your infantry board through the lower entrance (same story, take cover behind the corner 1st, blahblah...). Your ACs should be back by then, to cover the entrances if necessary. As soon as the boarding teams are in, Send your ACs back out there, to find possible missed enemies. Ain't believing? Well, I found a Celatid like this yesterday, so...
- Teach the enemy inside that dying on one's feet with their boots on is good for your noses:)
...
Pronto, e tutto.

A colleague here mentioned using mortars more than once - I believe you think of the D.C.s, right? Niice choice, muchacho:)

NEED HELP: the Academy constantly tries to board one of my bases. So far, I've destroyed all the ships, but they are comming with bigger and weirder ones (last time my AA blew a Boarding Torpedo) and eventually they will land. Which weapons do I get ready for killing them? I have everything thet a warrior on my tech level can have. I guess that Heavy Flamers, CAWSs and Death Blossoms with API would be cool. And my Armored Batallion as well. (6 ACs, 3 tanks). Converting ACs to HMG or MG ones... As for tanks, just not to load grenades... YUP... Plus 15 Bloodhounds and 3 reapers... Mhm... I think that would do. But do they use CYBERDISKS in the base assaults..? You ppl said to use cutting damage if I want the Cyberdisc NOT to blow up. So that would be Bows and melee., maybe some shotguns as well.

You don't have to pack a ship for Base Defense. All your weapons in the base will be available for defense.

9
XPiratez / Re: A thread for little questions
« on: May 19, 2019, 07:48:07 am »
Cool cool.  Btw, I sold my airbus because, looking at the wiki, I can cover other missions using my other ships like mansion missions.   However, I noticed that there's this bounty level C missions for jack that I can't do in a big vehicle.  Do I really have to buy an airvan to do these, or is there some other unlisted ships you can use.

If you attempt a mission with an incompatible vehicle, it will tell you what missions support it, but it does not include ships you have yet to research.

10
XPiratez / Re: A thread for little questions
« on: May 18, 2019, 07:16:16 am »
Is there a full list of where all the music was "borrowed" from? I just heard one of the mission briefing tunes in Far Cry 5.

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XPiratez / Re: A thread for little questions
« on: May 17, 2019, 10:40:12 pm »
It's from Giana Sisters DS.

Well that's the last answer I'd expect to hear. Cute though.

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XPiratez / Re: A thread for little questions
« on: May 17, 2019, 07:14:36 pm »
What is the mutant crab art sourced from? It's so cute.

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XPiratez / Re: A thread for little questions
« on: May 17, 2019, 07:07:28 pm »
For the most part the nuclear lasers are an upgrade from what you've been finding.  Some are definitely better than others and some are weaker than their counterparts.  Personally I like the gatling laser the most, that thing is badass.  The shotgun is really nice too though.  I like using the standard nuclear laser (the one that uses the vanilla laser rifle sprite) on my B-team and/or for base defense.

From what I've seen of the tech tree, Nuclear lasers are generally better until you unlock AP Lasers. Advanced Lasgun is 45 Laser Damage, AP Lasgun Clip is 60 Laser Damage, plus it has better armor penetration (50% vs 66.6%)

14
XPiratez / Re: A thread for little questions
« on: May 17, 2019, 09:08:10 am »
Hmmm, is it normal for most pogroms to just be massive amounts of explosives hurled from both sides?  Or is this just what humanist soldiers is like?  Did two soldier pogroms and there's not much left of the map.  I remember doing some humanist activist pogroms and those were a little less extreme.

8 looted RPGS lmao.

There's like over a dozen different Pogrom configurations, but yes, the Humanists do carry RPGs. There's even multiple Humanist Pogrom configurations, one with Activists and Military Police, one with soldiers like you fought, and a harder variant of that, adding Stormtroopers, tanks, and high powered laser weapons into the mix.

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XPiratez / Re: A thread for little questions
« on: May 17, 2019, 04:40:19 am »
Do enemy ships have cloaking devices just like the Piratez? I get a notification that it's spawned, but it immediately disappears, even while it's still in my radar range.

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