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Messages - jungybrogan

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XPiratez / Re: [MAIN] XPiratez - L4 15-Sep-2020 Mad Melee Massacre
« on: September 24, 2020, 03:50:44 am »
You can control your TU and type of weapon, so don't say tactics is not important with melee now. I'd say it's more important than ever; no more dumb "run from the front of someone, brush with him, position yourself behind and unload 50 attacks without any risk". Stats of course, matter a lot; else there wouldn't be any, lol.

But I expected fierce resistance to this change, so well, I'm not surprised there is.

You already fixed the "run from the front of someone, brush with him part", since melee reacts to all frontal quadrants now.  That change is awesome, since CQB is a lot cooler when units guard areas with melee now. 

I didn't say there was no tactics, just that units reacting to back-hits places much more emphasis on stats and equipment tiers, than facing/positioning.  With melee, you're already trading in TU and greatly increased risk to get behind, vs the safety of shooting from a distance and moving in/out of cover.  So chain-sawing someone from behind felt fun and fair. 

Never saw an issue with unloading TU on someone's back, because that's what would happen logically, IRL or fantasy.  IE:  An uber mutant choke holds someone from behind, while shanking their liver 50x, or braining someone in the back of the head and not stopping until it's pulp.  You could play out the fantasy of a naked berserker/silent ninja, using only their animal cunning, savagery, and something grabbed off the floor, to efficiently take-down targets with magic/alien tech who instagib gals when they so much as look at them.

By the same token, your own characters not reacting to back hits, makes the player want to cover their backs, not be over-aggressive, and make sure they never get hit from behind.

For the player, this made facing even less important.  Now you can more freely/carelessly place armored up units without caring which way they face.

Quote
Like you couldn't expect not to get hit when meleeing a blood hound with TUs. But the turning around bit for some is the question.

Always saw this as an accurate representation of:  uber mounts monster from behind.  Same reason why hitting someone in the back is illegal in the UFC, or why giving up your back is the worst possible outcome.

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XPiratez / Re: [MAIN] XPiratez - L4 15-Sep-2020 Mad Melee Massacre
« on: September 23, 2020, 05:13:32 pm »
@luigi pretty sure impossible heh. 


Also, trying the melee reactions in L4:  Seems like this will basically make melee fests (party/prison/vats) impossible:  Biggest problem is enemies will flip around so you can't really attack the back, although I guess you can kind of manage if you have two people gals in every melee encounter (not really plausible in somethng like gal party though).  Also RIP chainsawing zombies, and feels easier to just shotgun most of the early game academy nurses at this point.  Or at the very least just whip them instead for the reaction disrupt

It's a nice idea but I don't think it works in practice.  Maybe if striking the back doesn't cause a reaction?  Although that's pretty much all most people do anyways.  I mostly shotgun, grenade, throwing axe, and heavy weapons everyone anyways, so it doesn't affect me much outside these areas, though.

Agreed.  I like the new melee reactions, but the turning around part trivializes facing and makes combat feel less fun/tactical.  Never liked it for bullets and explosive, but now it applies to melee as well.  Risk/reward just feels really off when you sneak behind units, set up ambush to get close, then they just turn around when you hit them.  It makes the game more about high stats vs stats, and equipment tiers, rather than tactics.

I love X-com's combat, but if there were one thing I'd change, it'd be to add a toggle: Hits from behind don't trigger reactions.

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XPiratez / Re: A thread for little questions
« on: July 31, 2020, 11:21:39 am »
Dioxine hasn't logged on in over 2 months.  Anyone know if he's ok?

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XPiratez / Re: A thread for little questions
« on: July 16, 2019, 08:30:57 pm »
I had them researched already.  Disc of Death actually required the Industrial Printer to manufacture, still haven't figured out how to manufacture Medical Slicer and Holy grenades, but I've been getting them from Campus raids and Arcane boxes respectively.

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XPiratez / Re: A thread for little questions
« on: July 12, 2019, 05:49:23 pm »
How does one acquire Disc of Death (i), Medical Slicer (i), and Holy Hand Grenades once researched?  Are they drop/arcane strongbox only?

Also where are all the Deep One Nomads?  May 2603 and haven't come across any, only Warriors.

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XPiratez / Re: A thread for little questions
« on: July 10, 2019, 09:35:08 pm »
What is the Voodoo Mastery stat?  Is it just another name for V.Skill?

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XPiratez / Re: A thread for little questions
« on: July 10, 2019, 08:46:56 pm »
The Eurosyndicate elimination mission says to eliminate all targets, but completing the mission gave me -1200 score.  The targets were rebels and a governor general.  I killed half, and knocked out the rest. 

Am I supposed to kill everyone, or do you get a massive score hit no matter what? Says the mission pay is 250k, but the infamy bonus loss is substantial.

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XPiratez / Re: A thread for little questions
« on: July 09, 2019, 08:45:51 pm »
Is there a way to read to read the full text descriptions for researched items?  Many of them are cut off ie. can't read what the ammo bonuses are on guns because the flavor text pushes it down.

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XPiratez / Re: A thread for little questions
« on: July 09, 2019, 02:24:39 am »
So anyone find a use for the food recipes like Boomasaurus steak and Deep One Pie?  They aren't edible?

They barely have any sell value for the effort it takes to create them, and you can't even put them in inventory, unlike Mushroom Beer.  What are they for?

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XPiratez / Re: A thread for little questions
« on: July 06, 2019, 10:37:27 am »
It looks like the option is disabled/locked out in the options.  I've been overwriting the the mod folder between upgrades, maybe that would mess up the options?  It's a new save with the latest version though -- but still doesn't account how some units are improving in v.power, while others have stopped.  Are all units supposed to be fixed to their starting VP?

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XPiratez / Re: A thread for little questions
« on: July 06, 2019, 04:20:42 am »
Weird, all my Voodoo trained gals have reached their VP cap from using staffs and wands.  But my first Bugeye and one of my mistresses are stuck midcap.  What's going on here?  Edit: Noticed her inital VP was really low.  Is there a max skill growth for VP?

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XPiratez / Re: A thread for little questions
« on: July 06, 2019, 12:43:45 am »
Is Bugeye Voodoo power fixed?  It says the cap is 75, but I have one that's stuck at 52.  Meanwhile, my humans and gals are increasing VP normally.

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XPiratez / Re: Bugs & Crash Reports
« on: July 03, 2019, 08:10:10 pm »
Blood rituals themselves seem to spawn rarely.  They almost never show up outside of the early game, meanwhile, Guild outpost missions occur so frequently that I sometimes get multiples on the world map.  Perhaps Werewolves should have a chance to spawn in a ground raiding party, like the raiders, or randomly as a lone unit during missions (like black cats sometimes appearing in cellar/overworld missions)? 

Has anyone gotten past the only butcherable issue and successfully tamed one?  Are they named units or auxiliaries? 

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XPiratez / Re: Bugs & Crash Reports
« on: June 30, 2019, 08:34:32 pm »
It's June 2602 and I've only ever encountered werewolves once (Blood Ritual).  Is there a way to spawn them or encounter them again? 

The 5 werewolves I initially captured could only be butchered, after all the required taming research. Is werewolf taming bugged period, or is it exclusive to initial captures only?




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XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: June 25, 2019, 06:35:05 am »
Execute option was removed at the engine level, not the mod itself. Mostly because it was a technical loophole in some situations, since the act didn't account for defense of target in any way. Infinite damage against a target that should have been immune to the weapon in normal conditions, isn't really balanced now is it?.

I see how that could be a problem with other mods, but wasn't it a toggle-able option?  Disabling it in Piratez doesn't seem to make sense, where melee builds are so prevalent; it was the only way to target KO'ed units with melee.  There are costumes/melee setups that leave little room for guns (ie. lugging around a 2-hander or anchor), moreover, having to swap to a gun or nade, wasting TU and resources to finish someone when a character is dedicated to melee, also seems like a balance issue.  If only there were a way to melee attack downed units.

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