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Topics - AncientSion

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1
XPiratez / Opening up shipping walls ?
« on: May 26, 2016, 09:36:09 pm »
Is it possible to slice open shipping using non-craft weapons ?
I tried using an auto-axe to open up a terror vessel, but it didnt work.

2
XPiratez / Gotte love some item descriptions !
« on: May 17, 2016, 10:12:25 pm »
Beat this flavour
Spoiler:


Your turn :p

3
XPiratez / 2h weapons and why some are not 2h at all ?
« on: May 17, 2016, 03:46:07 pm »
Just a minor question.

A conventional machine gun can be used with only 1 hand, as can a conventional sniper rifle.
An auto-cannon requires 2 hands, as does a RPG or Pipe of Doom.


I kinda fail to understand why you can use MG and SR while holding a spiked mace...Is it a bug, error or just my imagination going wild ?

- thanks

4
XPZ Strategy/Tactics / Pirates custom weapons vs loot weapons
« on: May 17, 2016, 01:54:57 pm »
Just thought i would open a Topic to discuss a bunch of things in regards to the GAL weapons that you can invent versus stuff that you find yourself.
I.e. Is there a need/use for certain Gal weapons or are they all redudant, as it appears to me ?

Basicly, early inventable weapons like for example the Linux SMG arent useless per se, however, they arent really more useful than Assault SMGs or Blackmarsh SMGs, both of which you are very likely to have earlier than you could have the Linux SMG, not considering the opportunity cost of aquiring the Linux SMG tech+++ as opposed to more "useful" tech.
The same also goes for more advanced custom weapons down the road, like the ability to produce Boarding Guns, and the bigger variants / Custom Shooters. They are good, *but* outshined by anything you can aquire via loot, and that is by only taking conventional weapons into the comparision. Not even considering the really good stuff like Laser, Gauss, Plasma.

In general, i like the idea of using custom guns, but i believe they are simply not worth the effort to research / produce as opposed to using looted stuff.
I usually sell that single starting Boarding Gun as soon as i aquire Machine Guns, which is like AGES before i could in theory unlock Boarding gun production myself.

The only exception, to me, seems to be Blunderbluss, which is by itself a great weapon compared to the other 5 ! shotgun types (conventional)
If you take into account Chem Ammo, it becomes really, really good, even better than the Combat Shotgun, which i like a lot.

Also, Blunderbluss can lead to Kustom Blunderbluss, which is just a truly excellent shipping assault weapon, again because of the Chem Ammo by itself. A snapshot at Point blank kills a lot, but an autofire salvo does 4 shots and can melt anything...Not sure Blunderbluss would be as good if it couldnt use Chem Ammo, so that by itself speaks Volumes about the power Chem (same is true for the Magnum...chem ammo is like a tad OP to me).

I havent really used stuff like the Deathblossom SMG, but i believe they are probably also inferior all things considered ?

Long Story short, i think custom weapons could maybe need 2 things to make them competive compared to COMMON loot

- Greatly cut down on the tech prerequisities
- A bunch of common loot weaponry greatly benefites from the fact that you can manufacute PS Ammo and/or loot them with Chem Ammo, while most ? custom Guns do not offer this Kind of upgrade. Perhaps expanding Chem ammo or EP ammo to custom guns would make them a more viable choice to follow up.

Right now, i would not bother producing these guns, because "better" guns are readily available, more effective, do not "waste" Research effort and do not require materials apart from producing PS /  Chem ammo for them.

If anything has a playthrough experience where the majority of the game was done using custom guns, i would like to hear some opinions / experience Reports.

5
XPiratez / Armour and angles
« on: May 16, 2016, 07:40:06 pm »
https://prntscr.com/b4rh1i

So my surprise, this Security buy hit my left armour twice in a row, instead of, what i would expect to be hit, the front armour.
Can someone elaborate on the exact determination of angles of hits ?

6
XPiratez / 4 Landing Sites on one city ?
« on: May 15, 2016, 01:25:06 am »
This just happened, unfortunally out of HWD range.

https://prntscr.com/b43wpj

2 are large, 2 are very large.

Whats going on here, just a random happening ?
I suppose the 2 large ones are Trader Freighters.

- thanks

7
XPiratez / Downed enemies leaving unconcious state after healing ?
« on: May 12, 2016, 10:23:57 pm »
Sometimes when i heal up a wounded, unconcious enemy, he will stand up immediatly after being healed even though the healing action only restores health, no stun damage. How is that happening ?
Also, sometimes as well random enemies just wake up without me taking any action at all. Is there some kind of RNG involved in becoming unconcious / concious ?

mod: Piratez

thanks

8
XPiratez / Piratez Difficulty Curve
« on: May 11, 2016, 12:20:49 pm »
Since i have been playing this mod for some time now, i have noticed that the difficulty curve seems seems to be kind of wrong. Normally in a game, you would expect the game to be easy early on and get progressesivly harder as ingame time passes, while actual play time and with it, experience, partly offsets the increasing difficulty of mid and end game.

With Piratez, i have this impression that the game is actually at its hardest early on, but it becomes easier with every passed months due to first and foremost better Gals and then better equiment / weapons. With the exception of certain terror missions, depending on RNG - faction, and map type -, it becomes rather "easy" in fact.

My questions are:
1 - do you agree with this observation ?
2 - is this experience actually intended by Diox ?
3 - If not, what can be done to introduce a "proper" difficulty curve ?
     -> my idea:
          - Gal' stats, especially TU gain, should be cut down considerably
          - introduce some kind of gun tech progression over time to enemies, similarish to how the stock game handles it.
          - Perhaps consider some kind of armageddon clock, i.e. a powerful timer that puts the player under time pressure in a way that will force you to actually move forward at some point, instead of researching EVERYTHING

I would like to hear your opinions on the topic.

9
Work In Progress / Creating a new UFO layout ?
« on: May 10, 2016, 12:13:54 am »
Im looking for information, step-by-step on how to create a new LAYOUT for an existing ship.
I.e. anything in regards to altering or creation a ufo (if necesarry derived from an existing ufo) would be helpful.
If there is such a topic or information already posted, kindly leave the link, please.

thanks ina dvance

10
XPiratez / Random thoughts / questions / opinons
« on: May 04, 2016, 09:40:38 pm »
- Seagull Missels purchaseable for 50k each, is anyone buying these like...ever ?
When would it be worth it to spend like a million credits (if lucky!) to down a random shipping ? I cant imagine a situation like that.

- Early game armour...personally i feel like every single early game armour is useless, except for the Runt (to carry stuff). I cant imagine when or why i would equip scout, adventurer, pirate, rags, nude at all...i basicly buy a handful of Tac Vests from the Market right after i can sell my first Engine and Slave AIs. All other (starter) chest pieces, seem to be clutter to me. When and why would you use them ?

- Early game, instead of fighting with muskets and flintlocks, the very best approach (to me) seems to be to just buy a handful of Hunting Rifles for their excellent damage and accuracy. Like no other weapon on the market is as powerful, except a flamer (when breaching)
Whats another really **valid** early game (im talking first 2/3 battles) approach all things considered (costs, training, risk for Gals) ?
I think one could make a point for just getting rid of muskets and flintlocks and just give the player another 30k money so he can buy what he likes instead of offering flavourful but in the end useless clutter items ?

- Brave Whaler vessel: in general, my opinion is that missiles arent useful, they cost too much, dont hit and you only have very few of them. Even with "buff" slot items. I cant see why i would use something like the Brave Whaler. I can see how the Kraken is good, but that is because its a flying tank, not because of its missiles. Is there an efficient way to use the Brave Whaler or missile crafts in general ?

- Has anyone successfully tried to go the Linux SMG, Boarding Gun, super-boarding gun tech route ? I feel like in general its not worth it to spend your time to get these, because you get better weapons via lot earlier...?!

- For the fun of it i recently did start a new game, beginning in Africa. 2 or 3 months i had like 1 shipping each, which i wasnt able to catch. In addition, i got a whole bunch (like 5?) of 3-level Church ships, which i of course was unable to engage (i tried).
Yet i somehow did end each months with a positive score ?! By July i had NO research topics anymore, because i wasnt able to attack crafts. Was this just a REALLY bad luck streak, is Africa a bad base spot or what did i do wrong ?

EDIT: For whatever it is worth, according to the lore the Gals are mutants with tough bodies and the ability to learn extremely fast. In the same vain one could argue that they should have increased regeneration abilities and lower the amount of sickbay-time compared to the base game where its centered around human regeneration times.

thanks for your input

11
XPiratez / About Gal armours
« on: May 02, 2016, 09:33:50 pm »
For some time now my "best" armours were Tac Vest and i was unable to unlock anything "better".
By accident i attacked two landed Spartan Supply Ships and got a handful of Tac Armour, Tac Armour(H), Heavy Armour and Defender armour.
Unfortunally im unable to examine these armours, so i just randomly equip my guys with them.
What is the path to unlock "better" armour from Tac Vest onwards to produce, or are you supposed to aquire the better armours by raiding instead of research and manufacture ?
thanks

12
XPZ Strategy/Tactics / Rough tech tree progression guideline
« on: April 25, 2016, 09:53:55 am »
Even though i spend a whole of bunch of hours with the mod, i still cant clearly see the big Picture when it Comes to tech tree Progression. Everything just seems to convoluted with a zillion of rather useless filler-techs.

As far as i can see, the first Major Thing you Need is Spring Cleaning. Afterwards, you want to capture a Trader engineer to unlock Basic Engineering (i believe). After that, you can probably Research some Kind of armour, even though Tac Vest production seems to be only worthwihile Addition after Warrior, everything else appears to be not useful, like Dura, Hover, Grav Harness.
Better med-kits are kinda useful too.
In regards to weapons, you immediatly want PS Ammo as far as i can tell.

My current campaign is in First Year November. Im using conventional weapons with PS Ammo, and a whole load of Hammers and Rapiers.
I find it a bit strange that after 11 months, im still unable to produce any Kind of non-conventional ammo, so im even though i have some ammo, i dont plan on using my captured Laser weapons so far.

My question basicly, where exactly do i Research from here own ? I suppose there should be some kind of Milestone tech hidden in the 40 techs i can Research, which would allow me to got something useful going for once ? For example, be able to manufacture laser ammunition or gauss ammo for salvaged craft gauss weapon ?
Also, i could probably use some Kind of weapon platform, like a 2x2 unit, how do i get it ?

thanks

13
XPiratez / Dealing with Mercs ?
« on: April 23, 2016, 02:11:43 pm »
Using the combined of my ships, i took down a Merc Heavy Gunship after it lifted off (i couldnt deal with it while it was landed, so i was hoping shooting it down would kill enough Mercs so i could).
I see a bunch of Commandos and Shock Troopers which have armour values ranging from 40 (Commandos) to 80/100 Shock Troopers. I still use conventional weapons 09/2601.
Is it actually possible to handle these guys, or should i just ignore them since they are some kind of fail-safe to establish enemy bases (mission was Secret Base) ?

14
XPiratez / Map Layout that requires flying ?
« on: April 22, 2016, 12:00:04 am »
i cant leave this small island by ground.

https://prntscr.com/av6wma

15
XPiratez / Heavy Machine Gun versus Osiron Security - math check
« on: April 21, 2016, 09:26:27 am »
Just a small question in regards to combat damage Resolution.

Osiron Security has 50 Front Armour and 35 Health
HMG does 65 dmg with PS Ammo.

I recently downed such a guy with a single hit.
The Minimum damage for that to happen would be 86 damage.
With a base damage of 65 and a 50 to 150 % damage range, it would require at least a 133 % roll on the Initial hit.
Or, on a dice from 1 to 100, at least a 83. So 1 out of 5 hits has the statistical Chance to 1 hit kill.

Is the math and reasoning here correct ?
- thanks

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