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Messages - Nygmus

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XPiratez / Re: Cannot produce codex in manufacure ?
« on: April 25, 2017, 07:28:27 pm »
From personal experience, if you DID wind up cancelling the construction, the upside is that it's not all that difficult to figure out how to modify your savefile to add another Tiny Drill and Hull. Good luck, Captain!

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 23, 2017, 08:28:46 pm »
Holy shit. Just saw Dark Ones on a terror mission after upgrading to .99F.4.

First time I ever fought the bastards. That was a rough mission. Certainly no live-capture spam this time, I barely made it out intact.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 17, 2017, 03:38:48 pm »
That moment you realise one of the death moan sounds is actually from FAKK2 <333

I recognize at least one of the newer death screams from an old game called Cyberdogs. Not sure if it was a stock sound in Cyberdogs or not, but that one kinda stuck with me considering that Cyberdogs was a shooter and it had exactly one.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 01, 2017, 09:49:44 pm »
Expeditions are a cool little addition to the game. Props for that, Dioxine.

I've taken to using them to send a heavy squad to very early Pogroms. The fact that I can send a big squad without being constrained by the Aircar's range is nice, and it doesn't feel overpowered because you still have to deal with your Hands being tied up for days traveling and with not having any cover once you arrive.

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OpenXcom Extended / Re: Surrender mode and Bug-Hunt mode
« on: November 04, 2016, 08:12:58 pm »
Quote
Mode 2 (dioxine's first idea): all enemies can surrender (new flag) and all are "broken" (panicked/berserked now or in the past or stunned in the past and woken up)

Does this mean that we should no longer have to be so cautious with certain units that are hard to capture, such as Ghouls? Assuming Ghouls are able to surrender, that is.

That'd certainly be nice. One of the most aggravating things about pogroms with Ghouls along is trying to finish the mission while also trying to keep those damned bastards down so we can try to beat Toxiguns out of them.

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XPiratez / Re: Seagull missiles
« on: July 14, 2016, 09:44:45 pm »
Yeah, the charge laser is great when you have it, provided you don't lose it, or worse, sell it before you get the jetbike. (I see a few items in your starting invintory that could be considered n00b traps if you sell them, I assume the menacing hull and core drill are also important?)

They are unique, one-per-game crafting components for the Bonaventura, which is an extremely good ship for the time you get it. Four weapon mounts (two heavy, two light), space for like 18 hands, plus roof access so you can send your snipers up top to get a good vantage point on the battlefield without leaving the ship.

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XPiratez / Re: Seagull missiles
« on: July 14, 2016, 05:27:53 am »
Who are you talking to?

I, uh. Didn't notice that you were OP, so I was responding to the guy who was explaining how to use a laser-armed jetbike in a thread asking what to do when you lost your laser.

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XPiratez / Re: Seagull missiles
« on: July 14, 2016, 01:57:29 am »
He doesn't have a laser, he lost it.

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XPiratez / Re: Seagull missiles
« on: July 13, 2016, 10:02:55 pm »
I believe your best bet is probably to use your jetbike to shadow ships.

The high speed of the jetbike makes it fairly good at tracking ships to their landing sites, even if it's completely unarmed. A lot of early landers aren't fast enough to do that, they'll often lose the target once it clears radar range of your bases. If you throw a Hand onto the jetbike, it'll stop and give you the option to land, pausing the game and allowing you to send out a real lander.

Honestly, I only use the charger laser on my jetbike to shoot down civilian ships; most of my real scores come from landing zone tracking. Knock over a few small ships and you should be able to get some light ship weapons together, even if it might be a bit before you can research them and reproduce them at a workshop.

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XPiratez / Re: Minor melee mechanics mystery
« on: July 12, 2016, 10:28:34 pm »
How do you feel about the earlier ranged stun options right now?

I get that they're almost certainly intentionally undertuned to a degree, but both domestic shotgun rubber slugs and harpoon tranqs feel like more of a waste of time right now than anything else. Rubber slugs do so little stun damage that it seems to take two to four hits to down a Neophyte or civilian on low difficulty, and stun grenades seem to compete hard against harpoons for the same spot on a squad.

Every time I've tried to use rubber slugs or harpoon tranqs, I've gotten girls killed in situations where the enemy wouldn't have been up to retaliate if I'd been bumrushing them with melee options. But this could just be me being inept at the game, since you've got lots of players better at the game than I am.

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XPiratez / Re: Minor melee mechanics mystery
« on: July 11, 2016, 07:33:41 pm »
It took me a while to figure out that this didn't necessarily make those weapons ideal for capture use.

Oh, the number of people I killed with bats to the skull before I got prods and batons in my first campaign...

It did make hammers real good for live capturing Lobstermen, though.

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I find that the Guild Warehouses after you research Warehouse Wares often have mixed clothing...  (and Soylent)

Does Soylent actually have a use, or is it just meant to be sold?

I knocked over a freighter full of the stuff and I'm curious what I can do with it.

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XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 07, 2016, 08:01:56 pm »
I think you can also get the research from Ghouls, but they're a nightmare to actually capture.

You can, and they really are. If I tried to do it again, I'd probably have extra girls haul downed Ghouls and throw them into a chokepoint without weapons so I could move in and zap them once the mission was finished on the rest of the map.

It doesn't help that on my first blind encounter with them, I didn't realize they were immune to so many environmental effects, so I had a ton of smoke from molotovs and black powder bombs choking my girls out while everything else was going on.

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XPiratez / Re: Suggestions on how to improve the mod
« on: July 04, 2016, 06:24:14 am »
Speaking of which, when I went on my first megascorpion hunt, I totally expected to fight one or a few gigantic scorpions, not a ton of Australian scorpions.

Some sort of megafauna hunt would be neat, even if it was a Reaper hunt or something.

Or if you wanted to be a vile, disgusting piece of humanity, you could feasibly do a Chryssalid Cleanup mission...

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XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 24, 2016, 07:11:57 pm »
>However, from mid game onwards, crew losses are pretty much irrelevant.

Out of curiosity, what makes crew losses irrelevant in the midgame? Is it high funding making replenishing the ranks easier, or does the eventual scaling of gear simply make it so that a less experienced hand can be replaced relatively easily or still make a difference?

Not far enough into the game yet, I think, to know what you mean by this yet.

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