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Messages - Crazy

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XPiratez / Re: Help me git gud, question thread
« on: April 06, 2017, 07:41:55 pm »
The only gun that really deteriorates is (to my knowledge) the flechette gun. If you lose other items, then it's for a different reason, like for example by actually losing them.
The Flechette Multicannon actually deteriorates as well. Which sucks because it's really powerful, and it's actually really rare- I literally have gotten 13 Blaster Launchers for every Flechette Multicannon that I've looted. It's up there with the UAC BFG, which I've never seen or had a chance to loot, the Plasma Eliminator, which again I've never seen, or the Marsec line of weapons, which I don't think have been added to the game proper yet. Oh yeah, and the Homing RPG and the Space Rangers Jaeger Carbine, I've never seen those either.

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If I may suggest a EuroSyndicate Gatling Laser. With all the higher powered options with low magazine capacity those guys would need to balance it out with something that both penetrates and has lots of shots. And id also add the ES weapons are pretty balanced for coming earlier in the tech tree because they're dang expensive, an ES gatling laser id spend 750K on but I suggest it costs at least 1.25mil.

Also I just noticed that I cant sell my Soldier Syn. It would be cool if I could flood the market with robot women. That could be differentiated by adding an extra manufacture option for it like "Syn-ful Pleasure Model" (such that Soldier Syns have a personality and cant be sold, since the game mechanics wont allow selling soldiers for cash)

I also noticed this and im not sure if its an oversight, but the Damaged Syns I was capturing from the orbital missions dont have any purpose beyond initial research and selling them for loot.

Making a new Soldier Syn only costs like 50/medical + 3/plasteel... I would've thought they would take a damaged one and fix her up again and I was prepared for living with a limited number of them (ive only collected maybe 4-5 damaged syns so far, they got sold after the research was done).

I know they've got supernerf inventory capacity but Syns are practically 1x1 Tanks that I might almost not even care about losing since I can throw Chem Extraction to whip up the medical.
Unless the Eurosyndicate has some sort of Sectopod killer weapon locked behind it, I doubt that I would ever realistically take the deal. Not even a 70 damage version of the Fatty is worth it IMO for that kind of price to power ratio.

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XPiratez / Re: A thread for little questions
« on: April 02, 2017, 05:00:26 am »
Depends on what you bring to the table in actual play. Dragon spam will of course wipe out anything but doing that way you eat a -800-1000 score. 40ish dudes(difficulty 4) With say 1/6th being marsec bodyguard clones, another 1/6th being Humanist Stormtrooper clones, 2/6ths Marsec operative clones, and the rest government agents. Armed with a mix of lasers and heavy weapons with a dash of plasma and gauss. And multiple tanks. Considering every kill not on the tanks is negative score, stunning and making sure they stay down with that many sturdy targets is difficult.

The Rebel version is much easier because aside from the general the rank and file are the civilians from pogroms with the same laser/heavy/plasma&gauss loadout. The absence of armor, the tanks, and no penalty for kills makes it much simpler to handle.   

Keep in mind its 30 turn timer to disable(stun or kill) everything. If you don't win before then you lose everything you sent. You also have no option to retreat. The difference between the 2 versions i observed is so large that it will lead to false impressions depending on which you see first. I saw the rebel version first and was like okay this is balanced to when it first unlocks. Government version however would probably bitch slap the same force that would be challenged by the rebel version.
I wasn't talking about the eurosyndicate missions. I always found those less a matter of being challenging because of the enemies, even on the government targetting missions, and more of it being challenging because you only have about 30 turns and they're always urban maps with big buildings that have so many nooks and crannies and you only have so much energy and TUs to burn on looking through all the doors. I was talking about the Silver Towers map. Just don't research them before you unlock MAG rockets and can level the entire building.

But yeah, as to the scoring that the mission offers you compared to the payout, it's really shit. It shouldn't be that difficult to create a new race that uses the same names, sprites, stats, and loadouts as other government units, but they have different scoring when you kill them. I get why the provincial government that you're fighting against wouldn't be too happy with you killing their people, but the Eurosyndicate being happy with you should balance it out, since scoring represents political favor and the Eurosyndicate is very wealthy, and therefore powerful.

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XPiratez / Re: A thread for little questions
« on: April 02, 2017, 02:05:35 am »
It can be done but is a monumental pain in the ass undertaking. It's quite easy to simple run out firepower before success due to misses/low damage rolls. It is also faster then the heavy combat craft like the dragon which limits how much sustained dps you bring to bear unless it deigns to slow down for extended periods.

I managed it once and declared it a waste of resources and time. I also found the ground assault......nope no way to say this constructively so im just gonna shut-up before i start shouting at the hard work of someone i respect.
How is it difficult, exactly? I just tried the ground assault in quick battle with 25 soldiers in a leviathan using quad launchers filled with Chinese Dragons, and I was able to finish the mission in 1 turn  :P

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I think with the new update adding in the Fusion Drives for the STC slots, the Turtle can now be outfitted so that it has 2950 speed. Also, if you somehow managed to get 3 Ethyr Drive Xs, you could build a Turtle that has a Max Speed of 11500. Yup.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: April 01, 2017, 06:56:56 pm »
I wouldn't classify all early guns as shit. But yes throwing options do outclass a lot of early game guns because of stat scaled vs flat weapons balance.
Well, the Flintlock Guns are, even though they have a nice 40 damage the fact that they only get 3 shots before they have to reload, the long reload times, and their already intrinsically low firing accuracy combined with how low your gals' firing accuracies are early in the game makes it so that you'll waste entire turns shooting and hitting nothing, and having to spend 30-40 TUs per reload when you have to reload every 3 shots can quickly mean that you're regularly shoveling out 40-60 grand per mission to replace dead gals. The clockwork gun is actually pretty good early game though, because it's auto-fire which shoots 3 pellets is only slightly slower than the Flintlock pistol's snap fire, while being more accurate, which totals up to make it about 3x faster than the flintlock pistol at shooting while doing so more accurately, and it has a reload that takes only 20 TUs instead of the 30 or so that the musket takes.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 31, 2017, 07:39:42 pm »
I've gotten back to playing Piratez, started a new game to see all the new stuff, and while I think the early narrative stuff is very well done now, especially the fugitive capture squad and the early researches that set the stage, early game balance still seems really RNG dependant.

Once again I had a horrible first month with a -1,500 score for no reason I could determine, and without the Infamy bonus I was forced to sell a ton of stuff, basically all my loot and starting equipment other than the hull, drill, Airbus, and the gear I used, to avoid going into negative balance at the end of the month. This was despite powering through research and throwing a party which was supposed to be worth +250. That's two out of four campaigns I've played so far where month one has torpedoed my score, and it was really punishing with the new upkeep balance.

Early missions are also very binary. Either you're robbing civilians, knocking over Watchtowers, or hitting a crackhouse where no one has armor and it's easy as pie, or you run into raiders and can barely scratch them. Perhaps I haven't adjusted to the new weapon balance, but so many otherwise decent weapons have negative armor penetration now which makes them seem useless since the only things you need high power for in the early game - and wouldn't try to kidnap - are armored foes. Melee on starting gals with no armor very quickly turns into an extended infirmary stay or worse against anything more than a rusty niner it seems. I'm not sure if it's RNG trolling me again or not, but fatal wounds seem to pile up with remarkable speed, I've had gals end up with 4-6 from a single attacker, and it really makes that missing third charge on the bandages hurt. In earlier versions the Ubers felt kinda bulletproof, you'd take a little damage here and there, but they just seem to get hurt by everything now.

It may again be RNG, but over two months I have had very little civilian traffic, and whenever I would explore a new mission type the enemies would far outclass six lunatics. The only working strategy I've found is go at night and slow creep the map, which I thought was supposed to be discouraged in this version. I've found that the only good answer to extreme weather early is to ignore the mission. Even with Heat 50% on the starting outfits stun builds up at a startling rate, and the canteen is yet more inventory space and TU usage that the gals can't afford when they're that weak.

I still very much enjoy the game, but it still seems like you need the RNG's permission to even get started.

Edit: I should add I play blind, so if there's a super important tech you're supposed to rush, I wouldn't know.
Something that I've learned about the early game is, until you can start using stuff like the Heavy Suit or the Assassin Suit or Camoflagued Heavy Armor, it's better to not even bother with worrying about the armor values of an outfit. Also, the Gym Suit is amazing for Archers, while the Amazon Suit is even better. The Amazon Suit's only drawback is it's lack of inventory space, and it's firing accuracy penalty which can easily be worked around by simply not using guns with the Amazon Armor. It makes you do a lot of damage and be very accurate with Bows and Throwing Axes, which are going to be your main ranged options for a while because the guns you get early game are so shit.

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XPiratez / Re: Bugs & Crash Reports
« on: March 30, 2017, 06:49:19 pm »
Green Bong has no firing mode, so there's no way to use it.

XG Chaingun from my testing appears to be glitched, only getting a 20% accuracy bonus from kneeling instead of the 75% bonus that it should be getting according to the Ufopaedia.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 28, 2017, 04:37:01 am »
Are the Tome of Lightning's projectiles guaranteed to shred Armor, like all plasma damage? Because if so, that's 54 plasma projectiles per auto fire. Even if something somehow survives that, it's armor is so beyond fucked that you'll probably be able to finish it off with a six-shooter.

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XPiratez / Questions about Mansion Invasions
« on: March 26, 2017, 05:23:03 am »
Ok, so far, I've only done 2 mansion invasions. Yet I've only ever found treasure chests in the underground portion of the mansion. If I'm just there for the gems, do I just need to explore the underground portions and then make off with the loot, or do treasure chests spawn in places other than the 2nd level?

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 25, 2017, 04:14:50 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.
They actually become easy once you get a better craft to bring more than 6 gals, and you unlock scoped rifles with plastasteel ammo and combat shotguns. Combat shotguns will kill pinky demons in one auto shot and the armor values for the others are low enough for the scoped rifles to simply pierce right through without needing to resort to melee in the early game. Unless they bring a baron of hell, but even they are melee only enemies.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 22, 2017, 11:41:26 pm »
Yeah seems like im dealing with Spartans, Nazis/Humanists, Church, Raiders and Reticulans. Ive pretty much got the Academy under thumb, I hardly ever see any of their ships and they havent set up a single base yet.

I dont have much radar coverage but I dont see many huge ships either, alot of medium ones and im guessing those are either the reticulan ones with the chain lift or its a supply ship for the spartan base.

Havent got into orbital missions yet though, its on the list but ive got so much other stuff to research im not getting around to it.
Well, you should; some of the orbital missions give ridiculously good rewards, for example the refuelling station mission gives 300 Hellerium in loot, and you need some of the missions' loot since the missions are somewhat rare and there's so many different orbital missions that you're not guaranteed to get the ones you need for research.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 22, 2017, 03:19:48 am »
Does anybody know the mission or vessel that drops syns for you to research so that you can unlock them, or have they not been added into the game proper yet?

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 21, 2017, 05:57:56 am »
It was possible to make more on Tranquilizer Clips. Charger Laser IS buyable now, you might be missing the tech.
Yeah, just upgraded to F.4, I can buy charger lasers now.

That moment when you have 20 Blaster Launchers and Dioxine recently rebalanced them so that they're actually useful again, so now you bring all 20 of them on any mission where you don't care about loot and you blaster bomb the enemy ufo on turn 1 to the point where there's nothing left of it except for some floating walls.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 20, 2017, 06:29:55 pm »
Welp, you didn't fix it so that the charger lasers are purchaseable on the black market according to the change log, and I'm curious as to what the "manufacturing abuses fixes" is, or how it'd affect an end game player who produces nothing but Battle Tank M1As, to the point where they produce $60 million in profit per month.

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