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Messages - Warface

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1
XPiratez / Re: A thread for little questions
« on: October 13, 2019, 02:27:11 am »
Funily enough, you should get some so long as you clear DR X's lab.

Aha!

2
XPiratez / Re: Codex Popularity Poll
« on: October 12, 2019, 07:33:33 pm »
The Fortuna goes above and below. I like a ship that can do both.

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XPiratez / Re: A thread for little questions
« on: October 12, 2019, 07:05:05 pm »
So I have a game in which I finally unlocked Adv. Laser (up to Custom Lasgun and MP Lascannon) and Gauss clips, but it took well over 2 game years due to postponing the Mutant Alliance. I also never went after Dr. X (tending to push what seemed like "endgame" things until later) After looking at the tech tree and the various moneymaking schemes, I was wondering if I might enjoy rushing the Mutant Alliance/Higher Learning path sooner. I have a new game getting close to the Codex choice and knocking out early MA reqs. Pretty sure I'm going to stick this game out and try to get some minting/casino action as early as possible.

I realized that I will have to find at least 3 Industrial Scanners again, and a few other lucky things that I had accumulated in the previous game. However I would be able to do things like Dr. X sooner and can avoid blowing at lot of cash on needless things early on (like that six-figure pile of Euro LP clips).

So...

Is this worth it? My other game seemed a little stale, but in hindsight this seems like it will take a looong time to get close to where I was. Will I really be getting a head start on Act 1, or just pushing the game to Act 3 sooner?

Where are ALL the Industrial Scanners? Spoilers pleeeez

Also, what is the latest version of OXCE that had TheBiggestRipOffEver? Where can I find that version?

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XPiratez / Re: Bugs & Crash Reports
« on: October 12, 2019, 05:18:21 pm »
Did you install properly? Because at least sea missions work for me.

Fixed.

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XPiratez / Re: Bugs & Crash Reports
« on: October 10, 2019, 11:10:57 pm »
Did you install properly? Because at least sea missions work for me.

I reinstalled last night. Started a new game though. Maybe i should go run the other one for a bit and see if it worked. Unfortunately I didn't save the last 0-g mish. I had changed the default in the .rul for the time being since I had plenty of those armors.

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XPiratez / Re: Bugs & Crash Reports
« on: October 09, 2019, 07:30:10 pm »
I just downloaded J17A and space/sea missions are not recognizing my space suits and chillers. Defaulting to pods & topless no matter which armor I equip.

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XPiratez / Re: A thread for little questions
« on: June 07, 2019, 02:38:31 am »
TYVM ALL, PPL:)

For Marsecs, the R-Rifle sounds like a deal to me. I have these in all of my bases and assault ships (with a lot of ammo - mandatory for all weapons in my case) Yao can carry this one and a SuperMagnum or an EuroSyn Laspistol plus grenades and a Shokafist... Yea, this looks nice enough. I suppose that an Autolaser could also be used? Hit from behind? Dunno. I always face them frontally. Dunno why, maybe my tactics is just like that. I could change it no prob - I like changes. Could a Recoilles Rifle also punch through a Merc?, BTW?


My default mid-game loadout is anti-armor. It includes 3-5 frontline Junkmasters with ES laspistols and either axes or pikes, backed up by 3-5 in Tactical, Hover, or Sniper with ES laspistols and RRs with 3 shots each. I also currently have a Freak Gal in Hover with 97 strength and an anchor (easily over 200 damage) which she can carry with an ES pistol.

The axe inflicts more raw damage, but the pike has 60% armor reduction, a 3 tile range, and snap shots allowing it to destroy terrain. The RR obv kills armor reliably. Nothing survives the anchor. ES Laspistols can whittle Bodyguards down but should be applied to the rear armor if possible. Two of the hovers (or snipers) usually also have fireball launchers, which leaves them a bit overweight until they get to sniper positions and drop either their RR or fireball launcher. Everyone carries a Smoke, a Hallucinogen, and a WP grenade. 1-2 Tactical or Snipers can carry Surgery Kits (hovers lose the extra RR shells). Junkmasters carry water and the anchor-gal carries beer for energy.

I keep plenty of other equipment on board: Hand cannons, rocket launchers, M-Lasers, and so on, but at this stage in the game, the above loadout works everywhere (on Earth, above water). Its main weaknesses are that the ammo is expensive and you aren't stunning much. Remember, though, that the RR can be used to bash some skulls in a pinch, and the Junkmaster gauntlet does great damage.

I found other heavy weapons like the LC and LACC to be more cumbersome than I prefer. Everything listed above was an evolution of pragmatism, trying lots of things and applying Occam's Razor. It works in Jack Sparrow.

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