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Messages - Foxhound634

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166
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: November 25, 2015, 02:18:31 pm »
I have discovered a CTD that occurs every time i shoot incendiary ammo with the SMG (the one looking like an uzi). I don't know if it applies to multiple guns that use incendiary ammo, or just the SMG, or that it is in fact the SMG itself and not the ammo that causes the crash, but it happens every time in 0.96

167
haha I don't know if the homefront rifle has anything but the bayonet. It's a pretty cool idea, but it is rapidly outclassed by other guns due to their stopping power. That being said, it's good for training rookies.

The bow can also be good at training rookies i think, given it's high accuracy modifier and unlimited ammo

168
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: November 21, 2015, 08:47:59 am »
U-wow... nobody likes me... u-wow... Have a new mod version, I worked very hard on it, it's not like I don't hate you -idiot!

Uh, did i say something wrong?

169
No, something else. One is easy-ish to develop, the other a little harder.

Wow, much question, very mystery, so hide, wow :P

170
Unlike the other 2 weapons, Blackmarch SMG doesn't get any special ammo & isn't available to buy. Homefront Rifle gets an early (small) upgrade, too. As for the caliber, Blackmarch uses an advanced .45 ACP equivalent, while the other 2 are small-bore rifles using lo-tech ammo.

Hm, i haven't discovered any upgrades for them yet (bayonet not counting). I don't think there's plastasteel, acid or explosive ammo for them?

171
Speaking of the RCF rifle, it seems a bit weird that it does less damage than the blackmarch smg, given that an assault rifle should be higher caliber or something than an smg. It does have a slightly better aimed accuracy, though the less damage and higher TU cost hardly makes it worthwhile. The homefront rifle is inferior to the blackmarch smg in every way, and as such i have never found a use for them. I know i mentioned this before with some of the pistols, but it's not that i'm against a plethora of weapon options. I just feel that they need to be relevant at some point in the game.

172
I was wondering why gauss cannons use rounds and not magazines. I think i got the cannon parts and magazines from looting a ship, but if the magazines just provide ammo anyway, why the need for the extraction?

173
A chryssalid walks not into a bar, but just outside range of my breaching team. "You're cute, you're coming home with us. Here, look at my buzzing magic stick". A couple of loving tickles later and little chryssie got tired and went to sleep. "Aw, he looks soo cute when napping. I'll lull him around for the rest of the mission so we won't wake him up again."

So yeah, can enemies wake up if you carry them around?

174
All security guys (Personal Armor) have a NV of 16... not sure if you're talking about them, though - there are several types of blue enemies :) The Vision range won't stop them from approaching and attacking once they're in range, if they have spotted you before, but you still have the advantage of spotting them earlier than they do (if your NV is better), which includes 100% safe Reaction Fire.

Do the enemy automatically know where all my gals are if the personal lights are on? Does firing at an enemy or taking other actions reveal yourself? Can you elaborate on the whole 'being spotted before' thing, like can they actually see my gals or do they just know where they are, and for how long does this last?

I find it quite difficult to determine the effectiveness of night vision because of the above, but also because there is no indicator of the effect of night vision, so you never really know if you're hidden or not. Since you have to turn personal lights off for it to work, i also find that it becomes very difficult to navigate. Wouldn't it be a good idea to implement some sort of green overlay for gals with night vision?

175
So right now i'm on a medium ufo mission, where i have 2 snipers holed up on the roof of my ship...because all the other 14 gals are dead. I'm up against these blue-suit rail-gun soldiers i think, and they were tougher and more numerous than i thought. I think there is only 1 or 2 enemies left, but right now it is a cat and mouse game. The surrounding field fires are dying out, and it is getting dark again, real dark, so i've turned off the personal lights, though i don't quite understand all the intricacies of night vision in x-piratez, so can anyone explain it to me? Does it actually work? And do the blue guys have night vision, because that is crucial information to me right now, as i have to decide between taking off with catastrophic mission failure and save the ship, or stay and risk it.

176
Several, Especially those on the Energy Armour (ie Iron Man) research tree.

How about earlier in the game, from start to mid?

177
No, the Stone Hatchet issue is like a big thing; but long drama short, it has to be researched after being manufactured. Cuz there are other things. Spoilery... kind of.

Ok well how many similar cases to this are there, just so i know that i'm not missing anything?

178
Is it me or does the stone hatchet not have an ufopedia entry? Does fuso knives allow for reaction shots? I remember something i read about reaction shots only being snap shots, and given that knives only have aimed shot, can they be used for reactions?

179
(Oh, and please refrain from "raping" cyberdiscs or other enemies, regardless of implements and gaming connotation, it's really not a nice thing to do)

Well sure it's not, but then again, i'm able to distinguish between actual rape and gaming lingo. I've also never believed that wrapping the language in cotton candy would actually help people such as rape victims to overcome their trauma. But i'll indulge as a courtesy to my fellow piratez :)

180
I have a couple of toxic questions, and perhaps a really incendiary one as well.

1) Exactly how effective are flasks of acid? I know they're good vs. armor, and it says they do 40 acid damage, but also that they do 0-16 initial armor damage. So do they only damage armor or can they actually kill? I tried using some on cyberdiscs, but i don't know how much they helped. My flamethrower did rape them real good though!

2) The poisoned dagger should be superior to the previous daggers, yet it has a much worse accuracy. Therefore i'm guessing that the bonus 'health damage' is worth it, but how exactly does it work?

3) As i mentioned, i have been shown the path to anti-armor enlightenment by thou holy thrower of flames, but are other incendiary sources that effective as well? I know that the willie pete says it does initial damage, but what about good ol' molotovs?

(them puns btw) :)

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