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Messages - Eddie

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46
XPiratez / Re: A thread for little questions
« on: February 06, 2020, 04:16:08 pm »
Combat shields on the left? Are you playing a different game?

Shields that are part of the armor always add to front armor. Sidearmor is always equal on the left and the right.
Shields that are an item independent of armor (riot shield for example) have no facing. These shields work by modifying your resistance to damage (piercing for example), and that is effective for all armor sides. So yes, a riot shield will also improve your back armor. Another fun fact: you can have the riot shield in your backpack and it will still protect your front. Having the riot shield and the sheperd staff in your backpack gives you some serious cutting protection. I hope in future versions some check is added to the script to check if a shield type item is actually held in your hand before the bonuses are applied...

@Greep
I didn't test long, but I didn't need many tries to get a hit on the side armor. And yes, it happened several times. It all makes more sense if you think of side armor as the part of the armor covering your arms.

47
XPiratez / Re: A thread for little questions
« on: February 05, 2020, 04:46:25 pm »
What part of armor is hit? (projectile weapons)

I can recount from my experience and add the insight from the post by warboy you linked. What is missing for the complete answer is: where is a shot aimed at?
From what I've heard a shot is aimed at center mass, which would mean that a shooter with perfect accuracy shooting at you from the front will always exactly hit your front armor. This is something we can test. I've heard rumors about "perfect accuracy" beeing somwehere at 130% and not 100%, so account for that.
Edit: just tested it, doesn't hold up. A shot with 185% accuracy from the front can still hit the side armor.

In comparison if you take a shotgun blast from the front, I know from experience that most likely some pellets hit your side armor. Makes perfect sense, since a shotgun does not fire all projectiles at center mass. Single projectiles fired with less then perfect accuracy then also have a chance of hitting your side armor when fired from the front.

48
XPiratez / Re: A thread for little questions
« on: February 05, 2020, 02:05:43 am »
Sweet, some live testing showed giant spiders pretty much never kill a barbarian(shield) facing front, although they'll do a bunch of damage.  So at least it's a reliable safegaurd against spiders breaking through your doors.  Sounds like scorpions are probably similar then.

Barbarian with shield is a very good armor vs melee if you can protect your flank. If you are standing in a door for example. The power comes from the high melee dodge value. A maxxed gal can get to over 100% dodge, which is enough that for examples werewolves can't even hit you. Just remember that the dodge is only high for frontal attacks.

49
XPiratez / Re: A thread for little questions
« on: February 02, 2020, 02:50:33 pm »
The windows on the turtle are not that bad, you just need to know which spots are safe. Also, destroy the pillows on the floor with a crowbar (Mr. handy) to have faster walking.

Safe spots are the six tiles at the rear exit. On the side door, there is one safe tile. It's right at the door, next to the wall of the cabin. My other soldiers are usually then in the area opposite to the side door. Not optimal, but when you remove the pillows for faster walking it's manageable. You first go out the back and look to the right to check if someone is standing in a position to fire into the craft through the side window. If there is, don't move anyone through the danger area.
Windows are not only a disadvantage. When using the seductress outfit the windows are quite useful.

Special mention for the start of battle: How to safely get your crew out of the cockpit into the main cabin.
Face the window. Walk 1 tile at a time while holding your "run" key. This will make them sidestep, meaning you walk a tile, but you don't change the direction you look at. This will prevent enemies reaction firing at you, because of the rule of mutual surprise. If you get vision of the enemy at the same time as he gets vision on you, he doesn't get a reaction shot (for this one tile you walked).
If you can see the enemy, this is 100% safe if done correctly. If you face enemies you cannot see due to night mission or them having camo, then you are out of luck.

Regarding the shadowbat: yep, it's safer than the turtle. Only risk is sniper/spotter enemies throwing grenades into the craft through the hatches in the wings. So depending on the enemy it has unsafe tiles as well that you need to avoid standing on.

50
XPiratez / Re: A thread for little questions
« on: January 25, 2020, 08:36:44 pm »
Regarding freshness:
You can see the actual value of a soldier that is not at full by loading him onto a craft. Then go to the equip screen and click on the stats button there. That will display the actual freshness.

(I hope this is what you wanted to know)

51
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 13, 2020, 04:09:27 pm »
Zombies are meant as exactly how you experience them. HOLY FUCK, THIS IS NOT WHAT WE EXPECTED!!!!
Chance for Zombies is about 5% for several missions, just to give you a little something to be worried about.

Concerning bows, I only consider the poison arrow variant worth using. There really is a huge difference. Normal arrows roll damage, and then roll again for health damage, which effectively halves the damage again. In contrast poison arrows have the two dice roll like sniper rifles and plasma, so are very consistent.

The thing about spartans is, they have the sniper/spotter behavoior, which you might not know about. Basically, if one of your units is spotted, they have maphack on that unit and know where it is for a few turns. And knowing where it is, all sniper enabled units can target it, even if they can't see it. Spartans have a lot of sniper enabled units. This then results in lots of grenades beeing thrown, as a regular shot is likely blocked by terrain. The only thing that helps is stand in places where they can not throw a grenade. The AI can only target the tile your gal is standing on, so it is sufficient that tile cannot be thrown at.

52
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 12, 2020, 06:41:30 pm »
@Bonkus
Please be more specific on what enemies give you trouble. The enemies you mentioned are totally normal. It's somewhat random who you encounter (zombies especially), and it has nothing to do with your score.
What affects missions in what way:
Score - no influence whatsoever.
Research - unlocks a specific mission, doesn't change difficulty of other missions. These missions are *additional* to the other missions, so if you reasearch them and not do them is the same as if you would just research them later. Most of these missions have no penalty for not doing them. If they have, it is mentioned in the description.
Time - can change the difficulty of some missions. For example mutant progroms can have tougher factions later on, megapol change to plasma weapons at some point. However, most missions have no change in difficulty with passing time. Time also affacts which missions spawn. Easy missions like watchtower and save a sister become rare as time passes, while base attacks become more frequent.

Now some details about the things you mentioned:

Zombies - I assume it's the scientific eperiment mission where you encountered them. And yes, they are a pain and a totally legit reason to gtfo. The real problem of this mission is the Strix zombie and the cryssalid(s), and they will keep beeing a problem for a long time.

Preppers - I assume you mean the prepper bunker mission. These can come with bandits, spartans or zombies. Bandits and spartans should be managable, about the same difficulty as a pogrom. What exactly gives you problems with these? For spartans, the hunting bow with poison arrows is useful. Spartans have kevlar armor that stops bullets, but they have no resistance to poison.

Raiders - They are mutants like your gals and just as sturdy. Armor is high enough that shotguns don't do much damage, so you lack the weaponry to take them down fast. Here, the right tech helps a lot. Again, hunting bows with poison arrows work wonders. A major benefit of the poison arrows is that they have reaction disrupt. That means if they do damage, the target gets drained of tu and is then unable to reaction fire. Beeing able to turn off reaction fire on enemies is really helpful to keep your gals out of harms way.

For tech progression: An important aspect of brainers is that research gives score, and score gives money. In fact, brainers generate roughly as much score/money as their upkeep costs, which means that brainers actually cost *no* upkeep. That beeing said, you should get as many brainers as you have lab space as soon as possible. And then research and build the personal labs.
How fast do you need to research to not get into trouble? Depends on what missions RNG spawns for you. What can end your game is a negative score, or a base assault. Your early melee weapons (+javelins) are strong enough to deal with most things that come knocking at your base, so a base assault will most likely not kill you. Weapon research is not that important.
Negative score is much more dangerous and can be avoided by having many brainers researching things, no matter what they research. They just need to generate score. The RNG part of negative score is the excavator missions, that generate a lot of negative points if you don't see them and deal with them. To prevent this, you need to expand your radar coverage or get enough score from missions and research that you can take a hit.

What to research?
As mentioned, the hunting bow with poison arrows is pretty good and quite essential to deal with raiders. Other than that, I recommend to get bounty hunting as soon as possible. You get extra missions, and the tokens unlock weapons that cover most of your needs. Specifically, the magnum covers all your longrange needs. Confederate gear gives you the electric lasso, which can deal with most armored things you encounter. And you also get the heavy pistol, which is very similar to a magnum (but not as good at range) in case you don't have these yet.
What also increases your firepower is to get a higher capacity transport. Contacts: car thieves unlocks the blowfish, which is slower than the airbus but carries 8 instead of 6. But here the right time to research depends on your financial situation, since the research is useless if you don't have the cash to buy the craft. Same goes for overcharged radar.
To make more money, chateau and gambling are the important techs. Once you have chateau researched and have enough apples, get as many runts as you have workshop space. Gambling roughly doubles your money on average if you sell the coupons. If you redeem the coupons that you can, the items you get are worth more (on average) than the coupon itself, and you get a few nice toys here and there.
I also value contacts: smugglers. This unlocks electro flares and cattle prods, as well as seagull missiles.

Edit: I forgot to mention armors. Warrior armor is the fastest significant upgrade, anything substantially better is quite far away (tac armor). Combine the warrior armor with a riot shield or a wheeled machine gun, and you have enough protection from bullets that shotguns pretty much can't damage you.

53
XPiratez / Re: A thread for little questions
« on: January 08, 2020, 04:33:17 am »
I had a quick look at the ruleset to see what's the problem with the labship: It's that they are 100% hunter-killer, which often fight until destruction. Science vessel has 1800 hp, so you can't really blow it up on accident.

Iazo once wrote how to crash hunter-killers:
Have a vessel bait the hk so it will chase. Then attack with other ships, while the hk is still chasing. The trick is, the vessel the hk is chasing *cannot* be in the fight. Then the hk behaves like a normal UFO and will crash when at half hp.

I haven't tested this myself, so I can only tell you what Iazo said. Other than that, I belive there is a rng roll at the creation of a science vessel to decide if it will fight to the death as a hk or not. So you might have just gotten unlucky with rng so far.

54
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 01, 2020, 11:33:01 pm »
The "Good Touch" of the wench is not such a good deal. It costs 9 freshness to use, and gives 6 freshness. So you can give one gal more freshness at the cost of another gal loosing freshness, but loosing more than the other gal gains.

Pillow book is a much better deal. Get 6 freshness, without anyone loosing freshness for the use. Costs more TU, but still a better deal in my opinion.

55
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 31, 2019, 04:15:56 am »
I'm well aware that you can panic or berserk at 30 moral :-P

By the way, the chance to panic is not related to bravery at all. When you are at 30 moral, there is a 40% chance to panic or berserk regardless of your bravery. See here: https://www.ufopaedia.org/index.php/Morale

56
XPiratez / Re: A thread for little questions
« on: December 30, 2019, 05:26:49 pm »
Thank you for the explanation. I understand why certain stats could decrease during the training. I just think it would make more sense if they did not. Is that a limitation of the engine or a desing decision of Dioxine?

It needs to be that way to prevent abuse. For example, the cap on TU for gals is 100. You can get more than that however, because of the way statgain through missions work. If you are under the cap, you get statgains, if you are above, you do not. So if your gal has 99 TU and gets +3 from the mission, she will end up with 102 TU, but can gain no further. This overshoot is not too imbalanced, as statgains from missions are not that large.

When you consider MMA training however, you get a large increase to TU of +10. You have the option to cut that down to the cap of 100 or not. If you would not cut it, your 102 TU gal would get +10 TU and end up at 112. That would also mean to get the most out of it, you should not use MMA training before your gal is maxed.

Of these two options, to cut at the statcaps is clearly more balanced.

57
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 30, 2019, 05:11:10 pm »
You can do a "no freshness lost turn" by downing a bottle and two sips of Kaltes Klares. Most armors loose freshness by 0.0014 * moral, so when you are at 35 moral or under the freshness loss is rounded down to 0. Kaltes Klares takes 10 moral per sip, so with 7 sips you are at 30 moral and stop loosing freshness.

58
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 29, 2019, 05:54:06 pm »
An item is necessary because of game mechanics, duh...

59
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 29, 2019, 05:35:04 pm »
Speedrunning is a totally inappropriat word for xpiratez, because there isn't really a way you can do it. Techprogression is dependent on RNG most of the time.
Take Doctor X for example: You need an Esper to unlock the mission. In my current game I'm in octobre, first year, never seen an esper.

The point I'm trying to make is: you asked for an item to regenerate freshness during a mission, I told you it's already in the game. You complained it is late in tech, I told you that if you want it early, that is totally possible by choosing your research accordingly. That will delay other tech, but that is the essence of having a techtree. You can choose in which order you want to unlock tech. That has nothing to do with speedrunning.

The "male path" is also a techtree choice where you choose which soldier type you want to have access to first. You still get ubers later when you research "recruit: warriors", and this you can do just as fast as getting slave soldiers with the "gals are superior" path. Just another choice of which tech you want faster and which tech you want to delay. Choose according to your gameplay style.

60
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 28, 2019, 03:43:30 pm »
The tech tree is so wide it is hard to agree on what is midgame. You can focus research to get the library within the first six month, which is still early game to me. It depends a bit on RNG spawning the right bounty hunt missions though. Prioritizing the library is a good idea anyway, since it is the first brainer facility you get that is not limited to one per base. You need it to build a research base.

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