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Messages - greattuna

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136
XPiratez / Re: Clandestine Flag?
« on: August 05, 2016, 11:21:06 pm »
I only saw that flag once, on a crackdown sentry. So I shot it down, only to find ~5 humanist activists with gauss pistols and SR laser pistols.

137
XPiratez / Re: Bugs & Crash Reports
« on: August 05, 2016, 05:36:55 pm »
I've entered the wonderful world of crashes-on-mission-completition.

After subduing the magical girl on a pink ship mission completes and game crashes, creating a dump, saying that it generated an openxcom.log file and asking me to send it to developers. I have absolutely no idea what forces the game to crash (first pink ship mission went without any trouble), but here you go. Save, log file and dump attached in an archive.

138
I see there's no more option to have TFTD damage formula. Bye stability, hello one-shots, guards unkillable by heavy plasma and laser pistols which can get past bio suit. I can adapt, but still.

Speaking of bio suits, if I knew they'd get hit with nerfhammer that hard, I'd probably keep my few precious stones. They're good, mind you, but not that good anymore, what with crippling weakness to laser and tanked stats (and bravery-based stun!).

-snip-

I've found myself coming to the same conclusion, to be honest. While scaling is nice, I can just pick one of the pistols\guns with better damage. I haven't checked the early game since I want to finish my current campaign first, so I don't know if that's as easily done in new versions.

139
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 12, 2016, 05:57:07 pm »
Isn't patrolling near impossible with how short the ship radar is nowadays? (Unless you count zeppelins)
Pigeons are still there, though they now require a bit of research (and of course, money).



There are times when I absolutely hate thunderhorse, and this is one of such times.

140
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: May 06, 2016, 10:39:40 pm »
Mode: campaign, Jack Sparrow difficulty.
Equipment: listed on first screenshot.
Armors: 1 witch, 1 saviour, 1 ghost, 2 seductresses, rest maids.
Opponent: academy.

I started, I faced a few major groups, wiped them out with no casualties (but there were 2 gals close to death) in ~12 turns, then went on to clean the mansion from few panicked and unarmed researchers. Yeah... not much to say here. I used elerium grenade once to kill few cluttered enemies, but the rest of the job was done with various pistols, mini-cougar smgs and rare melee strikes.

141
XPiratez / Re: Bugs & Crash Reports
« on: May 01, 2016, 11:52:51 pm »
Something tells that I shouldn't receive 235 howitzer shells upon ending of combat. I only fired one shell out of 8 and one machine gun burst.

I don't know if I am the only one suffering from this, but my interception icons are messed up. The little drawing of my craft fills with red much faster than my craft actually gets damaged, which makes interceptions very difficult to gauge.

Also second this. I only recently got it, and it made me terrified because I thought my craft got destroyed.

142
XPiratez / Re: Invisible KO force
« on: May 01, 2016, 11:25:12 pm »
Question: is it a desert and is it red?
If you answered yes to both, this is intended as type of terrain that randomly stuns everyone.

143
XPiratez / Re: Ouch. Star-Gods in tactical...
« on: May 01, 2016, 11:24:05 pm »
I haven't met star gods yet, but numbers from wiki say that they're very nasty psionics, especially on higher difficulties. Coordinators have 90+rnd(56) attack strength, for example. On capped stats (60\40) your gal would have only 68 defence, so star gods can terrorize them gals without failure.

Of course, there are psi-defence boosting armours, but they're not absolute protection, sadly.
Assuming capped stats, ragnarok will increase defence to 102, ghost - to 90 (10 power + 2 from skill + 10 from outfit), bio suit - to 98, xeno - 103 (50 from bravery - 15 from loss of power). Other armors give much more minor defence bonuses to my knowledge.

From others' words, their ghost beams appear to ignore armor, forcing to rely on resists only. In that case, I'd prefer to use bio suit gals against them if possible, since: they take only 40% plasma damage, improve psi-defence (but gals are still vulnerable, take care) and regenerate health. Invisibility forces to rely mostly on aoe damage: explosives, flamethrowers etc.

I *may* try to tackle their ships or\and do a quick battle with them to see how much my tactics will work (or not), but I need to prepare.

144
It has doors at least.

145
XPiratez / Re: Dealing with Mercs ?
« on: April 24, 2016, 03:12:05 am »
Mh-Mh, okay. So there are battle tanks and commandos all around the map and i cant even leave my ship without being in a crossfire, yet im supposed to melee-hammer those guys, or fire my mortar from inside my landing craft...oooooookay.
I guess even giving RPGs to each of my guys wouldnt actually allow me to solve the mission without save scumming like a real boy.


Yes. They're that hard on purpose. What else did you expect from guys who kill for money?
And besides...

Retreat is always an option.

146
XPiratez / Re: Dealing with Mercs ?
« on: April 23, 2016, 10:15:15 pm »
Retreat is always an option. If your mission goes pear-shaped, get in and fly away to live another day.

I once tried to take them on on mutant pogrom. It started with 3 tanks near ramp and 2 shock troopers under ramp, continued into merc throwing grenade near tile with gear, heavy gauss (including heavy gauss, of course) and missile fire which incapacitated my two bio suit gals (thankfully, they survived), and into swarms of remaining mercs (now clairvoyant) surrounding the ship after T20 (and second grenade into gear tile). I also managed to run out of HEALs, despite having small medi-kit on nearly every gal.

I won, but I'm not going to go against them on pogroms, not anymore.

How to fight? Bring out your heaviest weapons: portable lascannons, plasma guns, if any, mortars, high explosives, nukes, hammers, R-rifles... Don't spare anything if you want a victory.
They have tons of HP, have very good reaction, accuracy, everything, so be careful. Use cover liberally and try to go into melee if possible\when it guarantees a kill. Watch out for the skies, as commandos can fly. And remember: if it bleeds, we can kill it.
Tanks will go down in three LACC-WP shots, they're lesser of the problems with them. They do pack a punch though.

147
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: April 20, 2016, 07:50:12 pm »
Well, not the safest source of loot, but the only source of gems, so I'd say tackle.

Did I just see 111 enemies killed?  :o
Yes.

A few questions - I want to try this out in the scenario tester.

1 - Is the armor to be used fixed? Can one bring in their own armor?

2 - What types of weapons are allowed?
1 - You can use voodoo-related armor (ghost, seductress, witch, saviour, et cetera), nurse, thieving outfits. Everything else is replaced by maid outfits, armor is returned at the end as loot.

2 - 2x1 and 1x1 weapons (daggers, pistols, SMG\skorpion SMG\mini-cougar SMG, smasher\sawn-off), medi-kits, grenades, force blade.

148
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: April 20, 2016, 06:46:36 pm »
Uh, I DID something dumb, namely selected The Church as the enemy type instead of STR_SNAKEMEN_MANSION. As a result, instead of bunch of weak enemies I got 2 cardinals, 6 reverends, few exalts, dozens of beastmasters\zealots, ~10 chryssalids and 5 celatids.

I still won, but it definitely wasn't walk in the park. I was planning on splitting gals into small groups of 3-4 to search and kill enemies, but no plan survives contact with the enemy. Splitting turned into trying to regroup in face of 2 groups of chryssalids, who started to rapidly become 5 groups of chryssalids.
Then regrouping turned into trying to salvage the situation: one of two ragnarok wielders got a celatid burn, and one of two saviours got bitten. Witches, nurses, seductress and plain maids, all save one (who's unconscious) dead. I cleaned the starting square (where most of the fighting took place) with ragnarok, then went on to clean last dozen of enemies.

149
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: April 19, 2016, 10:23:26 pm »
Trying it out in new battle mode, because can't wait for it to show up in the main campaign. Turns out that either I did something dumb or the mission fields terror units.

The best armor for doing this kind of missions is Ragnarok. 50 armor all-around, resists, can fly and has decent inventory. Ghost is good too: invisible, 30 armor, and built-in weapons ignore armor, which is handy. And Slave, being the Bio Suit-lite allows for tanking a lot of damage with resists and regen (can gals wear it though?). Thief has brutal penalties, so I'd advice against using it. Others are up to you.

Equipment: you can bring parrots, 2x1 melee weapons (and force blades, for some reason), pistols, smasher\sawn-off, and SMGs. Also any medi-kits, alcohol, 1x1 grenades and other minor stuff.
Given the amount of armor you can face, you should go for highest damage possible, like:
-Handcannon\HE acts like poor's man grenade launcher, with 50 dmg and bad accuracy;
-Eagle\MAG with 50 dmg;
-Magnum\Chem with 44 acid dmg;
-Gauss with impressive 70 dmg!

There's also other pistols, but these ones are relatively abundant.
Also bring small medikits, smoke grenades and explosive grenades just in case. Getting hit is inevitable, and healing is required.

150
Did I screwed up an update? Because the rewards from Pyramid of Pain seem a bit underwhelming now, especially now that the top-tier voodoo-related outfits require gems (different ones).

Also, how do I get them pretty things? I think the mansions hold some, but is there any other sources of these precious gems?

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