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Messages - greattuna

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151
And here am I, who tried to build production base in the Pacific, because who would've search there. First thing I've encountered was mercenary hideout, second - two successful retaliations. There was also a base in eastern Asia (found and destroyed, lack funds to rebuild), and in centre of southern America (found and destroyed twice, rebuilt and ready now). Main base in Crimea (don't look at me like that, please) wasn't found yet despite 2-3 retaliation attempts.

152
XPiratez / Re: Hostage research projects
« on: April 10, 2016, 11:56:16 pm »
Because it would allow for farming the hostage until no research topics remain.

153
XPiratez / Re: Marsec Bodyguard
« on: April 10, 2016, 11:12:46 pm »
High explosives, HE mortar shells, flamers (in large quantity) and hammers. That's how I deal with them; ranged weapons were ineffective (aside from stuff like portable lascannons, but they're kind of mid-game).

154
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 09, 2016, 05:15:41 pm »
Smugglers are shown as JAMMED, but hyper-waves help a bunch. They also don't have as much good loot as one would expect, the only really useful things I got was 2 snuffy rifles, boom gun, and rare sniper gauss, everything else I could get elsewhere (like banana clips, rpgs, and one smuggling ship full of x-grog).

2603, March
-Interceptions
No. Nada. Too dangerous. I only have bonny, shark jetbike and deliverator in my possession, so most good ships are out of my reach, and rest will land anyway. Also, retaliation. It is bad, and I don't want more than 1 retal\mo.

-Research
Depends on player heavily, I only now started expanding in craft weapons direction, but I have some basic voodoo, guardian armour, and ability to manufacture laser ammunition.
Interrogations\gun almanachs\data disks are useful and quick source of info, and sometimes are necessary. They also can give access to some nifty stuff at black market (indirectly).
I can't really advice anything, just do what you think is best for you.

155
The question is kind of a philosophical question about the intended way to use saves and such. Essentially what I want to know is whether players are expected to play on after taking a massive loss, or should we just reload and retry.

I recently encountered a mercenaries for the first time in a landed UFO mission. It was brutal. I didn't really know what I was up against, and so I quickly lost most of my crew before realising that I wasn't well enough equipped to win the fight. Up until then, I'd basically just been playing on through whenever something bad happened, but this time I decided to reload and not take the mission. I'd kind of like to know if the game is designed in such a way that I'd recover from taking a big loss, or if a big loss would mean the start of a slippery slope towards ultimate defeat. I mean, if I lose a heap of valuable equipment and most of my best trained hands; is that something I should play on from?

That depends on you, but usually you should be able to recover from virtually anything. You can remake\buy\loot weapons, retrain gals, remanufacture\repair armor, and replace the trusty ol' boat with a pachyderm, skyranger or manufactured ship. Though it might kill your game if you lose yer boat on first month, because you have nothing to cushion the fall, and the loss of laboratory, should it happen, is permanent.

156
Yeah, if I survive. He. He.

Way for me to start the third year. Star God mutant pogrom! And their goddamned lackeys, I figured their gimmicks, but it didn't help my armor-heavy team at the slightest. Goodbye 15 good gals.
All I gained is one alive cyclops.

157
Thanks for advice, but the fusion torch is one of those items that I will forget about when I need it the most.

And the losses are the main reason I won't be doing anything cruiser-related, even despite a lot of ships doing peacekeeping and ruining my score.
Instead I'm now trying to stave the loss of score from all the enemy hideouts and missions with the imperial probe mission, featuring the dark ones (and 3-minute enemy turns).

Questions of the day: is there anything I'd need to spoiler on this subforum, and is there any sources of ammo for BFG aside from the probe missions?

158
I tackled a big ship. It was a battlesh cruiser, full of plasma-armed soldiers and a provost! Nevertheless, it wasn't particularly successful assault: I lost 11 gals and 2 power armors.

Aggressive tactics worked really well for a first few turns: I killed a lot of them without losses (aside from 1 gal, who got MC-ed on first turn and killed another gal) and even stunned an esper! Then a stray grenade killed her, and it went downhill from there. My overstretched forces couldn't survive the counterattack, and in the end, only five gals remained, two of them unconscious, and one in the vanilla coveralls (also known as NONE armor). To add insult in injury, last enemy threw a grenade into cargo tile of Bonaventura, mind probe gal survived, but some equipment was destroyed.

After that, I caught lesser ship and got two espers, one for research and one for interrogation, so aside from $2+m gained, attacking the cruiser was pointless, and I was dumb.

159
They are analogue of Leaders from the vanilla game, so you get the idea where you can find them. But there's also one relatively small ship which you may encounter.
Thank you. Time to tackle all these larger ships, thank god I just nabbed a freighter with 5 power armor parts.

@Arthanor: that's why I love auto-cannon too. But I don't use explosive shots, because I fear reaction shots ruining everything (also, to preserve loot).


Question of the day-2: incendiary damage numbers in bootypedia doesn't represent actual damage, right? I fired the FAE grenade (stated to have 120 INC damage) into a power armor soldier, then checked him with mind probe to realize he only lost 1 health.

160
I didn't realise how auto-cannon is good until now. 70 damage and decent accuracy is not so shabby.

And does weapon upgrade feel good. After battle rifles\PS magneto-plasma guns, cannons, FAE granades and stocked lasrifles (around 10 days till power station, so I'm using advanced cells) are so good. I can go autofire when not point-blank! And soon I'll start fielding recoilless rifles and boom guns, so assault parties are in for surprise.

Question of the day: how to get psi? Or, more accurately, what ships contain an Esper? Not exactly, of course, just what size and amount of resistance I should expect?

161
XPiratez / Re: Supply Ship Farming and Taking Down Enemy Hideouts
« on: April 04, 2016, 07:01:15 pm »
It doesn't become viable, probably. Do you have anything that can tank one baby nuke direct hit? If so, then I can imagine lossless farming.

About hideouts, I'm scared too, haha. Maybe when I get larger transport than Bonny and few tanks... I imagine hideouts having larger party than assault parties, and I never won defence yet, so it can wait.

162
This looks very !!FUN!!. Looks like terror mission site; I can't imagine the amount of frustration I'll get from fighting chryssalids, tanks and celatids indoors.

About TROLLIUM - it looks like the suits of NONE that I've removed from my gals after updating the game. They don't seem to affect the game in any way.

163
I'll take your advice into consideration. When I get psi. And large rockets. I'll also try more offensive approach, but I have heavy doubts about it.

I'm getting better though. I got limited ability to produce laser ammo, I can step up my game now. Plus magneto-plasma gun. And look at this! Probably has enough to fund rebuilding of my industrial hideout.

EDIT: what is TROLLIUM and how did it end up here? (gold transport is overrated, only $1.2m worth of gold and 4 power armor parts)

164
And I lost another base. That exploding plasma thingies, killing plasma thingies and goddamned chryssalids are way out of my league.

I think I could use a bit of advice. How does one defend the hideout? Think captain Jack Sparrow difficulty, ironman mode, against church.
I'm trying to hold them in chokepoint (with fire pits now!) and use sniper rifles, explosives and hit-and-run melee to defend it, but they come from sewers and OHK gals either with plasma, grenades or melee.
What should I do? I have lasers, gausses and baby nukes in EXTREMELY limited amount, can manufacture heavy slugthrowers, custom snipin' rifles, guardian armor, blades up to vibro blade (out of raider stuff for that one), can buy ES guns (1 per base), i-gun and arena stuff (and high explosives, of course). No base defences but armored vaults.

165
XPiratez / Re: Bugs & Crash Reports
« on: March 21, 2016, 12:01:34 am »
I told you, I sent weaponless Pachyderm to lead the shipping.

I played over it (ironman mode, now in battlescape), but I'll send a save if I get it again.

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