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Messages - AncientSion

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16
XPiratez / Re: Grenades & Explosives - advice appreciated
« on: May 25, 2016, 08:14:54 pm »
I wouldnt say grenades are useless, but they get outdone pretty quickly.
Early on, Black Powder is good. Then Frag is good (HEGren is not good ever to me). I rarely use Smoke and i very, very rarely use Poison Gas and Stun. Instead i use AC with Gas ammo and a handle....because they are more effective...
Hel Grenades are really good, but since they are limited i usually hoard them instead of actually using them...
Tear Gas looks awesome (tm)  on paper, but in reality it is really awkward to use because of the limited range. If instead of range 2, aoe 2 it would have 3/2 or even 3/3, it would be way better and useful.

I occasionally use stuff like Dynamite to throw around and i use HExpoand Satchel versus tanks and cyberdiscs, if i dont have enough RPGs and/or cant exit the Bonna.
Midgame basicly every gal is carrying either Dynamite/HExpo in their belt or RPG with HEAT in their backpack, but RPGs get used way more than Explosives.

This is my opinion.

17
XPiratez / Re: Chem/Acid Q
« on: May 25, 2016, 10:05:47 am »
I suppose if you want bases to Pop up, you should in fact encourage base construction and NOT shot down frigate+ vessels with the base Mission type set.

18
XPiratez / Re: Grenades & Explosives - advice appreciated
« on: May 25, 2016, 08:22:58 am »
They dont seem OP to me at all. In fact in rarely use them, apart from randomly using Dynamite on high-armour foes to exploit weak bottom armour + high power charges combination.

Also, syberia base seems unbeatable without a substantial amount of high-power explosives, satchel charges (and rpg/rocket). If anything, that speaks volumes about the difficulty of syberia instead of the power of explosives.

19
XPiratez / Re: Chem/Acid Q
« on: May 24, 2016, 10:20:08 am »
How exactly is it soft ? As far as i know, bases are either all or nothing, there is no in between. Once they are finished, they are the same as a base that has been running for 5 years. Is it not so ?

20
XPiratez / Re: [MOD] Torch
« on: May 23, 2016, 11:15:49 pm »
Awesome, setting people on fire using a torch.
10/10, would use again.

21
XPiratez / Re: Chem/Acid Q
« on: May 23, 2016, 10:59:57 am »
As far as i know, all chem weapons do indeed damage armour, if the damage inflicted passes the treshold, so rounding down would result in at least 10 / 1 damage.
Also, the melting happens for each shot or pellet, so naturally single shot chem weapons arent really efficient if your aim is to reduce armor. I.e. Magnum Chem is powerful, but not efficient if you want to break down armor. A weapon like the Blunderbluss with Chem Ammo however is very efficient at Stripping armourm due to the amount of shots it fires even on snapfire.

In general however, breaking down armour of Mercs and Marsec is not really that useful to me, because the treshold for it to be worth it is so high (i.e. reduing armour from 90 to 80 is not really helping you ata ll).

Better just use a bunch of gauss muskets or heavy gauss in the first place it probably the more efficient approach if you consider the total TU usage to bring one down compared to using a handful of chem shots.
Or just use RPG with HEAT.

22
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 10:47:12 am »
I mentioned that some weeks ago already.
One way to partly fix it would be to increase the height of the list Container, so that it Displays 15 items instead of like..10 ?
Or Keep it at the same height, but decrease the font size.

23
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 18, 2016, 11:31:45 pm »
One thing i dont understand how is how you somtimes get the blinking red icon, i.e. visual contact with enemy, but when you try to take a shot, it gives the flashy error.
Is that a bug or what is the reason for having visual contact, yet being unable to mow them down ?

24
XPiratez / Re: Suggestions on how to improve the mod
« on: May 18, 2016, 04:47:51 pm »
Try Chem Magnum :)

25
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 18, 2016, 01:43:44 pm »
It cannot, dude.

And I'm not really interested in varying that penalty for other weapons... 15% or nothing is good enough for now (I'd like to be able to change the default penalty, though!). More interesting would be varying kneeling bonus on weapon-to-weapon basis. But these are low priority I'd say.

Okay, i did remember wrong.
Considering Diox isnt interested in this functionality and it is his mod, i say Forget it, unless Solaris wants it, Meridian.

26
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 18, 2016, 01:25:27 pm »
If it is is working like that, it should probably be combination of both values instead of only considering one.

i.e. heavy machine gun in main Hand, light smg in off Hand -> Penalty = main Hand weight + off Hand weight / 2. Or mainhand.weight /3 + off Hand weight / 2. ?

instead of only considering one or the other, the combination of Equipment is what should be considered in my opinion.

27
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 18, 2016, 12:20:12 pm »
I believe the stock Sniper Rifle can be fired while holding stuff in the off-Hand.

In regards to the penalty, i have to say i didnt manage to check how big the Penalty for holding stuff in the off-Hand actually is.
However, it is my impression that firing a Machine Gun while holding a Mace! should induce a severe Penalty, surely not only 5% or 6%. But more like 20 % or more.
In regards to the Sniper Rifle, a potential Penalty should be considerable. In fact, a sniper rifle, in my opinion, should probably be true 2-handed.

Also, in my opinion, even a Shotgun should not be able to be fired 1-handed without a Penalty, though this one should be only small.
I believe the only weapons that should be able to be considered true 1-one handed should be pistols. Even true SMG (i.e. Blackmarsh) should have a small (10?) Penalty, while a UZI or Scorp should be 1handed.

However, of coure this is only my opinion and if Diox and/or you dont agree or deem is not worth the hassle, so be it.

28
XPiratez / Gotte love some item descriptions !
« on: May 17, 2016, 10:12:25 pm »
Beat this flavour
Spoiler:


Your turn :p

29
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 17, 2016, 07:14:06 pm »
Mh if there is already a static penalty in the rule set, i should be trivial to add a non-static one that is drawn from a weapon variable ?
Ill ask Meridian to take a look at this thread, maybe he likes the feature and deems it worthy.

thanks for answering.

30
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 17, 2016, 04:42:12 pm »
I can see how you can FIRE a Sniper Rifle one handed.
But actually hitting anything but your foot, buddy or a wall ? Nigh impossible.


Ill look into it. The penalty should be severe regardless of MG or SR in my opinion ;)

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