Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - AncientSion

Pages: 1 2 [3] 4 5 ... 8
31
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 17, 2016, 04:34:48 pm »
Okay.
Using a MG 1 handed is one thing, using a Sniper Rifle 1 handed is an entirely diffferent thing.

Can you elaborate on the acc penalty ?

32
XPiratez / 2h weapons and why some are not 2h at all ?
« on: May 17, 2016, 03:46:07 pm »
Just a minor question.

A conventional machine gun can be used with only 1 hand, as can a conventional sniper rifle.
An auto-cannon requires 2 hands, as does a RPG or Pipe of Doom.


I kinda fail to understand why you can use MG and SR while holding a spiked mace...Is it a bug, error or just my imagination going wild ?

- thanks

33
XPZ Strategy/Tactics / Pirates custom weapons vs loot weapons
« on: May 17, 2016, 01:54:57 pm »
Just thought i would open a Topic to discuss a bunch of things in regards to the GAL weapons that you can invent versus stuff that you find yourself.
I.e. Is there a need/use for certain Gal weapons or are they all redudant, as it appears to me ?

Basicly, early inventable weapons like for example the Linux SMG arent useless per se, however, they arent really more useful than Assault SMGs or Blackmarsh SMGs, both of which you are very likely to have earlier than you could have the Linux SMG, not considering the opportunity cost of aquiring the Linux SMG tech+++ as opposed to more "useful" tech.
The same also goes for more advanced custom weapons down the road, like the ability to produce Boarding Guns, and the bigger variants / Custom Shooters. They are good, *but* outshined by anything you can aquire via loot, and that is by only taking conventional weapons into the comparision. Not even considering the really good stuff like Laser, Gauss, Plasma.

In general, i like the idea of using custom guns, but i believe they are simply not worth the effort to research / produce as opposed to using looted stuff.
I usually sell that single starting Boarding Gun as soon as i aquire Machine Guns, which is like AGES before i could in theory unlock Boarding gun production myself.

The only exception, to me, seems to be Blunderbluss, which is by itself a great weapon compared to the other 5 ! shotgun types (conventional)
If you take into account Chem Ammo, it becomes really, really good, even better than the Combat Shotgun, which i like a lot.

Also, Blunderbluss can lead to Kustom Blunderbluss, which is just a truly excellent shipping assault weapon, again because of the Chem Ammo by itself. A snapshot at Point blank kills a lot, but an autofire salvo does 4 shots and can melt anything...Not sure Blunderbluss would be as good if it couldnt use Chem Ammo, so that by itself speaks Volumes about the power Chem (same is true for the Magnum...chem ammo is like a tad OP to me).

I havent really used stuff like the Deathblossom SMG, but i believe they are probably also inferior all things considered ?

Long Story short, i think custom weapons could maybe need 2 things to make them competive compared to COMMON loot

- Greatly cut down on the tech prerequisities
- A bunch of common loot weaponry greatly benefites from the fact that you can manufacute PS Ammo and/or loot them with Chem Ammo, while most ? custom Guns do not offer this Kind of upgrade. Perhaps expanding Chem ammo or EP ammo to custom guns would make them a more viable choice to follow up.

Right now, i would not bother producing these guns, because "better" guns are readily available, more effective, do not "waste" Research effort and do not require materials apart from producing PS /  Chem ammo for them.

If anything has a playthrough experience where the majority of the game was done using custom guns, i would like to hear some opinions / experience Reports.

34
XPiratez / Armour and angles
« on: May 16, 2016, 07:40:06 pm »
https://prntscr.com/b4rh1i

So my surprise, this Security buy hit my left armour twice in a row, instead of, what i would expect to be hit, the front armour.
Can someone elaborate on the exact determination of angles of hits ?

35
XPiratez / Re: Piratez Difficulty Curve
« on: May 16, 2016, 12:31:49 am »
15 does indeed seem a bit low. Im currently on only 14 and can barely keep the tech list from growing at all while also. I guess you dont NEED 60 unless you want to research everything, but 15 seems too low in order to keep up with necesarry research.
Considering i have 17.000.000 stashed i could easily double or tripple my brainer count. Not sure i like to swim in money, but hey, the mod works like that i guess.

36
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 15, 2016, 10:53:55 am »
What exactly did you copy out of the Steam folder and where exactly did you paste it into ?

This is how it should look:

The UFO folder is the one you need to grab from Steam

https://prntscr.com/b47t6r

37
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 15, 2016, 10:16:25 am »
Yes, out of place.

Its not hard.
- Copy and Paste your STEAM UFO contents folder into the Piratez folder (open x com requires graphics and sounds from the UFO game).
- Profit

EDIT: Deleted wrong information

38
XPiratez / Re: 4 Landing Sites on one city ?
« on: May 15, 2016, 02:00:05 am »
So...im in trouble ?

39
XPiratez / 4 Landing Sites on one city ?
« on: May 15, 2016, 01:25:06 am »
This just happened, unfortunally out of HWD range.

https://prntscr.com/b43wpj

2 are large, 2 are very large.

Whats going on here, just a random happening ?
I suppose the 2 large ones are Trader Freighters.

- thanks

40
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 13, 2016, 10:47:59 pm »
Short comment on the new early game:

- first mission was Warehouse: very interesting und good
- second mission was pogrom on the other side of the planet. Airbus could not reach it, because it was too far and it just despawns. First month end with -600 rating.  That feels really unfair, because you get a lot of negative points just because of bad luck.

Perhaps it is possible to disable real progroms for like the first 2, 3 months and instead only offer ship landings and/or the new mini progrom type missions ?

41
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 13, 2016, 08:44:06 pm »
Do you advice to use 0.99 only for a new playthrough only or will a "update" from an older version work, too, considering the changes to the early game ?

42
Well, in that case i shall use Bandages instead of Small Medkit charges on those Marsec Bodyguards now.
Thanks for the explanation.

43
XPiratez / Downed enemies leaving unconcious state after healing ?
« on: May 12, 2016, 10:23:57 pm »
Sometimes when i heal up a wounded, unconcious enemy, he will stand up immediatly after being healed even though the healing action only restores health, no stun damage. How is that happening ?
Also, sometimes as well random enemies just wake up without me taking any action at all. Is there some kind of RNG involved in becoming unconcious / concious ?

mod: Piratez

thanks

44
Tools / Re: MAPVIEW upgrade
« on: May 12, 2016, 08:13:27 pm »
Thanks for the help, guys.

45
XPiratez / Re: Piratez Difficulty Curve
« on: May 11, 2016, 06:14:09 pm »
Yeah, rack the difficulty up until the player is too tired to play anymore. Great idea, sir, great idea. Most games actually eventually fall on their ass because of this (looking at you, Borderlands, Space Nomad, et al). The most primitive difficulty curve isn't neccesarily the best one, since it robs you of any feeling of accomplishment and turns the game into an unforgiving grind which can work only for a roguelike or a top-down shooter. Let's better think of games which handle the difficulty curve in a more intricate manner, like Half Life 2.

Also what enemy tech progression in the OG... from plasma rifle to heavy plasma in under 5 seconds? lol.

Radically changing gals' stat caps would influence the tactics in such a major way it's not even worth discussing. If you feel uncomfortable with high movement rates, play another mod, where the game is balanced for more static tactics. High movement is crucial for melee and assorted heroics.

And yeah, how far into the game did you make anyway? Are you getting constant crackdowns already? Do you feel comfortable facing VIPs and their plasma or gauss-totting entourages? Are Mercs and Star Gods no longer a threat? Also what difficulty level are you playing since the challenge changes considerably?

I dont like your hostile attitude (again) one bit.

You dont want feedback, fine.

Pages: 1 2 [3] 4 5 ... 8