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Messages - legionof1

Pages: 1 ... 97 98 [99] 100 101 ... 127
1471
XPiratez / Re: Bugs & Crash Reports
« on: December 09, 2016, 08:45:44 pm »
What I figured but good to check.

1472
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 09, 2016, 01:42:40 am »
The AI is pretty awful if nothing is in vision, so super vision might help. Perhaps long range "sense".

Still more reasons to rebuild the ai. Last few months have had alot of issues where the best answer for quality was "new AI".

1473
XPiratez / Re: Bugs & Crash Reports
« on: December 08, 2016, 07:49:35 pm »
How/when are you determining enemy reactions and TU? Reaction fire costs TU according to weapon snap fire cost, in addition to TU cost for changing facing to fire. Observing a unit after reaction fire has occurred could lead to false conclusions. 

1474
XPiratez / Re: Bugs & Crash Reports
« on: December 08, 2016, 05:22:38 pm »
The fact that an enemy is spawned directly adjacent to gal spawn. Not something i have ever encountered.

1475
XPiratez / Re: Bugs & Crash Reports
« on: December 08, 2016, 11:36:51 am »
something unusual. Turn 1 of mansion.

1476
XPiratez / Re: Shotgun balance
« on: December 08, 2016, 09:11:59 am »
A modifier to intelligence rating would be interesting.  Unfortunately pointless with the present design of vision. Day time vision range is pretty much the entire map most of the time. IF a sniper can shoot something most of the time it can see them back.

Night vision is so short that your scouts are already in Shotgun/Hvy automatic/melee sprint range so sniper contribution is limited by comparison to those types of weapons high raw firepower. 

1477
XPiratez / Re: Sometimes you just have to run
« on: December 08, 2016, 02:12:30 am »
Ah so these are the guys that really pissed of the brass.

1478
XPiratez / Re: Shotgun balance
« on: December 07, 2016, 07:25:51 am »
You do make a good point khade, but sufficient zombies at the necessary timing is by no means assured. After you have dojo/spa established only bravery reactions and Psi strength are barriers to gal usage. Only the first 8-10 gals(and replacements for loses) are forced into selfmade roles.   

1479
XPiratez / Re: Shotgun balance
« on: December 07, 2016, 04:34:55 am »
I do use a few snipers but my usage has dropped quite a bit over the last several patches. Early game is most effectively played as night ops with a melee capture focus. This leads to reduced early firing stat gains which makes the transition to high %TU snipers less efficient. Also snipers are support gals which dont work well on the low capacity early game craft.

Snipers are also much less "safe" in the present state of the game. 2 major enemy groups(mercs and reticulans) have superior thermal vision to all but one outfit the player can use. Similar thermal vision deficits happen vs a number of units in other factions. So defending sniper positions with good fields of fire is problematic during the day. At night snipers themselves are safer but your scouts are in much greater danger because of the 16-25 sight range limitation.

The game hasn't changed from "if it's spotted it must die this turn before it fights back" state. IF anything that mentality is pushed even harder by the night centric changes. Standing up and trading fire on a daytime battlefield is a losing proposition for the player against anything more dangerous then a freighter. 

The only 100% reliable defense is not being seen. Since smoke is unreliable, only hard cover and night ops are left. Because of this i have been playing much more CQC assault with melee and Heavy shortrange automatics like the boarding gun.   


1480
XPiratez / Re: Bugs & Crash Reports
« on: December 06, 2016, 12:05:57 am »
Or slightly less cheaty, killing just the offending orison should allow for play to continue. The faulty nodes are relatively few and the battlefield has to be just so to trigger the crash. Killing off a few foes and/or moving in a different way is sufficient to prevent that instance of a crash.

1481
XPiratez / Re: Bugs & Crash Reports
« on: December 05, 2016, 12:16:28 am »
 :o looks like a case of map tile edge mismatch. Some map structures take more then one tile to create. This happens most often on the slum tileset but there it's less noticeable due to general dilapidation.

From what i can tell it looks like part of a cave got cut off.

Though with the rocks like that map data corruption is also a possibility.

1482
XPiratez / Re: Shotgun balance
« on: December 04, 2016, 04:40:11 am »
better dmg range would make sense for slugs. Slugs are not great at penetrating armor but pack significant blunt force.

1483
OXCE Wishlists / Re: Solar's wishlist
« on: December 02, 2016, 12:20:06 am »
Pretty much. At least that has been by experience post airbus era.

1484
OXCE Wishlists / Re: Solar's wishlist
« on: December 01, 2016, 10:00:03 pm »
Well at least as it currently stands in Piratez, early game crackdowns are pretty rare. Actually shooting down craft to generate the crackdowns is quite delayed. I wouldn't worry to much about early game specific base attack groups. If the player is pushing the air game sufficiently hard to generate crackdowns they have the resources to defend themselves. 

1485
OXCE Wishlists / Re: Solar's wishlist
« on: December 01, 2016, 08:53:30 pm »
I'm all for a simple fire/dont fire choice on the defense screen. There are times i want to get attacked and times i don't, on the same base during a game.

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