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 - legionof1

Pages: 1 ... 98 99 [100] 101 102 ... 127
1486
XPiratez / Re: Fighter Balance
« on: November 30, 2016, 12:24:52 am »
Would that the codex weapon was a bit more independent of such a crucial late game shaping choice.

1487
XPiratez / Re: Bugs & Crash Reports
« on: November 28, 2016, 08:35:35 pm »
Not standard rockets, but I think one or two of the special rocket loads can be brought underwater.
IF that's the case carry on.

1488
XPiratez / Re: Bugs & Crash Reports
« on: November 28, 2016, 05:12:07 pm »
Undersea adventure, Advanced launcher is valid object. Ammo not so much.

1489
XPiratez / Re: Reaper Cavalry
« on: November 27, 2016, 09:41:52 pm »
I would second the reaper spawning. Ratmen need some teeth back after the musket armor change. It was a good change for the game overall but a little to harsh for the ratmen themselves.

1490
XPiratez / Re: Reaper Cavalry
« on: November 27, 2016, 01:54:15 pm »
 :o ;D ;D ;D

1491
XPiratez / Re: Reaper Cavalry
« on: November 27, 2016, 01:43:40 pm »
YES, SOON MUTATED REAPERS EVERYWHERE. Well at the very least i might see more then a handful in a game. My near to final mission campaign's most irreplacable item is an elcetro whip. With pogroms off there is zero reapers. Trade guild and raiders are the only ones to field reapers and not on there ships. Trade guild use Marsec BG for terror unit slots on crafts. Raider dont have terror slots on there ships at all.

1492
XPiratez / Re: A brand new year: The year of the handle
« on: November 27, 2016, 01:35:42 pm »
I'll second that buff, 14 per shot for a hvy slot is....something. Considering ufo armor doubly so.

Even the Hvy plasma craft weapon isn't in a top tier spot. It takes 4 minutes longer to fully unload then an obliterator cannon for only 25% greater maximum potential dmg, and suffers more from armor. 5% better accuracy and 5km longer range(for plasma) is not much of an edge when pilots and craft bonuses are considered.


1493
XPiratez / Re: A brand new year: The year of the handle
« on: November 27, 2016, 12:08:44 pm »
I don't believe i ever stated laser defenses. At no point did i ever mean more then the one locked type, plasma.

Craft BEAM LASER is dependent.

1494
XPiratez / Re: A brand new year: The year of the handle
« on: November 27, 2016, 09:53:27 am »
That's what I mean by enough firepower.
And the same reason i think its not worth the effort. If your fielding hvy plasma and baby nukes to "earn" laser tech your going backwards. The singular advantage of the nuclear lasers(at the moment) is weight/inventory space. But the moment you have training facilities weight is a non issue. And its a very small margin of primary weapons that need more then one reload in a battle. Shotguns mostly but even then the higher tech ones have generous clips for the damage potential.

The base defenses tech you get are only of middle quality, being neither the most accurate nor particularly efficient in terms of tile to firepower ratio.

Missiles are doing the lifting in air combat because hey damage reduction makes alot of the guns really poor against targets gunship or above.

Can anyone make a case for this being worth the trip at plasma tech besides Dioxine?

 

1495
XPiratez / Re: Reaper Cavalry
« on: November 27, 2016, 02:58:41 am »
other way around works too, main point is to represent the 2 component entities.

1496
XPiratez / Re: Reaper Cavalry
« on: November 27, 2016, 02:29:58 am »
Reaper with ranged musket equivalent attack sounds nifty. Maybe spawn the rider when the mount dies ala armored beastmaster. Anything that adds more reapers is cool. Don't see nearly nuff of the fuzzies.

1497
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 26, 2016, 06:35:21 pm »
Made sense to me from a mentality standpoint, if a gals is wearing it you are assigning her to careen around the battlefield in the air at close range. Unlike hover line which assigned in squad support ie i dont get shot at.

1498
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 26, 2016, 01:17:30 pm »
Not like stress isn't manageable either. It only affects the speed of morale decay not the much more critical decay limit derived from bravery. Granted there are some edge cases where a large stress rate(greater then difference between current morale and 49) will trigger panic that would otherwise never happen. But generally speaking bravery 60 eliminates stress as a factor.   

1499
XPiratez / Re: A brand new year: The year of the handle
« on: November 26, 2016, 01:08:57 pm »
Well after much consideration on my response I'm gonna to leave it at i respect, but disagree with the design choice. It is optional content and unless something changes, ill will mostly ignore it for future playthroughs. Nothing it provides is worth the cost/risk until late game, which by then tech negates much of the reward value. Maybe if space missions(energy gun limitation) had a higher difficulty or lasers where better in a broader range of land combat. The craft weapons are good but most of the lifting in the air goes to missiles due to shielding and lower risk from higher alpha. Laser and plasma base defenses.... meh

1500
XPiratez / Re: A brand new year: The year of the handle
« on: November 26, 2016, 06:36:05 am »
It gives you longer duration once the armor has worn out. Resistance still functions with 0 armor. You will absolutely run out of armor completing an organ grinder run irregardless of what you wear because of chem armor stripping mechanic. Stripping is a percentage of damage caused after resistance. Not final damage to hp. More resistance serves better for longer. Smokey is also relatively sooner and cheaper then H tac or defender tier. Organ grinders dont offer particularly high rewards after you managed the ghoul captures for tech. Doing a few early and then ignoring them seems the best use to me.

Pages: 1 ... 98 99 [100] 101 102 ... 127