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Messages - legionof1

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1531
XPiratez / Re: [MOD] Relic Hunters Contacts
« on: September 30, 2016, 03:04:32 am »
So I take it a certain item can only set to timer 3

1532
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: September 30, 2016, 02:59:35 am »
I'd forgotten about that particular irritation. Spent a turn or 3 cutting through bunks to free a gal from behind sentry.

1533
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: September 29, 2016, 06:36:16 pm »
The sentry unfortunately suffers rather alot from a issue alot of the auxiliary/hwp's suffer from, a moderately experienced and properly equipped gal is flat out better. The sentry exists to provide hvy firepower to secure craft exit against strong opposition. However the binary nature of reaction fire checks(TU+ reaction vs TU+ reaction) means that experienced gals can often get off several shots before taking return fire in the sentry's exact best case.

The only hwp's that remain valid all game are parrot/dogs because expendable and cheap. And tanks for tanking. even the tanks durability comes at a loss of firepower and total HP vs 4 gals worth of space it uses.

1534
XPiratez / Re: Traing bravery
« on: September 20, 2016, 07:46:54 am »
HP recovery is the key not wounds.

1535
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: September 18, 2016, 03:46:32 pm »
At present no. There are other avenues coming in the future, but the endgame is by far the least complete stage of the game. Heck few patches back space suits and space rated armor wasn't even a thing.

The Destructor suit isn't even that great given that the inbuilt power costs hp to fire as well as significant TU. For power on par with a plasma scorcher. Even though the suit offers small hp Regen(provided your voodoo is strong) more often then not using the power means a hospitalization trip unless one wishes to perform gamey micromanagement near mission end.  At the end of the day you would more then likely get better mileage from a biosuit with a heavy weapon. Also less restrictive gal selection since the biosuit functions on bravery rather then harder to come by voodoo stats.

The two standout positive cases for destructor are mansions and the final mission where flying armor and heavy weapons are more restricted. Even then overkill for the first case and if you made it to the final mission 36 of your best gals is probably overkill even without super top end equipment.

1536
XPiratez / Re: Heat vision formulas and statistics
« on: September 18, 2016, 12:51:37 am »
The biggest issue with the new vision is maintaining parity with the aliens you face if you plan to use smoke as a cornerstone of your play. Otherwise smoke is still gona do it's theoretical job of breaking long LOS lines so the player can advance safely. Meridian's table in the original post was for 14 tiles between units. As long as ThV dosen't negate a smoke grenades initial radius it's is still a wall as far as distant AI units care.

Granted if you are at disadvantage you can't  then advance through the same smoke without risk but the scouting units are expendable or should be.

There is a point if your scouts can't be equipped with advanced ThV armor because of rebuild costs. Armors that have several intermediate objects take awhile and lots of resources. I myself don't use 90% of armor options because of the potential lost resources. I go from starting tech to guerrilla/Amazon/plate.  Once  I'm ready to launch the final assault I then build one top tier setup to kit out final team.

1537
XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2016, 06:08:46 pm »
Snip
max v. mastery (before armor buffs) is 60*40 = 2400, divided by 100 it's 24, so it's not quite useless...
snip
Ah right multiplicative ooops my bad.

1538
XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2016, 09:34:47 am »
listing for number bullets in autofire is listed as: [x(0)] for all autofire items.

Also if the pedia entry for tome of lighting is accurate it does at most 2 base damage per pellet with max possible voodoo mastery on a gal and a 200% dmg roll. Even if the secondary stun effect effect is a massive multiplier IF its derived from normal damage range of 0-2 well.....Even with 80% armor pen feature its appears functionally useless. Which it most certainly is not from my testing.

1539
XPiratez / Re: Moral reaction for stun
« on: September 05, 2016, 05:36:58 am »
Drum majorette would be more in line with the intended "weapons".

Make cheerleader an outfit with a morale power baked in.

1540
XPiratez / Re: Suggestions on how to improve the mod
« on: September 05, 2016, 05:34:42 am »
Meh unless business models are part of your gameplay just leave wealth as wealth. New Vegas even did this with multiple currencies because the conversion was fixed. It was all just fluffyness along the lines of gems, Electrum, and platinum in DnD. At the end of the day still generic wealth as far as the player is concerned.

1541
XPiratez / Re: Ship Layouts
« on: September 05, 2016, 05:24:31 am »
Lifts being sealable is a given the number of lifts that directly exit crafts. Even some of the vanilla ones.

One can also assume that single core craft may not have blowout in mind in the design given that core failure is fatal to the craft irregardless of secondary damage from the failure.

Blowout is only valid if the failed system has a redundancy otherwise it's wasted effort and expense. Designing something so it will fail given precise conditions but otherwise behave normally is difficult.

1542
XPiratez / Re: Ship Layouts
« on: September 05, 2016, 12:46:25 am »
Change sure. I am just concerned if those walls are to strong the explosion mechanic ends up having no point beyond visual fluffyness.

And from a realistic standpoint channeled venting to exterior is the reasonable engineering solution unless you can hard stop the detonation force within the first handful of meters. Big hole in an atmosphere craft is generally speaking only an inconvenience unless something vital is damaged. A gravity drive craft cares even less because it ignores lift surfaces.

Even in a spaceship explosion venting is generally preferred over greater internal damage.

I like the walls for a different reason. The core actually occupies the entire tile for drawing LOS while visually it does not. In most craft that's not an issue but any ship with the "foot" room tends to trap a few crew because the AI tends to remain on the same z level if lifts/ladders/hover are the only option.

Missing the last few crew due a visual vs LOS mismatch is annoying.

1543
XPiratez / Re: Ship Layouts
« on: September 04, 2016, 11:07:15 pm »
What type of walls did you put around the power cores in the "feet"? I ask since if they are particularly sturdy engine explosion from interception would have neglible gameplay impact.

1544
XPiratez / Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« on: September 02, 2016, 09:00:03 pm »
Yeah I'll pay in runt space for not having top gals of the line for months at a time.

Also makes makes pushing for the "never get shot" gameplay more good play and less absolutely needed.
Certainly widens my options beyond see something and call in maximum fire.

1545
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: September 01, 2016, 04:31:33 am »
Pretty sure it would just go off like normal. Least I don't see why it would care how an active entity entered the trigger squares.

Also woot for stun proximity weapon.

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