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Messages - legionof1

Pages: 1 ... 105 106 [107] 108 109 ... 127
1591
XPiratez / Re: Seagull missiles
« on: July 15, 2016, 01:45:53 am »
So warnings in the item description isn't good nuff?  :P

1592
XPiratez / Re: Minor melee mechanics mystery
« on: July 14, 2016, 02:33:51 am »
Alot of the issue with stun weapons comes from how dmg works. First dmg roll(50-150% or 0-200%). Resistance comes before armor. Lots of things have stun resistance, sometimes quite substantial. Then need to exceed armor. By the end of the sequence usually very little is actually done. And then natural stun recovery. Some foes are just too difficult to stun to make it worth the effort beyond the first capture for tech.

1593
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 09, 2016, 06:50:53 am »
Interesting I go at it from the other end. Weapons and other end products being researched first shrinks the freebie pools, most of which are quite large. Shrinking the pools let's you use those freeibes to link to rare or otherwise hard to get items.

1594
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 07, 2016, 07:21:02 pm »
Can you increase power with distance? Being able to manipulate dmg like this opens up some cool weapons modeling.

1595
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 07, 2016, 02:27:53 am »
While I can empathize with bad RNG(3.5 years for me) pcm are not the whole problem. It's the toxigun that we are actually after. Shortest route just happens to be pcm because they are the only ones armed with them regularly. The alternative routes are just huge get one free pools.

1596
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 04, 2016, 03:40:20 am »
I would leave it unmentioned at least until such a time as the tech tree is "done". After that i would(if possible) integrate into debug mode. Most folk don't know/realize how many options there are without specific guidance.

1597
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 04, 2016, 03:30:19 am »
I dont know all of what changes, but the largest influence on the game is an increase of numbers of mobs per map and consequently their diversity. More mobs means more chances to "roll" advanced units if a map allows it. More advanced units means more chances for captures and faster potential tech progression. More advanced units means more and better gear drops which means more tech and more "wealth".

There is also stat inflation but its comparatively minor. Foes just get better across the board. Something that was bad at shooting before is still bad just the scale has moved on everything. I will grant that there maybe some cases that are exceptional because much depends on equipment.

1598
XPiratez / Re: Balance of bows and bullets
« on: July 02, 2016, 09:37:51 am »
Perhaps something along the lines of the scaling for snipers? Such a manner would reflect that a poorly skilled archer can't hit squat but a master will manage quite impressive feats. Perhaps with not so extreme a curve given how early bows are presently placed in tech progression.

1599
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 30, 2016, 03:26:00 am »
Avalanches are a niche missile fabulous against cruisers and battleships but risky on anything smaller given that a max dmg roll outright destroys anything smaller. Anything smaller then a gunship is an auto destroy regardless of dmg roll. Also 1 shot per mount and expensive.

1600
XPiratez / Re: Balance of bows and bullets
« on: June 30, 2016, 02:38:17 am »
An issue with the target object would certainly make sense to me.  Given the peculiarities of invisibility(ie hacking the models) increasing in complexity at differing elevations.

1601
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 27, 2016, 06:05:59 pm »
Doesn't sound like very much has changed in the air game then. It's still a matter of targets of opportunity. It only really worth chasing things that contain something high value.

1602
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 25, 2016, 09:54:26 am »
oddly i actually find the deamons pretty high up the totem pole of threat. Between imps (the only common fire using enemy that is not a retard) and the potential for BFGs and chaingun/miniguns there is always a potential to get wrecked from minor missteps. The big deamons are some the hardiest foes in the game.

For me it goes something like this

Mercs
Stargods(on how much damage you can take finding the buggers. Oh and every stargod map has to be done in under 20 turns or hello mind-rape gang-bang.)
Deamons
Academy
Traders
Church
everything else

1603
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 23, 2016, 08:29:57 pm »
I find the microwave cooker something more of an environmental hazard then anything. Very few enemy units have the fireing skill to make it threatening anywhere beyond point blank. Since it has a snap shot mode ai will very often take shots well beyond useful range. Usually ashing a few of there buddies in the process. Shotguns that have snap fire mode are just not very dangerous in ai hands. Boom gun is an exception since its seems to have a much tighter grouping.

Seduction while powerful draws on a semi limited resource, a good voodoo score. Most gals don't have the voodoo power/skill to make most voodoo gear worthwhile compared to mundane guns.

kruger is very good for its size but its still a pistol and therefore suffers at long range. I also find that using a side arm on a lethal option with a not great ammo per clip is not a very good use of space for most gals the more your tech advances. Krugers are also somewhat hard to find early game when it could have the largest impact. It doesn't take to long for its plasma damage type to be its only exceptional feature.

Cattle prods are in a kind of weird spot. They are very good stun weapons in terms of base damage but they are clunky in size and time units. Gun butt attacks completely replace them as long as a gal is above a certain str. And if your str is low nuff to make gun butt bad you probably have weight issues anyway and the prod is not particularly light.

1604
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 07:48:53 pm »
incidental fact 120 mm is actually quite small for warship armament on any true warship for that era let alone a battleship. For example the main guns mounted on the nazi cruiser Scharnhorst where 283 mm.

1605
XPiratez / Re: Uses for Chinese Dragon
« on: June 22, 2016, 06:17:37 pm »
The stated radius is about the distance from one side of a player base to the other. In a straight line it will reach that far. However due to square blast radius it's diagonal reach is significantly smaller.  Anything under 10 from the impact point poofs unless it's UFO outer hull which poofs for sure at 8 and under. Mind this with base damage. 50%-150% calculation applies.

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