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Messages - legionof1

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1756
XPiratez / Re: [Equipment] Tranquilizer (UPDATED, thanks Dioxine)
« on: April 20, 2016, 03:30:22 pm »
Shield and the kit indeed have the necessary power but melee attacks only work in very specific circumstances of facing and still take several hits. Melee range with something that can 2 shot a gal when you cant kill it with anything but aoe.....god that feels bad, but what the hell ill try it for awhile, its cheaper then a dozen stunballs per dude. 

1757
XPiratez / Re: Bugs & Crash Reports
« on: April 20, 2016, 01:14:30 pm »
Crash to desktop with No error on attempting manufacture of Ret/gov files.

1758
XPiratez / Re: [Equipment] Tranquilizer (UPDATED, thanks Dioxine)
« on: April 20, 2016, 01:12:38 pm »
Hell i would settle for something very late game with more then 90 base stun. Stun bombs(strongest pure stun weapon in mod) doing at most 20 to upper tier stargods and 50% of the time zero, when you only get one shot per reload...... Meanwhile mister nice stargod 2 shots most gals regardless of gear. Unless the first volley stuns, Im forced to kill them. Every failed attempt is more hypno devices burned. Gals are dying more now trying get these captures then the rest of the now 6 year game combined. I can easily afford the loses, but ive gone from being elite pirate badass to the imperial guard throwing bodies and ineffective weapons at something until i win. I've ceased to care about attacks on my bases even the tiny tracking stations have more heavy weapons lying around then an artillery company. Oh look another assault launch a few blaster bombs from the bunk and go back to sleep. Even if some base goes down i have nearly a 100 mil in reserve with production output in the millions and tens of millions in protection.  Yet for all my success and struggle i am not getting any closer to the final hurrah.

Spleen venting complete.

1759
XPiratez / Re: [Equipment] Tranquilizer (UPDATED, thanks Dioxine)
« on: April 20, 2016, 09:35:55 am »
A psi powered stun faust. That would be a thing i would sooo want. Stargods are uber hard to stun with the tools presently in the mod.

1760
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: April 20, 2016, 04:47:07 am »
There is one notable exception to the 2x1 rule and that is the force blade.

1761
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: April 20, 2016, 04:32:31 am »
only the mini cougar smg is allowed. All other smgs are 3x1 and blocked.

1762
XPiratez / Re: The most satisfying thing you can do in this mod
« on: April 20, 2016, 04:30:39 am »
Nice screen shot. You need to work on managing your blast directions though. Its very possible for a nuke or other large explosive to not direct much blast back at the user.

Blasts propagate in a square manner because we play on a square grid. However this means that putting any length of wall or solid terrain between you and the blast point channels the blast out to the side.

Xxxxxxxx
Lxxxxxxx
0000xxx
000F0xx 

The big x is the point of impact and F is the shooter. Small x indicate blast damage. The L represent a inward 90 corner. The presence of the corner exaggerates the square blast propagation allowing the shooter to have direct line of fire and remain unharmed. Any wall or solid cube that is perpendicular to the line of fire and closer to the blast will exhibit this quirk.  Even ufo angled walls do this.

1763
XPiratez / Re: Help needed again (siberian base mission)
« on: April 20, 2016, 03:46:52 am »
its preferable to do the Siberia run on the first go if possible. It does come up again eventually as far as i know, but the tech it provides is absolutely needed to progress towards winning so delaying it delays the whole mid-game. The map is actually rather in your favor if played properly. Its a flat plain with a few buildings up top and a base defense underground. Smoke and proper scouting will allow you to put nearly the whole squads fire on the same target. Even the tanks fall to sheer volume on a map like this. But beware of derp tanks walking over the cliffs into the river. That can't get back out but getting safe sighting and lines of fire down there is hard and tanks have very good reactions and they dont need to hit you to kill you.

1764
The wait on good old rng is indeed a problem from say the end of year one till the final mission. Ive had the raw ground firepower to win vs anything for years. Live captures particularly of stargods where another matter till very recently. A combination of RNG and the difficulty of live captures of some targets left me in holding pattern for a very long time. Now at the very end im waiting out another period because stargods are absolute bitches to live capture. Not bleeding plus only being harmed by aoe, and able to butcher almost any gal in a few of shots.   

1765
XPiratez / Re: XPirateZ Squad Analyzer (Help Wanted)
« on: April 19, 2016, 11:40:24 pm »
My preference for filters would be something "Job" oriented. Finding the ideal weapon for a given task be it heavy support like HMG, or best rifle, CQC, etc. Then find gals who can do x within a certain tolerance. Oh noes im 2 str away from carrying the HMG and ammo. Big deal, do the job.

1766
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: April 19, 2016, 10:44:19 pm »
Counter point to the Ragnarok armor. In campaign it now requires 50 demon essence and one each of multiple gems which are only available from the mansions themselves. These are not gona be common.

1767
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 19, 2016, 10:07:23 pm »
You could put the branching post bonny but require the bonny to build. The player then has a choice to trade advantages for their play-style for grounding the transport for many runt hours. Initial experience is preserved and its only if the player wishes that they invoke the alternate paths. Never build the super bonny and you have the vanilla tree which the base against which the branching is balanced. Or give the player a skyranger for landings until they build the bonny. Early detection limits how far and how fast you need to move the troops.

1768
XPiratez / Re: The most satisfying thing you can do in this mod
« on: April 19, 2016, 09:54:55 pm »
Yes you can you just need someone rip the wall open with explosives.

1769
Hunt smaller church ships the maiden is approximately equivalent to a marsec operative as far as spawning. It can be easy to miss these ones because the church has more types of "mid-tier" units and fewer ships that spawn them. Shrine ships while medium ships in class, spawn like a terror ship with lots of grunts and some elites missing the middle ground. 

1770
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: April 19, 2016, 09:46:47 pm »
I will share some thoughts. Ghost armor is king of kill em all attempts but completely useless if your not killing every dude. Bring a dedicated medic outfit or 3. Being stuck with base 20 armor means wounds aplenty. Having several Ripper 1 handed chainsaws makes getting around much easier. Wall breaking is needed for full clears. Slave armor deserves a mention for its hp regen, even at only 10 armor the high resists makes anything you face survivable. Deal with wounds and you have the best scout and front-liner for the mansion prior to ghost armor. You can meet foes with up to 50 front armor. Most 2x1 weapons can't deal with that. These are very long missions where you can go several turns without killing anything. Be mindful of combat stress and gal bravery. Foe weapons while not super high quality can include smgs and lower grade shotguns. use them if you find them. Check the ground good loot can be visually obscured by the sheer clutter and the viewpoint.

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