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Messages - legionof1

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Yeah the game has some odd corner cases when it comes to pathing. They at least minimize the flyover detection chance but do diddly about the crackdown end of mission roll.

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 09:50:54 pm »
You are correct about the calculations being able to be further simplified but i was sticking to the formula the game uses. The most important factor in morale dmg is how close you are 110 bravery which is morale immune. that's the 110-value portion.

XPiratez / Re: Tech tree frustrations
« on: April 11, 2016, 09:42:21 pm »
Good to know about the outpost thanks.

XPiratez / Re: Tech tree frustrations
« on: April 11, 2016, 02:46:46 pm »
Yes i have full coverage. Although its quite possible a fair number of ships slipped by before i had it. this run had real money issues for a very long time. Still does. mid year 5 and only now is the mint about to come online. Still 2.25% or thereabouts academy ships in total is a frustratingly small number of available targets. So far as i remember nothing bigger then a runabout, except a single cutter in year 4 and a single boarding torpedo in year one.  The torpedo was to early to do anything but lob all the explodey bits to have a hope of surviving. That was not a good day ended up losing most of the crew and most of the loot i had gotten up to that point since the fighting spread into the armored vault cube under where the stores where. Also how i discovered the cave/sewer level... By blowing the floor up over and over.

XPiratez / Re: Tech tree frustrations
« on: April 11, 2016, 01:40:41 pm »
Ah okay
Well yes, that was the idea. Did you expect everything at the first playthrough? Also it's not circular, it's a sanity check in case some bypas will appear in the future.

Well yes. That was the idea. You need to learn how to hunt them. Bad RNG will change at some point.

That's BS my friend. RNG never dooms anyone. You're just inexperienced in playing this, judging by how you seem to take all information from just a single campaign.

Ah okay i can get having things set up for checks like that. point withdrawn.

True nuff rng will change. As for learning to hunt the targets i dont know what i can do that im not already doing. I am at present downing every craft i can to force more strikes against my bases in an effort to generate more chances. But the academy are ships just are not there to attack. I have not seen an academy craft in several months now. Any ideas or other avenues i might pursue?

I will concede that much of my experience is from this particular run as its the only one to go this long or this "well". All the others i screwed up and lost at a much earlier game time point. I learned. I found out where i went wrong. Now to be within sight of the final hurrah with nothing to do but grind map after map to maintain score....Fun is gone.

And as to doomed RNG it is theoretically possible with xcom to be boned and not know it since all missions are generated at game start except retaliations. Has this been altered in this mod?     

Had not thought of island behavior given that most island are pretty meh for coverage. 

XPiratez / Re: Bootypedia (aka the wiki)
« on: April 11, 2016, 12:09:45 pm »
Yes inventory space notations for the armors would be very much appreciated. Certain armors seem great on paper until you see the inventory.

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 12:05:31 pm »
From the wiki:

Own unit hurt - no effect on squad morale, unit hurt loses points according to this equation: Morale Loss = INT( (110 - Bravery) * Health Loss / 100)

Panic and berserk begin to occur at less then 50 morale.

So in the case of the Marsec BG the formula looks like this: Morale Loss = INT( (110 - 80) * Health Loss / 100)

So if a Marsec BG takes 10 dmg he loses (110-80)*10/100 or 30*1 or 30.

ally Death follows this formula  ((110-Bravery)/5)

Plug in the values and a marsec BG loses 6 morale per ally.

XPiratez / Re: Tech tree frustrations
« on: April 11, 2016, 11:50:10 am »
Yes they do always spawn 1 minimum leader in a base defense. However base defenses are not particularly good capture scenarios given leaders tend to be one the first units encountered. The minimum 1 dude tend to start in the lift and getting his stunned body out of harms way is a tricky proposition. Then win the base defense without the body becoming collateral damage or waking up again to cause problems. Minimum one gal sit out the rest of the battle to stand over the body. And have a prison in the base that defended. Oh and nevermind the not insignificant problem in taking down these vip's alive with tons of his buddies just the other side of the flimsily hatch.

Difficulty aside my main problem is that it is possible to never be offered the opportunity to win the game at all. 2 guildmaster's 2 provosts 2 Academy engineer 1 cardinal and one Star God Coordinator/Public Enemy live captures are needed to open the end game. In my case i have never been presented the chance at sufficient academy targets. But aside from the trade guild who have double the number of mission types they fly and some of the easiest pickings. The other faction could just plain not happen.

The mod needs to have a mechanism to guarantee the endgame or at the very least provide some insurance to prevent outlier RNG from dooming a run irregardless of player input. 

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 11:11:20 am »
if it bleeds it dies most certainly. Fatal wounds are actually rather easy to cause since even 1 dmg has a 9.1% percent chance to wound. This climbs to 100 chance at 11 dmg. That is if fatal wound mechanics are unchanged from vanilla.

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 10:51:59 am »
"IF" the alight is incendiary the effect would be reduced. so 15% of 5-10 or .75-1.5 dmg per turn.

XPiratez / Tech tree frustrations
« on: April 11, 2016, 10:36:35 am »
Okay lodging a complaint here about two specific parts of the tech tree.

1: A live Reticullan Elder is needed for a branch of voodoo and other subsequent techs and a tech that rather alters game-play. However as far i can tell they are only feasibly targets on base defense where taking them alive is not always reasonable given their rather frail form and base defense collateral damage potential. Retcualians only spawn relatively small vessels outside of crackdowns and crackdown vessels sufficiently big to have an elder are pretty hefty foes to shoot down(crackdown ships don't land). Weakest of the potential is a Corvette. According to the tech tree there is an alternate path to the tech via a get one free path. However that path requires a reticulan elder. Circular tech path....WTF. So difficult and rare occurrence with no functional bypass or alternative. 

2: Broken prisoners. There are a fair number of bottlenecks resulting form needing to break certain low frequency foes(guild master, Academy Provost, etc) There are NO substitutions and breaking a prisoner requires 2 live captures. Bad RNG can leave the game in an tedious and possibly unwinnable state. In my case I have seen less then 20 academy ships in 5 game years. Shipping 890 just appeared. 2.25 percent academy or thereabout. One tech and one provost that i can recall all game.

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 08:52:11 am »
Enemies get their TUs back on their own turn, so you can't do that.

Unless you're counting on reaction fire, in which case someone's going to facetank whatever weapon he's carrying.

Good point guess the TU dmg property is less useful then i thought.

Being on fire also goes through armour for free, for 5-10 damage.
Prods still do 70 damage. Even if it's stun damage, it's often enough to go straight through. They're slow too, but you'll have a few laying around, or being carried, somewhere.
Bodyguards only take 15% inc dmg so burning will be quite slow even with ignore armor.

Bodyguards only take 80% stun so stun rods hits would need to roll 118% dmg to do 1 actual dmg through rear armor

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 06:09:28 am »
On raw values the best solution is grenade type weapons since the under armor is only 55. Spears are also a potential solution since they have armor pen and TU damage. Marsec bodyguards only have 45 TU so it reasonably possible to effectively paralyze them. Chem grenades are the ideal weapon since that hit under armor and have a damage bonus. And just like any armored unit sufficient volume of hits will degrade the armor value.

Yeah game is slightly cheaty when comes to detection of bases. Each crackdown mission has chance to find a base if it survived disregarding regions. At least it worked that way in original xcom and I don't think it was altered in open.

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