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Messages - legionof1

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1786
Should be no problem. Backup saves and config file just in case anyway.

1787
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 18, 2016, 11:08:14 am »
Realistically freighters are the bonny's only niche in the air something else dosen't do better cheaper and safer. The bonny is a transport with guns and not anything else.

Frankly some of the air stats in this mod perplex me. Why would you send one gal to do anything on the ground? Why is the most theoretical(not functional) damage for much the game on transports?

I like the diversity and the utility craft are an excellent addition, but sometimes i look at a craft stat and try to conceive of a useful case for it and fail.

1788
XPiratez / Re: Alternate deployment for the Bonny
« on: April 18, 2016, 10:53:56 am »
I find tanks questionable in day to day operations for much of the game. 1 of the variants is quite capable of instagibbin gals with reaction fire if you forget about them at a crucial juncture. such as breaching stage when you had been using the tank to cover the door while the gals moved up. Ready to breach and one boob walks out the door and the tank turns everything near the hatch into red mist. Even the non aoe tanks are pretty dangerous because of excellent reaction and poor snap accuracy. Those variants that are auto only have terrible net accuracy.

Heavy urban environment tank spends more TU gunning open paths with the secondary then anything else.

Oops this mission is church. Minus one tank, since most lasers either bounce or instagib with middle ground rare. 

Where a tank shines are things like progroms and warship attacks. Evens the field massively but you know these types of battles are coming before you take off. easy nuff to change loadout before flight.

1789
XPiratez / Re: questions about item stats
« on: April 18, 2016, 10:29:41 am »
Except Space marines don't get reliably scratched by anything short of 75 caliber rocket assisted rounds. Our gals at best are middle of the food chain except for the mutant stat growth

1790
XPiratez / Re: Special ammo availability
« on: April 18, 2016, 10:13:13 am »
True maybe a few more acid rounds are needed but what does have them is reasonably justified in my mind. Most ammunition either doesn't have the size to pack meaningful quantities or has to high projectile speed for such round to survive flight. Such rounds are much like paintballs. The ideal weapon is something like the magnum, big caliber and low velocity. While you can make such rounds for large caliber snipers and anti-material rifles at that point E=MC^2 makes any solid penatrator round much better then anything but the most volatile compounds at sheer damage. The mod even has this as a rule:60+ dmg pierce, and plasma always cause armor damage even if they get blocked. 

1791
You and me have different opinions of valuable Arthanor. The only gals i treat with extra care are the fire support unit(archers, snipers) since without them killing most things is quite hard for a long time. Everyone else is reasonably expendable until the armor actually means something.

As far as Gauss defense your best option is pierce reduction and not raw armor. Gauss have big base values so even small percent reduction hit them quite hard.

70 base on pistol for example vs 80% armor(guerilla) only averages 56 minus 20 base armor gives 36 hp damage. Not happily survived but doable even with raw swabbies.

Musket at 85 base drops to 68, minus base armor:48 hp. Swabbies are probably dead, but vets are likely still here.

Sniper has accuracy and TU cost problems limiting its usage in ai hands. Your dead if they shoot you anyway. Only the very last tiers of power armor have a chance of mitigating this because of the power bonus.

Heavy eats everything the gals can field along with 90% of everything you can fight. Bio armor can maybe shrug a burst on front or side armor but the multiple shots are not in the defenders favor as far as mitigation. 400 potential damage on median burst-up to 800 on max dmg rolls. Only lobstermen reliably survive this kind of punishment.

1792
XPiratez / Re: questions about item stats
« on: April 18, 2016, 09:20:49 am »
Is perpetual TUs even possible?  I think Eddie was just talking about using two flags to keep both user's Morale up, not their TUs.

Technically yes but the bubble of effect would be tiny, almost immobile, and napkin math says something like 4-5 gals with optimal stats(70ish bravery and 80+TU) to get something that could move 2-3 squares per flag cycle in flat open terrain. And the whole ponderous thing can still eat aoe reaction fire and then the whole blob dies. So super fiddly, huge body investment, less safe against reaction fire, and less maneuverable then everything else ever. In exchange possibly break balance. Sounds fair. 

1793
XPiratez / Re: Special ammo availability
« on: April 18, 2016, 09:06:10 am »
Functional and game-play limitations. The functional limit on a pedia entry page is 3 ammos with careful formatting. Do you want 2+ pages for every gun? I don't. Things dense as it is. Second putting every ammo on every gun dilutes meaningful diversity and leads to the one best weapon for every situation game state. 

1794
XPiratez / Re: Alternate deployment for the Bonny
« on: April 18, 2016, 08:59:54 am »
Nice change to have. I personally dont have an issue with the stock deployment on the bonny unless i have a tank. one square of z-axis flight is 4 TU and zero energy. I mostly want the birds near ground level anyway with popups for better vision before they settle down behind cover at the end of the turn.

I agree a tank/reaper/etc is a massive blockage coming out the bottom hatch. However early 2x2 units are almost irreplaceable due to either component rarity(2x of equivalent terror unit) or difficulty. Hey you, distract the nice reaper while the rest of us try to wack it with electrified sticks. The rarity issue recedes after a time as terror units become easier and more common targets. But in the bonny era i think i rather have 4 gals over a tank anyway. Reaper or boomy might be another story but i have yet to capture one early in a game and very few indeed overall. Huge hp, high armor, and no medic interaction makes live retrieval an issue. That's if your even willing to risk the attempt.

1795
yeah pretty much dick helps the front line for a long while. The first upgrade i try for is guerilla if only for the large inventory and pierce reduction. Actual armor increase has to wait for something like revenant, Mesh or sythmuscle suits. The compound penalties on the Tac armor line of TU, stamina, and recovery, are not in my opinion worth the 10-20 additional mostly front armor. Gauss and plasma are still one shot kill potential. Moderate power(mid 30's) gunpowder weapons can still pen your front armor even with pierce reduction. Heavy pistols are also still a very credible threat. About all that Tac armor really offer over 20 armor outfits is the ability to take shotguns to the face. Buts so do the armors i mentioned above and they have there own advantages beyond raw armor which is the tac line only strongpoint.

The only useful armor in the tac line is the hover solely because its very early flight with a weight bonus allowing things like HMG's commanding altitude. But even the hover has issues in heavy direct fire support since the pack spaces are taken, limiting a user to 2x1 ammo and and max 4 if they are vertical rounds like rpg's

1796
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 18, 2016, 07:58:18 am »
I don't feel the bonny is particularly frail at 300 hp, the real issue in the air is armament, your simply out-ranged by everything except the lightest of ufo's. And only your initial charger laser even equals them. You take alot of fire just closing and the bonny has no missile slots. Even the first pure interceptor with seagulls has a better chance with less 2/3 the hp. Granted it has some dodge the bonny dosen't. But its the missile alpha at equal or longer range to light ufos that makes the real difference.

The 2 light 2 heavy config is very hard to make use of early. The first real upgrade is the 105 rockets but that's only one tier before stingrays and a fairly marginal upgrade at, 5 dmg per shot, 5km range, and 10% accuracy over starter spikes. Light slots blow at anything but finishing until laser tech. The slots just do not perform well until mid to late game at which point your vaporizing anything that's a reasonable match hp wise for the bonny. And by then quite possibly you could upgrade the bonny.

The only real use i have been able to put the bonny to is downing freighters. interceptors with missiles can struggle with a freighters high hp. Freighters also have very short range and low power guns so the bonny can unload the full clip of the charger laser in safety before closing and only suffering for 15 km to bring spike rockets and the 25mm to bear at which point superior RoF ends the battle very rapidly.

It something like strapping AtA weapons to a C-130. does it work: yes. Do i want anything else at all: yep. 

1797
Rags?? blegh. Gym suits are a mere 2 very fast techs away, have accuracy bonus for archers, more inventory, no stress modifier, and stamina and energy recovery bonus. 

1798
If you did do special arrows i wouldn't do aoe at all. The special ammo would be more appropriate for varied dmg types. Deep ones with Chem(poison) arrows. Fire arrows doing incendiary. Screamer(morale dmg) arrows. Now historically explosives have been on arrows but the payload is minuscule and used either for propulsion assist(Korean Hwacha) or as a disbursement tool for some other agent usually some type of flammable accelerant(ignite and spread in one package.) Now maybe at hellurium/fusion tech, since we arrive at handheld fusion grenades, some aoe would be appropriate.     

1799
XPiratez / Re: questions about item stats
« on: April 18, 2016, 04:32:06 am »
True it is 2 over vanilla but very few outfit/armors have full inventory and in the case of heavy support weapons(things that make sense for suit fed imo) ammo is big and very often an awkward shape like 3x1 or 2x1 vertical. Rockets launchers are the prime example. 3x2 weapon and 3x1 to the single reload. Direct fire as well. Panzerfausts and RPG's are much more flexible to a wider variety of armors and lighter to boot. And if a situation calls for more then one faust per gal, the launcher wasn't gona make much difference. The ammo variants make the advanced launcher another fish

1800
Even some the most frail things are unlikely to die to shield bash because the percentage is quite low. 25% of dmg multiplied by TFTD formula is pretty small(if wiki is correct). 80 str gal does 94 stun base. 94 times 100%(median roll in TFTD) times .25 comes out to 23.5. Account for armor and resist and only weakest foes are in any real danger. 

Now the dmg may cause wounds and bleed out if you dont check. But absolutely safe capture is and should remain rare. 

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