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Messages - legionof1

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XPiratez / Re: Craft weapons
« on: April 17, 2016, 11:17:55 pm »
Sounds like the next step up for you, is laser tech, which requires capturing an engineer alive. After that the second stage of laser tech is to interogate an academy engineer after diplomacy tech. 30mm 50mm and gauss can indeed be looted from landed ships along with small amounts of ammo. Military transports also occasionally have craft gun parts. However one should not be relying on guns to do the majority of damage in the air in the early stages of a game. Invest in missiles. You get a range advantage over most of the smaller craft. Stingray missiles you can produce yourself pretty cheep and come 15 to a production item. The launcher holds 5. 

XPiratez / Re: The various types of interceptors
« on: April 17, 2016, 11:02:19 pm »
Skipping is certainly a valid choice in response to how the tech works out. The merc fighter is however very expensive for it capabilities. I try no to use it except as a stop gap.

There are 3 somewhat parallel progressions for crafts. The first is normal interceptors like the predator. These are fast, have missile slots, but are quite frail. These are much like normal interceptors in vanilla
The second type is what i term heavy interceptors. The kraken is the first such. Pretty slow but have high hp, Heavy gun slots, no missiles. Intended for tanking fire in a multiple intercept situation.
Third type is ships like the bonny. Comparatively slow, multiple guns but the main feature is there large troop capacity. Much like the skyranger in vanilla.
This mod has a alot of bleed-over since everything has some troop capacity. There are also various utility craft like the pigeon that fill some support role.

Broadly speaking progression is in 4 stages.
First stage: Bonny, first interceptor(hunter-killer?) starting or near starting tech. More or less don't bother unless the bonny bites it.
Second stage:Kraken, Predator. Beginning of diversification and real ability to fight in the air. Still dependent on 3 items from the black market for building. Still probably better off using runt hours else where. And sticking to a chase to landing game.
3rd stage: Further diversification. Craft of this tier can 1v1 fighters and escorts without needing missiles range advantage. Some ships of this stage need fewer types of black market items. Here one can actually start hunting small targets in efficiency and safety. Caution if your craft weapon tech is lagging. Warships are still off the table but anything below gunship is fair game.
4th stage: Ultimate level craft. Black-market no longer involved except for fusion torch clips. These ships are the pinnacle of their types. Fighters are blazing fast, Heavy's are sturdier the the majority of ufos. Transport capacity is a barracks by itself. Fighting warships is possible with multiple interceptors and a heavy to tank. Note that warships will always have range advantage of at least 15km so the tank is absolutely needed. 

XPiratez / Re: Probe Missions
« on: April 17, 2016, 10:23:04 pm »
The temple is fairly rewarding now in 98c since dioxine changed how gemstones work as loot. It was okay before but most the value was in processing the bodies into well selling merch but that takes runt time so was not always the most useful. Do be warned though deep ones and there blue buddies are very sturdy and spawn in higher number then average factions.

I've had little trouble with the view range on my I-7 @ 2.3 with only 12g ram. Maybe a little stutter on occasion but nothing detrimental to game-play.

@ Meridian I would cheat in some arrows if it was me. A weapon going from no ammo to ammo using qualify for balance cheating to keep presently active games from grinding to a halt. Like one quiver per gal.   

XPiratez / Re: Are Academy Engineers male or female?
« on: April 17, 2016, 09:34:52 am »
I figured it was something like that. Makes sense that way to me.

WOOT new version. Now someone explain to me in baby steps how to set view range back to 30.

XPiratez / Re: Are Academy Engineers male or female?
« on: April 17, 2016, 04:41:14 am »
 :o pronoun trouble? Though i do believe the techs are dudes by model but gender delineation with these sprites..... if the gals didn't have big hair on the battlescape and tits in the inventory screen....

XPiratez / Re: questions about item stats
« on: April 17, 2016, 04:36:03 am »
To each there own. I'm a tad more stringent in bravery since i have a rather slow paced "safe" tactical style. My maps run quite long so decay is a concern. I also don't play at high end difficulty so target richness suffers in later stages of a map.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 17, 2016, 04:23:21 am »
if we are speaking about a certain 6000 top speed craft and mission yes it does exist in a technical state but that interception profile is....... Nigh impossible, given scan cycles are 30 mins. Ships at such speed can go across a hyperwave area without detection. And unless it drops to less then half speed interception is impossible until near end fighter tech. even then needs to drop speed a reasonable fraction to allow an intercept. And hope the intercept doesn't vaporize it cause its damn frail compared to your normal target profile. Lesson learned me :P. A balance factor that is just as hard as the normal route(or harder YMMV) is not a balance factor. It is only another path.

I'm quite happy the path exists don't get me wrong. Doesn't sufficiently alleviate the issue of rng blockage though. A full run of this mod is a significant time investment on the player's part. How long is meridian's LP in published time and off camera? If what we the players acceptis a long haul game makes itself longer through without player input it feels pretty bad. My current run had a 2-2.5 game year period of me merely not losing, with no really tempting bait on the hook to keep my interest. Just cutter/sentry/escort/etc run  I stuck it out on stubbornness, out of game knowledge, and what the mod had shown me so far. I'm the type of player that hammers at a problem till it gives. The type that keeps trying things that everyone else says give up on. The kind that games like Dark Souls are the target audience for. IS this the kind of player you want to be the majority of your community?

Dioxine, you even said to restart to me at one point. You at the time agreed that i had been given the shaft and changed that particular piece of the mod. Different precise circumstances, same general problem. Consider carefully what your design goal is.

Either way this mod is a spectacular piece of work and has my adoration and support.

EDIT: WELL FUCK ME AND CALL ME SHIRLEY. new version posted while im writing this wall o text speech. Ignore me and im gona shut up now. Still great work.

XPiratez / Re: questions about item stats
« on: April 17, 2016, 03:26:51 am »
My bravery training is a little bit more brute force and min-maxy. I sack those with less then 40 bravery. Since panic states occur below 50 morale with increasing chance the lower you go, a 40 bravery stat sets your natural decay floor to 40 which is a low chance to panic on given test and therefore a high resist roll. More resists more chance to gain. At 50 bravery you need a little nudge to trip over into panic chances. Like oh say squad mate panic. Not to many of course or you get a spiral. But occasional panic that merely shoves the next tier into tests with very high success rate is acceptable. Once your bravery is at 60 your safe from decay and can start to take other types of morale hits with reasonable fortitude. Normal things like wounds and combat events take over from here.

another note about 40 bravery is that post panic/berserk you gain 15 morale so if you triggered at 35 or above your "safe" from an immediate relapse.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 17, 2016, 01:22:55 am »
I would say something on the order of once every 6 months to a year would be a good interval. Or maybe a few smallish "defector" type missions. Some guy would rather get a quick payout from a pirate gang then slave the rest of his life in middle management. Would be something like an envoy size ship with a high proportion of marsec BGs or equivalent and the "defector" who is unarmed and comes from the list of "interrogation targets". Or maybe its a prisoner transport ship

XPiratez / Re: questions about item stats
« on: April 16, 2016, 11:20:05 pm »
It does restore TUs scaled by bravery of user as well as morale. However it doesn't restore the TU of the user and costs a very % of TU to use. It also requires I believe 70 morale or higher to use. Effective use is hard to manage. The requirements for good user are therefore a minimum of 70 bravery(so decay doesn't render it useless) and very high TU so the gal can still maneuver and juggle items on turns where flag will not be actived.

XPiratez / Re: questions about item stats
« on: April 16, 2016, 10:19:04 pm »
The battle flag is indeed bad for stat training. However one could carry a pistol or other one handed item and place that on the ground when you want to use the flag and pick it up the next turn.

Honestly I'm not terribly impressed by the flag and it's upgrade. It does fill a valid need because we have morale decay and panic spirals are very bad. However useing it a lot actually prevents growth of bravery since you have to be low morale and resist a panic check to grow bravery. Usually several times in a mission. 11 successful resists needed for 100% chance.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 16, 2016, 09:03:26 pm »
Oooooh buying tech items that's a neat idea.

Military Police give negative points when killed, correct?
It is always so annoying to have them in a pogrom.
In program just kill them anyway the net score should still be in your favor

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