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Messages - legionof1

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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.

XPiratez / Re: gameplay mechanics question: ammo clips, dropped items
« on: April 10, 2016, 09:59:49 pm »
Most things that have charges are only used up if all types of charges are used(stim,heal,etc.) As to the exact behavior of items someone should post that to the wiki. Generally speaking multi purpose items are consumed quite slowly. I made one run of small medkits(20ish) and it's lasted years. Granted I play very careful and avoid being attacked whenever possible. Even so I expend 4-8 charges per run. 2 years and still have kits.

XPiratez / Re: Marsec Bodyguard
« on: April 10, 2016, 09:47:58 pm »
Percentages are always the exact percent something takes. Less than 100 means reduced. More means extra.

XPiratez / Re: Manufacturing for money ?
« on: April 10, 2016, 09:45:49 pm »
Xgrog is pretty good because it has no components. Early in the game components are a rare commodity. Even late game some things that sell very you just can't afford to spend the parts.

XPiratez / Re: Sorta stuck advice appreciated.
« on: April 09, 2016, 11:03:42 pm »
welp yay for more tech tree RNG blockage. Academy is still the fuckers in question. Specify needing to interrogate engineer to move forward in the laser field. Also apparently im missing advanced chemistry because ive never had a toxigun drop nor gotten lucky on other routes(to many things on data discs). Only ever seen ghouls once so...and they dont come on ships. So guess i actually start doing pogroms to try for wider enemy ranges. oh joy. Also still missing Pirate straits and eurasian autonmy so niether russian files or forgery. At this rate i might very well make cydonia with rifles. Got half the codes already. Incidentally tesla coil weapon holy hell i love it. I can stun big things and no ammo to boot.

Yay progrom payed of even it did take 25 turns to finish because one guy hid in a stack of crates inside one of the tiny huts in the dockyard tileset. Apparently you can open the door to the hut visually revel every tile in it but not see a guy behind the crate stack. I frankly though it was bugged. Debug mode to the rescue. Turn out the dude was just not moving from his hiding spot. I think that spot is more then just visually glitchy. Also had a downed freighter with a single corpse in the rooms below the exploded engines yet the decking was intact.

Anyway advanced chem got done and with it school graduation was finally doable. The tech tree has opened up again. Oh and the humanists kindly donated me tank tech after 4.5 years. I was all worried when they hit me with the biggest base attack craft. Turns out the spawns gave almost all the high tier units as leaders and instructors which are pathetic even with plasma guns. Tanks also not much of a challenge at this point.  Mercenaries have put up a base so now the final run is potentiality available. Though i still dont have a fogiest idea how i would manage the star god base that been in Madagascar since year one with vip alive.

XPiratez / Re: Supply Ship Farming and Taking Down Enemy Hideouts
« on: April 09, 2016, 07:35:37 am »
okay so i just did 2 base assaults and they seemed very small.  About 4 map chunks the same size as small craft ground maps. Is that normal?

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