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Messages - legionof1

Pages: 1 ... 124 125 [126] 127
1876
XPiratez / Re: Parrot mod
« on: April 09, 2016, 07:24:28 am »
Just want to convey my thanks for this particualr peice of the game. Parrots are my favorite thing about it. My now 3+ year game would  have died so many times if not for them. Or i would have quit in frustration of finding the one last sodding enemy on complex maps.

1877
I just level multistory buildings in terror maps if there are to many. One or 2 is okay but a mapful i break out the mortars and level the map. Screw the penalty for civilain kills most of them are gonna die before i win anyway if i win at all.

1878
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 07:16:49 am »
IF you can have multiple set alights....wow im glad chruch zelots are dumb and try to flame me at 20 tiles and just end up spraying the landscape. Ive set myself alight more often then the enemy. Usually the flamer gal shoots herself.

1879
XPiratez / Re: Restrict item use for HWP (dogs)
« on: April 09, 2016, 05:57:46 am »
DF animals are just unfortunately not as dramatically effective. Same actual role thou, dieing in place of more valuable dudes.

1880
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 05:24:46 am »
Ah thanks I've never turned up that entry. 5-10 dmg range explains the lack of gal impact. Even noob gals tend to have over 40 HP and grow quite a bit. So unless your in outfit with plus % fire less threatening  then most guns and relatively uncommon.

1881
Gimme gimme want. Not the original asker but want. Don't like the exposed thigh skin area. I think the outside of the thigh would look better.

1882
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 04:08:46 am »
I would like to know what burn dmg is too. It doesn't feel impactful on the gals. But then again we have highish HP

1883
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 03:07:39 am »
I'll second the use of mortars. Parotts grenade drops are handy as well cyber disks rarely go very high and have pretty big blind spots overhead due to being 4 tiles and sight checked from only the front edge.

1884
XPiratez / Re: Restrict item use for HWP (dogs)
« on: April 08, 2016, 11:21:17 pm »
Chainsaw armed dog???? My pathing problems in jungles have just been solved.

1885
XPiratez / Re: Miniguns and vulcan guns
« on: April 08, 2016, 06:30:47 pm »
I've managed 3 kills when I used one to hose down the entrance room on a gunboat. 3x3 room many bullets from the door.

1886
XPiratez / Re: Base defences
« on: April 08, 2016, 05:46:58 am »
The endless cycle had been around since the original game though rarely encountered since it was only battleships that made the attacks and getting effective base defense was an end game thing when you where so close to winning that it was nice to be able to stop fighting base defense before the final run. X-piratez with so much focused on scavenging tech i almost welcome the influx of foes, particularity with the varied size attack parties. If it where not for the thrice cursed sewer levels i would actually welcome them. Thank fucking god for parrot recon division.

1887
XPiratez / Re: Some feedback, some questions
« on: April 08, 2016, 04:49:00 am »
A + percent means armor is more effective. a - percent is armor is less effective. For very early captures handles are the most effective tool at your disposal. Stun-sticks are the best for quite some time until gals near 100 str where rifle butt strikes become more efficient because fewer TU spent switching items. A thing to note with stun sticks is that they are a 2-handed weapon and suffer a penalty when wielded 1 handed. Later on stun batons are a 2 size 1 hand weapon that is roughly 2/3 the potential of a stun stick. They swing very fast but lower dps and per swing damage makes armor issue worse. But pretty useful for blitzing unarmored foes.

1888
XPiratez / Re: Some feedback, some questions
« on: April 08, 2016, 04:24:21 am »
1:some techs have certain slave types as prereqs.
2: not gona touch that idea
3: some armor types have progressively better versions that require older ones as parts
4: I have as yet have found only one method that is reasonable and that is gangbanging with stunmsticks or rifle butt hits on high Str gals. A high number of foes need multiple hits. Some few types are impossible with stun weapons alone. Strike from behind if at all possible to target weaker rear armor.
5: the majority of the early "armor" is just specialization and not direct dmg mitigation. There are percent reductions to account for but little additional armor early on.

1889
XPiratez / Re: Sorta stuck advice appreciated.
« on: April 08, 2016, 02:11:53 am »
Update time the mutant p issue has resolved itself through finally getting access to self production. So yay glorious interrogations in my future. Still no academy engineer but hey snaged an esper so here come the vodoo.

Bad news is that 2 secret bases got built by the traders in the same month. This might be the death knell. Gona try to pull off some assaults and maybe i can stave off doom a while longer.

Edit 1
PARISE BE TO RNGEUS. academy engineer after nearly 3 years. Let's get this show on the road.

Edit 2
First base assault down even managed to snag the guild-master alive. Now to do the other guild base. Oh and church base has turned up in the mean time.

1890
XPiratez / Re: Piratez starting guide for new players
« on: April 07, 2016, 08:26:45 pm »
Interesting layout but are the 4 corridor/traps needed after the second ring is built? Wouldn't only one be more efficient? And is such an expensive base worth the investment? Most things seem quick in the default 15 lab.

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