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Messages - legionof1

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1891
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.

1892
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.

1893
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.

1894
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.

1895
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.

1896
XPZ Strategy/Tactics / 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.

1897
XPiratez / Re: Sorta stuck advice appreciated.
« on: April 07, 2016, 07:44:42 pm »
Base defense has been mostly a time consumed problem rather then a true threat since I've opted to compensate for neglible fixed defense with mass fire power. The hangers and lift usually go boom and most potential loot. This does however mean every Tom dick and torpedo lands. So frequency... :'( 

1898
XPiratez / Re: Sorta stuck advice appreciated.
« on: April 07, 2016, 04:59:35 pm »
Well after relenting(not knowing is part of the fun) and resorting to the tech tree viewer at some length i find that my problem is in fact that i have had next to no academy ships appear and therefore no chance to get a academy engineer. Therefore no laser tech, and many things from there Also i have apparently managed to go a huge amount of time without diplomacy because no mutant p to make a pillow book. Anyone know a reliable way to get some?

So yay holding pattern till rng graces me with an academy engi. Don't think i've even seen one this run.

Edit 1
In other news the scrap piles are now gone and intercepts options are now a luxury. Back to tailing shit half way around the world.
 
Edit 2
Oh yay another base attack. Wtf do we have a sewer/cavern level with connections to every single constructed tile if something goes down there your defensive base building means exactly dick. 3 levels to defend and the caverns have to many connections to watch at once if something goes there in the first turn its gone till it pops up somewhere else.


1899
XPiratez / Sorta stuck advice appreciated.
« on: April 07, 2016, 02:45:07 pm »
So been really enjoying the mod so far, however after surviving for around 2.5 game years i have hit what feels like a severe impass. I have actually exhausted my available research options but for the occasional captured foe.

I lack the means to shoot down anything above medium targets(excepting freighters) in a cost effective manner. I lack laser, plasma, and Gauss weapons but for what i scavenge which has been extremely limited.

I have actually fairly high number of plasma type weapons lying around  from standing off a reticulan base attack but cant research or use them.
I have also been suffering in the funding department all game and it has been exceedingly slow going getting coverage.
Ive also had very limited encounters with some factions which may be part of my problem. Ive seen probably less then 10 academy, church, or spartan ships in 300+ contacts. Raiders less then 30. Smattering of humanist.
On the other hand ive got reticulans, star gods, and traders coming out my ears. The star god ships are still out of reach in the air and the ground situation is pretty bad as well unless i resort to overwhelming levels of explosives which leaves very little behind. All my star god ground battles have been in jungle or heavy forest so explosion spam tends lead to fires hindering rapid progress and magnifying the morale problem. (Stand in fire or get seen and mind controlled). Every single one ive ventured so far has ending up aborting.

Also what gives with the grey robed star god units and missing more then 100% accuracy gun shots. And cat girls not existing for melee in diagonals to their facing. And really funky sight lines although i guess that's kinda intentional. Also i guess cat girls are more or less immune to stun since ive had ten gals beating on one with stun sticks to no effect. Single bullet on other hand.....

Armor is also an issue since nothing i can produce feels worth the TU penalty or the production time investment(need time for grog production to stay solvent most months) when anything i can bring down is almost a cake walk in outfit gear. So gals in guerilla outfits is what i have. Got battle rifles with PS ammo and long bows in support. Quality Grenades are relatively expensive since my chemical supplies are almost entirely tied up in craft missile production and im about to use up the last of my scrap piles so even that use may dry up.

Keeping rating up so far but at the mercy of what flies by has lead to some very close to failure months(about 1 in 3).

What should i do??? Do i risk everything and throw everything i have at a difficult target and risk wiping myself out either with casualties or to many expended items leading to lack of crucial supplies at some later juncture. Wait around until rng drops what i need in my lap??? Any ideas what tech im missing to produce laser weapons? what targets do i hunt?

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