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Messages - legionof1

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XPiratez / Re: A thread for little questions
« on: February 04, 2022, 12:56:14 am »
P. S. Also, Yankes scripts related: would Ushanka's or other items that give you resists work if you hold it in hand slot in X-Piratez? I tried reading the script and couldnt find if there is any sort of slot-exclusiveness (other than general limitation that it is only allowed for hands+hat).
The effect works in any slot it's allowed in. Thou most such items limited to one instance. No triple wielding hats.

XPiratez / Re: A thread for little questions
« on: February 01, 2022, 06:50:32 pm »
XPZ does use the feature, and everything but the lift is destructible in combat, thou most facilities are pretty resilient unless your using really wide area explosives. Some facilities even helpfully highlight the tiles that count towards destruction like the hanger with red lights on the floor of the target tiles. iirc greater then half of the target tiles need to be destroyed for the facility to count as broken. So for a hanger 3/4.

XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 31, 2022, 12:25:19 pm »
Mecha is technically possible before tanks if your lucky, but getting the mecha spiders and all the other random bits is alot of RNG to go right. Tank has 7 prerequisites, Mecha has 13, with quite a few being pre back school level, if you get the drops.

As far as role a mecha offers greater utility by having a "melee" shot attack that strips armor and high terrain damage, also superior NV and thermal to a tank, and better turning costs. The tradeoff is slightly inferior frontal and side armor, and lower resists. Mecha does have superior under armor going for it.

Mecha i find is actually worthwhile if you don't have laser tech, since only the laser tank has an unlimited ammo option, the 60mm tank in particular can suffer from having to expend limited ammo just to clear a path.

XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 25, 2022, 09:16:09 am »
Clear the board or take the score. Thou knocking out the government elites can help the overall score, they are not recoverable.

XPiratez / Re: A thread for little questions
« on: January 25, 2022, 09:11:06 am »
Ah, are you sure about that though?  Like if you do 4 gals in bikinis on a little bird in quick battle and finish in 11 turns you get 0 glamour (16 if you finish on turn 1, 4 from bikinis, 12 from the bird).  Unless all of this glamour is considered part of the map drop (armor/craft/map). Or maybe I just don't know what the "self generated" part you said means
Honestly neither do I concretely. it might not even be true anymore now that i think about it. Minor balance things like this change all the time without really being documented.

XPiratez / Re: A thread for little questions
« on: January 24, 2022, 05:43:50 am »
Finishing early just prevents decay of already present glamor. Glamour is on a timer like a grenade if it's part of the map drops, while self generated is not.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 24, 2022, 05:41:26 am »
Syn even nude can be a right monster, innate resists on par with end game armor, twice the base armor of a gal and innate hp regen. The base package is so good they really don't fit on the scale. There isn't really design space for much more without cranking up the end game scale to match. Maybe someday but right now no need.

XPiratez / Re: A thread for little questions
« on: January 21, 2022, 06:50:58 am »
Quick technical question:
Is there a way (hotkey I guess) to see trigger zones of active mines and blast zones of grenades active and on the ground?
Also is there a way to see how far can your soldier throw a grenade hi is holding without actually trying to throw it?
No, but it's always the ring of adjacent squares. proximity radius is fixed. The map window will show items on the ground including thrown proximity weapons. enemy or map mines are hidden.

Range for throwing is based of a formula. Range= 2.5 x strength/weight. So a gal with 60 str throwing a grenade that weighs 3 would be 66.67. The exception is thrown weapons with fixed max range, or powerfall off.

XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 18, 2022, 01:17:52 am »
There is no floor for how bad your chance to hit can go. Bonuses from both sides are summed out, then you roll the to hit formula for things like weapon accuracy and target size. If the foe has sufficiently greater dodge you will never hit.

Thou practically only ninja bikes have the dodge to do that. And even then only against awful pilots or low accuracy guns.

XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 16, 2022, 08:29:49 pm »
1) Air game advice, heavy weapon slots are actaully pretty good against most targets in the early game, very little of early content actually has any armor. The issue is actually accuracy. Heavy slots on craft without an accuracy bonus and/or a good pilot will miss alot, ninja targets in particular have exceptional dodge stat. The kraken is kinda slow but targets don't always just zip around at max speed. There are more opportunists to use it then just what some parameters on paper say. Light slots should be your focus in the early game aside from a gold codex run, there cost efficient and the lowest tier can drop both ammo and additional guns off common targets like megapol. Another point that you may be missing is that you can have up to 4 craft in a battle if you gather them up properly. There is a button to minimize the window of craft that are caught up to the target so the rest can catch up too, you can also assign craft to escort each other so they fight as a group.

2) 17 bases seems like hyperbole to me, even with ninjas. Mind that some of the ninja bases are just outposts and much less challenging to remove. As to dealing with ninja turrets the best tool is emp grenades carried by the ninjas themselves, after that mortar as you have already discovered. Don't try to find one weapon to solve every situation, the mod is expressly designed against a one size fits all approach. You need to look at resists, damage scaling factors and other data points to find what works best for an given encounter. Even what works best for one of your crew might be awful for another. Few weapons are exceptional even for there class/role and those features which do make them good at one thing can make them awful at something else. A sniper is not shotgun. Adapt to what/whom you have and what your enemy is.

3) the way to start iwth voodoo for most users is wands, or in the case of bugeyes terror. You need to build skill before the real tools/MC are likely to be successful. Need to hit to get exp so begin with the baby tools and work up. Voodoo in this mod is more about the specialist effects from the tools or using it against mental midgets like Mercenaries. Vanilla it was all powerful one size solves all end game, here like almost everything else it's just one tool of many in the box.

4) made mention of emp nades above, but most of the trick to engaging a ninja outpost/airfield is to stay out of line of fire of the turrets until you thin the ranks, hopefully garnering some emp nades to use in the process. Turrets you want to engage from either out of line of sight with nades and other arcing attacks, or when they can't see you due to camo/invis. They can't reaction fire something they can't spot. 

XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 14, 2022, 03:37:15 am »
good lucj with your dozens of tanks and Z forms.

XPiratez / Re: A thread for little questions
« on: January 14, 2022, 03:34:47 am »
So long as you can afford the score hits, merc and star god bases are only worth hitting if you need there VIPs still since there assured to spawn one.

XPiratez / Re: Bugs & Crash Reports
« on: January 12, 2022, 05:45:57 pm »
Because the Ganger is not actually bad in heat being at 99%, while scout and adventurer are past the threshold for HP damage from cold.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 12, 2022, 05:41:35 pm »
enemy craft don't always go at max speed, they frequently will slow down and just fart around. You can't very well do effective propaganda flybys at mach 7 now can you.

Give chase and wait for stuff to slow down and then you can attack them. That said yes some targets won't slow down nuff for a kraken to play. But the more you can get a chance at the more earnings you get, the more earnings the more toys to get more opportunities.

Almost the whole mod is about pushing what you can do now that little bit extra to get something better, and repeating the cycle. The air game is no different.

XPiratez / Re: A thread for little questions
« on: January 12, 2022, 05:32:23 pm »
it does not, because it's very complex for what is a relatively minor result. It could not be adequately explained without picking apart and exposing the inner working of how the game manages 3d space and how shots actually travel. and that would then demand further explanations of how non standard weapons like arcing and shot guns really work.

Much illusion would be lost, and would require probably take 7-8 pages to do justice, for what amounts to your model is slightly fatter you will get missed a few % point less.

to be clear, A bigger model means something that does not pick the best cone of fire has more surface area to maybe strike. More near misses become hits, but anything that was a clear hit or miss didn't change.

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