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XPZ Strategy/Tactics / 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.
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.