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XPiratez / Re: A thread for little questions
« on: December 07, 2021, 03:15:50 am »
They adjust how much of your current stun you recover each turn, the normal multiplier is .036, savage with pain res 2 is .085. So about double.
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This map was an infested cellar mission, the blue dots are the remaining rats, but they seem to be in an inaccessible area, and I don't think you can blow up those walls, maybe I'm wrong.Intended, sorta. The map randomization occasionaly cuts of map parts. Apply the provided pickaxe on the ground in the starting area if you didnt bring your own. It's a good rule to always pack a hammer or pickaxe on every mission just in case you need to make a new door.
I even killed the poor cat because the mission wasn't ending before the bug hunt mode was activated.
Thanks for prompt replies everyone
One more question on stats:
In the attached picture, gal has some stats with part of the bar in lighter color (for example health is 70 in solid red and 103 with lighter-red).
what does it mean?
The gal is not wounded or refreshing, and it's armour is not affecting Health (https://www.xpiratez.wtf/en-US##STR_TAC_FULL_ARMOR_UC).
So what the lighter-colored stat bar means?
Consider them an atavism of pre-hunter-killer versions.
Spy Zeppelins were useful to cover spots which inevitable would be left between your bases, but without invisibility they are pretty worthless now.
This is incorrect, armor value is not touch on this stage, reduction is saved and added to normal armor damage and it do not affect unit until other damage calculations are done.Really? huh then a fair part of the community has had it wrong for years, thou i guess it's an easy thing to assume.
This mean in theoretical scenario when you could have hit that melt whole armor but it could not do any damage to health at fist shoot.
Do you know how much HP the turret has? it's bootypedia page doesn't seem to list it.
Also, armor loss affects only the facing hit (for example side or front) or armour all around?
By the calculation you presented, after 2 hits hits from recoilless rifle (-18 armor per hit, so 70-18*2=34), turret should be weakened enough to be penetrated by damage 40 weapons, do i understand this correctly?
Furthermore, as damage modifier from damage type is applied before armour, it follows that most supposedly anti- tank weapons like RPG HEAT and panzerfaust are actually crap against tanks and turrets, since such armored units have very unfavorable damage mod vs concussive damage type, reducing their initially deceptively high damage so much it can't penetrate armour, on average?
For example RPG HEAT vs turret does 100*0.35=35 dmg; turret's armour is 70*0.4=28, 35-28=7 dmg.
(btw, is he present on battlefield?)As stated in the briefing hes appears after some number of turns, and then usually gets himself killed.