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Messages - GarlandSP

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XPiratez / Re: Suggestions on how to improve the mod
« on: June 25, 2016, 12:14:17 am »
BTW: Pure alkaline metal, like sodium or potassium explode in contact with water, so i suggest changing standard ammo ( that contains gunpowder ) to sodium propelant.

Here is a video explaining, i suggest subscribing as its a great science channel.

Edit: in case of underwater combat like in TFTD.

XPiratez / Re: Suggestions on how to improve the mod
« on: June 25, 2016, 12:09:02 am »
There are people talking about the gyrojet pistol, there is a modern desing somewhat similar, advance design for our times though.

I think this could solve the problem of aquatic weapons.

XPiratez / Re: Fun but unconventional strategies.
« on: June 09, 2016, 03:02:09 am »
I won't comment about the lore, since that'd be OT, but IMO suicide bombing in XCom is a weak tactic. You gain little comparing to actually throwing the explosive, and you risk reaction fire. If you have a clear path of approach, melee works just as good (if not better), while allowing the unit to usually survive. While the appearance of completely disposable units like dogs (who are unable to throw) makes actually losing the unit a no-issue, I still think it's much overrated. Priming the explosive takes a ton of TU, and carrying primed explosives around creates a serious risk to your own troops.

Thats why i said it was irrelevant, it was just for the LULZ a joke, its always better to nuke the place with a rocket, i apologise the creator of the thread for spoiling it.

XPiratez / Re: Fun but unconventional strategies.
« on: June 09, 2016, 02:32:36 am »
The discussion was offtopic, its better to remove the comments rather than spoil someone else thread with irrelevant issues and SJW ideas.

I already removed mine.

XPiratez / Re: Suggestions on how to improve the mod
« on: May 18, 2016, 09:00:32 pm »
Handguns are backup weapons for CQB they are niche weapons, i use them in cases where my gals must run from one point to the other and are low on stamina, handguns are excelent choices as they use low TU and dont consume Stamina.

XPiratez / Re: Pirates custom weapons vs loot weapons
« on: May 18, 2016, 05:25:07 am »
I like it, although the gun could easily remove the need for any other guns with so many upgrades :)

And bozar is just like I wanted it to be. Seemingly almost OP good but definitely outclassed by specialized weapons - it's the ultimate jack of all trades.

It was just an idea, if you could upgrade custom guns you could expand its useful life, and you can use the same armor mechanics for upgrading, as i said i dont mean to have a gun that would replace others like a reticulan laser, XGs or EuroSynd weapons.
If you really liked the idea i believe other veteran members of the forum could help balance the idea, if its on your interest.

XPiratez / Re: Pirates custom weapons vs loot weapons
« on: May 17, 2016, 07:36:11 pm »
As for the Linux SMG, the name obviously comes from the Linux operating systen.

The Linux SO is known for its costumization capacity so a person ( brainer ) with enough knowledge can customize it to fit diferent uses...

While i used it succesfully in my first run, I think the problem with the SMG is its lack of customization.

For example adding electro-shock ammunition ( laser damage ) as many other firearms would be a nice addition, also there should be research that allows it to upgrade itself for example:

  • Add the option for an ACOG scope once sniper rifle has been researched ( increase in accuracy )
  • Stabilizer ( better auto-shot performance )
  • Shock rounds ( laser damage )
  • Gauss coil barrel ( Extra damage )
  • computer assistance ( less TU )

So the manufacturing process would be the same as in armor, for example you build a common Linux SMG, then you add the ACOG and get a Scope Linux SMG, then you add the Stabilizer and you get a Shooty Linux SMG ( with both the scope and the stabilizer ), then you add the Gauss Coil at the barrel and get a Dakka Linux SMG ( with the scope, improved barrel and stabilizer ) and finally a Nerdy Linux SMG with the Computer assistance Interface.

The idea would be to extend the life span of the weapon, it is not meant to replace XG or EuroSyndicate weapons.

XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: May 12, 2016, 05:04:07 am »
Campaign or New Battle: Middle-Late Campaing.
Kill Counts: Around 50.
Loot Hauled:
  • 1 Plasma pistol
  • 2 Laser guns
  • Many bullet base-low quality pistols
  • some shotguns and a rifle
  • Some fuso knives
  • Irrelevant hand-to-hand weapons
  • Jewlery
  • Mutant Porn
  • lingerie
  • Money purse, bags of gold, 2 treasure chest
  • Many goldbars
  • 3 Saphire
  • Govt papers, 3 liber ocultus, encrypted datadiscs
  • apples, mutant meat
  • Bikini
  • Maid Armors
  • some durathreads
  • Novice robes

Probably some more loot.

4. Duration of the mission: about 1 hour
5. Effective weapons: Spikeballs, blackpowerd bomb

6. Other notes, i.e. effective armors, tactics, etc.

There is a quote from a high quality mod for one of the best game ever that says: "I have opened the mayor. When the power drops... Go in... Go in... Go in and Go in... Like the U.S. marshall and his three daughters... and we lose the vaccine..." well do operation was something like that.
My team was a veteran 18 member squad, my problem was that i wasnt prepared for the operation, my tactics are overwhelming the enemy with mortars, long bows and heavy weapons from a large distance, then sending gals with big blades, so i didnt have any good weapons, nor my dear panzerfausts  :'(.
When the manor mission appeared i had no weapons, the best i had were 3 laser pistols, 2 tazers and handles, but i had some blackpowder bombs and spikeballs.
As for equipment i could carry medical equipment and aye-phones.

For the operation per se was not hard, blackpowder and spikeballs were the most useful weapons as i could throw them to upper floor with deadly accuracy plas the enemy had low armor so it was a 1 Hit-kill, but it quickly turned into something tedious finding the missing the missing enemies, i found one in a tower that was isolated from the entire compound so i had to punch a hole with a laser pistol, this tower had an occult room.
As i said before my only handguns were 3 laser pistols, but i could quickly find other handguns for my sharpshooters, the same goes for hand-to-hand weapons.
At the end of the battle, most of the gals were panicking the reason for this is that i spent many turns finding the last enemy.

As for the loot, the most valuable where Mutant Porn, lingerie, jewels.

On the other side i found an item i had never seen before ( i finished the game twice ) called Illegaly enriched uranium.

Money comes in handy as i need it to build a large scale factory base.

Balance: Boring and Tedious, except for the items mentioned above there are not many reasons to take this missions.

It works, just not released yet :) My present is your future :)


Nice armor i really look forward to test it... May i suggest some durathred leggins?

XPiratez / Melee weapons - Special armor bonus.
« on: April 22, 2016, 03:12:43 am »
This is a newb question but, i was wondering what means ( Checking Bootypedia) the Special: Armor +-xx%.

Does it means is less effective vs enemy armor? what means if its a negative percentage or a positive one?

XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 10:54:59 pm »
Good point. If the OP is shooting things down, that could account for the seemingly weak return on attacking shipping.

Sent from my Nexus 7 using Tapatalk

The diference is significant, as you will be able to capture engines, hellerium-115 and craft weapons that pays well in the market.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 09:45:05 pm »
I havent had problems with income, a nice tactic is to send the troop carrier to chase the flying target but not intercepting it, as soon as it lands it will prompt for a ground assault.

XPiratez / Re: Marsec Bodyguard
« on: April 10, 2016, 11:42:32 pm »
Buy panzerfausts at blackmarket and equip every gal with one.

XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 05:06:44 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

A Gal with a FlameThrower is a fire that purifies all... pretty much explained in the bootypedia  ;D

XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 03:04:33 am »
Looking at the numbers I would say mortar is your best friend.

My boarding team always include 2 mortars, plus if you equip your CQB and FireSupport Gals with panzerfausts you get an awesome firepower.

Every Gal should carry a PanzerFaust, you can buy them at the black market, expensive but rewarding.

Most of the times is a 1-hit-kill.

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