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Messages - Starving Poet

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61
XPiratez / Re: A thread for little questions
« on: June 11, 2017, 06:33:30 pm »
Just a little extra ransom cash.

62
Suggestions / Re: OpenXcom 2
« on: June 09, 2017, 10:29:07 pm »
Marketing has voiced some concerns about the name, but I like the idea.   ;)

63
XPiratez / Re: Why not instant grenades?
« on: June 07, 2017, 12:26:24 am »
Yeah, I'm in the same boat as Ivan - with the grenade accuracy nerf, I just don't hot-potato at all anymore, or generally use grenades in my loadouts except for a girl or two who needs to explicitly train throwing... but then they often get better training with a whip or spear type weapon.

64
XPiratez / Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers
« on: June 07, 2017, 12:14:55 am »
In short - extremely

65
XPiratez / Re: A thread for little questions
« on: May 31, 2017, 03:08:09 pm »
I don't know if my heart could take more of these:
https://clips.twitch.tv/UnsightlyRichHornetStoneLightning

66
Someone could care less with the magic of 'cloning'.


Yes, that's fair, and it is for entertainment - but without it, all I would do was to simply have one of my radar bases with 120 hands in training with all those trainable stats near maxed anyway.  It was much more cheaty in TFTD than it is in Piratez - I've also lost less girls in 4 IG years in piratez than I did in my TFTD playthrough.

But I disagree with your view on merc tactics.  I lost two whole girls in carapace armor and a tank to a heavy gunship full of mercs.  Two.  And the whole point of the tank is to get turn 1 reaction fire in a craft without doors.   If I used fatties instead of XG Chainguns I probably could have avoided those deaths too.  I was just unlucky with the damage rolls.  If I was able to tame Cyclops, I could have avoided all those deaths, but I don't think it's in my codex choice. 

BUT the fairy suit IS - and if I had more fairy suits on the craft I probably could have seduced all the mercs in direct proximity of the craft before I moved the tank.  Or, I could use a craft with doors and skip the first turn entirely.  And, thus, avoid every death on that mission.  But I like using the tank because it's just fun.

Or, I could equip my first 4 girls with mag rockets.  Or I could have an extra BFG or 3 on the front ramp.   Or I could probably wear bigger armor for the girls in front, but if you've watched enough of my series, you'd know that I pretty much consider anything above a LC to be one-shot kills because I like my stat armor more than i like resistances so whether they have a heavy plasma or gauss sniper is largely irrelevant to me.   

And let me make this clear - this was a landing I should have aborted when I saw what was in front of me - I brute forced my way through it to see if I could.

What other real strategy is there to the other enemies?  There are two types of enemies in OXC - enemies you are 95% likely to kill in one action and enemies that are likely to survive and shoot back.  As far as I'm concernced, that's it.   The only thing special about mercs is that they stay in that latter category far longer than anyone else. It's tech up and overpower.  If they're melee, you fly.  If you can't see them, use large explosives.   Some are energy resistant, some are chem resistant, but it's the same story. 

You do enough mercs to unlock the merc captain weapon research (if you want) and that's it.  Once you get to Mars, just level the surface with your most powerful HE weapons.  You just spent 400 million building a spaceship, what's another 40 million in Chinese Dragons?

This isn't Xenonauts where every.single.enemy is a merc at late game - mercs are largely avoidable after just a couple missions.  Take your lumps, and then just ignore them.

67
Poet, when did you ever have a problem with something killing your gals besides celatids? You may be the most nonchalant player I've ever seen about losing hands besides purposeful use of rookies as fodder.

I'm sure it warms Dioxine's heart to know that the Mercs never lose their power fully vs the player, and I'm glad that it's meant to be difficult beyond just pumping up the number of enemies or their stats.
Effing Celatids

68
Playthroughs / Re: Let's play TFTD Ironman with a french guy
« on: May 24, 2017, 04:17:22 am »
huzzah!

69
The only things that can reliably kill me at this point in the game are the first turn of a merc mission and friendly fire - I don't have a problem with this.

70
XPiratez / Re: A thread for little questions
« on: May 22, 2017, 06:02:52 am »
Is anybody using any Voodoo in their games and what for? Of all the things I tried, I only use the Ret Lasgun, as Gals with good Psi can shoot them in auto and even hit something. For everything else, I find the conventinal solutions (i.e., just shoot them or hit them) much more convenient.
Seductress armor might be the easiest way to take down power armor in mid game.  Once you get the fairy outfit....

71
XPiratez / Re: Flak tank firing sound
« on: May 16, 2017, 03:32:14 pm »
Quote
Is it worth a thought to give weapons with 1-shot-per-turn (all firemodes) the TFTD formula?
My thought behind that is the sole reason to make things like super-slow sniper rifles and the portable lascannon feel satisfying and reliable for the high TU usage.
Nothing more frustrating to shot a humanist stormtrooper in the back with a lascannon (nuclear ammo) for 0 damage.

Yeah,  always bothered me that the portable lascannon rolled 0 (seemingly all the time).

That why I really like the mag rocket.  I might only be able to fire it every other turn,  but it always does damage. 


72
XPiratez / Re: A thread for little questions
« on: May 15, 2017, 01:41:53 am »
What is a good strategy to deal with Zombies? I´m in January 2602, with chainmail, and some tech blades and cannons, and even with all that, zombie ground is something I fear. Just now I´m just losing one veteran gal per fight, but before.... well... Zombies are harsh.

So, my questions are:

What is a good strategy to deal with zombie before and after chainmail?.
Auto fire weapons and a craft with a roof / grab harnesses

73
XPiratez / Re: A thread for little questions
« on: May 14, 2017, 09:47:25 pm »
using a wand should do it too

74
You people will be the death of me  :P

I would do it, but I'm having a really hard time converting my brain from runtime languages to compiled languages :)

75
Another option would be to unify the quick search between base stores and equip screens.

In the equip screen I can q-search "underwater" or "pistol" or "melee" but I can't do that in fence or transfer.   

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