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Messages - Nygmus

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16
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 23, 2016, 08:41:25 pm »
Quote
Shotguns that have snap fire mode are just not very dangerous in ai hands. Boom gun is an exception since its seems to have a much tighter grouping.

They seem pretty nasty in close quarters, like in bases, though the effect is magnified with the boom gun. I lost half my squad to some dude (a Provost I think) with a boom gun, and I probably only managed to bring him down because someone emptied a full machinegun autoshot into him from the tile beneath him before getting wiped out.

17
XPiratez / Re: Suggestions on how to improve the mod
« on: June 23, 2016, 08:33:32 pm »
Another thought presents itself.

Correct me if I'm wrong, but it seems to me (based on what I've read of dev logs and such) that you originally started with the Bonaventura, and it was changed at some point to be the way it is?

It strikes me that, thematically (and for the benefit of new players to the mod unfamiliar with that history) it wouldn't hurt to have a research topic early on for the Menacing Hull. My first X-Piratez version was one where you didn't start with the ship, and if I hadn't read through Ufopaedia and other discussion topics so relentlessly I would have never known anything about it.

A research topic akin to Spring Cleaning would help to give a bit of story to the initial base and help to establish the Bonaventura as a major milestone goal for new players. It would also give the opportunity to give a bit of exposition as to what is needed to research toward the Bonaventura; suggesting that the player needs to capture a live pilot as part of that portion of the tech tree, for example, would be a useful early hint that other parts of the tech tree are similarly capture-locked.

Speaking which, I'm about to build her myself for the very first time, having managed to collect a set of Old Earth Books for the first time. Bit excited!

18
XPiratez / Re: Uses for Chinese Dragon
« on: June 22, 2016, 08:39:12 pm »
Is there actually anything in the game that can survive a direct hit, even at a 50% roll?

19
XPiratez / Re: Uses for Chinese Dragon
« on: June 22, 2016, 05:19:08 pm »
I just saw this myself. Holy crap, the numbers on  that thing; if it wouldn't put me so far behind financially this early in the game, I'd try to spring for one just to see what it would do.

Fifty tiles. How big, really, is fifty tiles? Are we talking "obliterate half the map" territory here?

20
XPiratez / Re: Suggestions on how to improve the mod
« on: June 21, 2016, 10:27:50 pm »
Improved radar, perhaps not, but it would be very nice if the Aircar were able to at least intercept some landed traffic.

I'm pretty new to Piratez with 0.99, so take anything I say with a grain of salt. While I'm largely loving it, it's frustrating seeing so much air traffic that I barely bother attempting to intercept because the Airbus is too slow to follow most traffic to a landing site. The Pachyderm was a significant upgrade and I can finally start actually interdicting air traffic around my starting base, but that first few months were a bit of a drag and I nearly failed out of the campaign during one because of traffic outside of my area of control.

Having instant access (pending cost) to the basic craft in .98 certainly made things easier (an early Skyranger meant that I could stomp all over virtually any mission I sent it to), but I can't help but feel that the .99 early game went a bit too far the other way.


21
XPiratez / Re: "Getting Started" for /r/xcom
« on: June 18, 2016, 11:02:43 am »
This is the part where I realize I should have been packing handles instead of pipes all along.

Wups.

22
XPiratez / Re: "Getting Started" for /r/xcom
« on: June 17, 2016, 10:21:56 pm »
I'm just getting started myself. It's exciting!

This new version looks like it will be much easier to get into, as well, since you start with much less access to proper weaponry and have to deal with the primitive stuff for a while.

What do you guys think is the best start on 0.99? I'm about to restart my campaign again to tinker with it, but I'm thinking at this point that either Violence->Weirdness->Ballistics (Cannonball manufacturing, since without it the starting Assault Cannon quickly becomes useless) or Survival (Javelin manufacturing, possibly into Cave Hunt->Scale Mail manufacturing) might be decent ways to go early on.

I'm not seeing "safe" stun weapons as early as I did in the campaign I was running in the last version, and it feels like it's a bit harder to rapidly push into having ubiquitous nonlethal options. This first 0.99 campaign has been intensely bloody just because I've been feeding Hands into the meat grinder trying to land live captures with pipes, bats, and whips.

Another thing that took some getting used to is the idea of using booze in place of medkits. Having a set of bandages on all hands was pretty easy previously, but now that you need Mixed Clothing to manufacture them it's gotten a bit trickier, too. I've taken to bringing a keg of X-Grog on most missions just so that everybody can chug the pain away.

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