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Messages - nrafield

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61
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 16, 2016, 06:14:35 pm »
How does Alien vision work anyway? Is there an article on it? Or is it that simple that if an alien sees one of your soldiers, each alien gets to know that soldier's exact location for the number of turns denoted by their Intelligence stat?

62
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 16, 2016, 09:09:54 am »
Most gals early on get a Swimsuit as they often have low Energy, especially if they also have unimpressive Firing, Throwing accuracy, Bravery, or Strength. I often wind up using these as cannon fodder, can't be sure that there won't be an enemy hiding with a Rail Driver/Recoilless Rifle/Heavy Plasma hiding in a corner which will instantly take out the gal with the rare suit of heavy armor. I use Tac Armor for them for most part, as it's relatively easy to get, and while not a cure-all for enemies with better weapons, it helps to reduce the fatailty rate from 90%+. Kinda like the Personal Armor from X-COM.

63
XPiratez / Re: Clandestine Flag?
« on: August 11, 2016, 02:39:32 pm »
They're just govt factions that don't think making deals with you is of any value. Each govt is fractured so it makes no difference, who are they exactly.
But then why does slaying them give you negative points? Would not the ones who sided with you be happy to see their politicial rivals sabotaged?

64
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 10, 2016, 03:07:38 pm »
Hammers are my favorite tool for dispatching enemies which are immune to literally everything I can throw at them. Cheap, efficient, albeit unwieldy, and avaliable from the start!  They are also the best tool for nabbing a live Mechtoid so you can unlock the mushroom beer recipe (arguably also the only one that will actually scratch their armor early on)

65
XPiratez / Re: Clandestine Flag?
« on: August 07, 2016, 02:13:27 pm »
It still does. But I kill them anyway for daring to show up in pogroms, unless they panic and drop their weapons. How ironic for military police.

66
XPiratez / Re: Suggestions on how to improve the mod
« on: August 06, 2016, 07:46:44 pm »
The Stun Grenades are terrible and should be improved in my opinion, as they're bad for capturing even unarmored targets. You need 4-5 of them to down a single General Operator for instance. In retrospect when I try to throw a stun grenade and then soften them up for it to work, they usually end up just dying. I can get a HE or a Frag grenade instead, and just one would be enough to accomplish a similiar result - taking the enemy out of action (although not as prisoner)

Also I like Super Shooty gun because it feels that my Aimed or Snap shots on Boarding/Custom Shooty guns never hit when I need them. It's better to make 5-6 shots with a slightly lower accuracy than one with a high accuracy which misses anyway for me. You don't get a clip back if you've used it anyway.

67
XPiratez / Re: Clandestine Flag?
« on: August 06, 2016, 01:08:44 am »
I had a Pogrom spaw off a Comm Wave with this flag. It was Humanists

68
XPiratez / Re: Starting base location
« on: August 02, 2016, 07:53:51 pm »
I just casually plonked mine in the middle of Europe and I was fine, in my opinion it doesn't matter a lot aside from ensuring optimal, non-overlapping coverage for Hyperwave Decoders in the future

The reason Airbus is shitty beacuse it is supposed shitty. It has a "GET A BETTER CRAFT" painted all over it.

I actually feel like I don't have enough stimuli to upgrade from Airbus to the Pachyderm in particular.  Two extra people and finally getting good range just didn't feel that useful for me. (besides maybe for Mansion missions) I wanted to rush to the Skyranger, but I didn't know what research unlocked it, so I spent a very long time  in the Airbus until I eventually gave up and got Pachyderm before it took me 2 more eternities to get somewhere. Then the Skyranger was useless because I was able to research Bonaventura almost immediately after I got the ability to purchase it.

69
XPiratez / Re: Faction Elite Units
« on: August 01, 2016, 04:37:16 am »
Still having it invisible like that would just not be fun.  There probably be little way to counterplay that because Aye Phones don't have unlimited range, and if you can counterplay them with parrots and other expendable units there's not that much of a point to invisibility anyway.

Having them just spit is okay on it's own.

70
XPiratez / Re: Faction Elite Units
« on: August 01, 2016, 01:29:04 am »
Well, to be honest that is not a perfect analogy as melee threats are much easier to deal in X-piratez as there's one thing you have right from the start - hammertime. Get a few strong gals, give them hammers and just rush them. You probably will lose a few of them, but, if you can actually get some hits in, the likelihood is high that not only will your target be down for the count, they will also probably not die so you're gonna poach yourself a high-tech prisoner. (very nice against Mechtoids, actually I don't even think there is any tactic better against them outside of late game)

Of course it's another thing if your target was a Chryssalid that not only is lucky not to fall over in one hit, but also counterattacks and zombifies your gal. It might turn into a vicious cycle.

71
XPiratez / Re: Suggestions on how to improve the mod
« on: July 30, 2016, 06:05:10 pm »
Can we get Chryssalids as pets?

72
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 30, 2016, 04:45:58 pm »
So I have a question, are these mandatory Crackdowns after the second year supposed to only be launched by Mercenaries? It's kinda frustrating. I am playing on the third level of difficulty, and while I'm at a tech level where I can resist them (Back to School) and crashed and looted a few of their ships because they were on these Crackdown mission, I'd prefer not to because it wasn't easy. And now they're sending ships like Cruisers or Destroyers to look after my bases instead,  which I'm not sure I could take out with the ships that I have. (Barracuda/Krakens while the best weapons I can fit for them are either Naval Guns or Lancer missiles)  They don't make it easier to advance in tech level either, unless I want to attack a base.

73
XPiratez / Re: Make Chryssalids Great Again
« on: July 29, 2016, 02:12:42 pm »
Who would even want to enhance Chryssalids? They are dangereous, scary, and way more risky to have them turned against you than anything else.

74
XPiratez / Re: Bugs & Crash Reports
« on: July 28, 2016, 07:38:21 pm »
But what is a good tool for breaking walls when you are so limited in equipment? And if it that is intended, could it be elaborated that you might have to look for enemies in secret hiding places if you want to clear out the mansion?


75
XPiratez / Re: Make Chryssalids Great Again
« on: July 28, 2016, 11:02:01 am »
Personally I think what would make them great again is if their self-preservation instinct stopped being so dominant over the urge to procreate. It does not help them at all.

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