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Messages - Ashghan

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136
XPiratez / Re: Bugs & Crash Reports
« on: December 18, 2018, 04:03:59 pm »
I don't know if the scoring code has been changed, but negative score from UFO (Shipping) is -1 per 30 minutes. So it'd take a *lot* of time for ratmen to generate 4000 negative points. Each shipping (band) generates -48 points a day. I know they spawn in large numbers, but even assuming 10 bands at one time, it's still 8 days for -4000pts. I think the negative score might be from something else (conversions?), or a combination of 'something elses'.

On that note - is there a reason they even generate negative points? I'd assume it's engine limitation - can't exclude certain shipping/missions from point generation. But if it's not, I'd like to know why piratez are blamed for ratmen raids (which I assume are something of a standard in the 27th century) and in no way connected to major factions which we're supposed to be hurting.

As for hitting them - they have a lot of dodge, so unless you have a high to-hit bonus you might have crappy chances to hit. It even says so in the description of Roving Bands shipping.

137
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 18, 2018, 12:33:00 am »
I think J4 introduced them along with the new Farm terrain, but I'm not 100% sure. Might have been in J3 too, along with Plantations.  An they're sale fodder, at least for now.

138
XPiratez / Re: [MOD] FG's Aviator Icons Pack 1.1
« on: December 17, 2018, 03:05:43 pm »
These look great - I'll be using them from now on.

Couple of personal issues:
- Plasma Charger should be switched with Plasma Spitter. The former looks too... 'techy' for Reticulan Tech, while they fit more if switched.
- On the same note - Ramjet also looks too much like an energy weapon, while it's basically 21st century human tech.
- Conversion Launcher looks too alien, biological. Though perhaps that's the point with it being shadowtech.
- I like that all missile weapons show their projectiles, but Lil' Ilya kinda breaks that pattern. No idea how else should it look though, since it fires the same ammo as Spike and the tech is in the launcher itself (unlinke Conversion).

139
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 15, 2018, 12:52:20 am »
Basic strategy is the same as for any other high-power shipping - 1 fighter for tanking (with a high REA Lokk'Narr pilot, mandatory), 3 fighters for damage. It's just a question of scale. The problem here is the super fast recharge on the shield. There is no chance of taking it down gradually (unless - you have a fleet of quad-gattling dragons available, but then you wouldn't be asking about tactics ;) ). 3 whalers with avalanche can work, supported by a tanky fighter. Your best bet is taking down the shield (and hull, preferably) in one, huge salvo. 9 avalanches should do it even with crappy dmg rolls. 6 are risky, and you will most likely need to do enough hull damage to crash it in another way. Towers have no armor, so gattling lasers are not a bad choice, as long as you can field a decent number of them and can survive the damage output of the Towers (high power, high accuracy shots with medium delay - about the same as a destroyer). They also have an extremely short disengage window (around 25-30% of what other craft have, even shorter than corvettes), so you damage window is fairly short, unless you use fighters that can keep up (whaler, sabre and nightmare). High bravery pilot(s) are a must for any craft that will need to fight longer than 1 shot from avalanche. Implosion bombs are bad - short range, half shield damage and low accuracy (Towers' dodge bonus). They may be viable (not reliable) as a 'finisher' if you blew the shields, but not the hull - 2 bombs should crash it.

Silver Towers is, in essence, a troll ship. I consider it a last resort - a guaranteed, if challenging, way to get a SG Coordinator. IF you can survive the land battle as well.

140
XPiratez / Re: How do you guys use Syns?
« on: December 07, 2018, 04:51:51 pm »
I really need to double check my info. Last time I produced one was waaay back, not even sure which version it was - and it din't need MCWP. Or it did and I just didn't notice. Sorry for the bad info.

141
XPiratez / Re: How do you guys use Syns?
« on: December 07, 2018, 12:29:13 am »
I'll just point out one additional weapon for them - Kustom blunderbuss with gold (bling) ammo. It's damage scales off TU's, so it gets pretty good for experienced  syns. Worse dmg than boom gun (even with max TU), but faster to fire and with auto-capability. Overall worse than Super shotgun, but it's accessible earlier (and no MCWP required). Unfortunately, the ammo is pretty expensive.

Syns are also fairly powerful with thrown weapons, since most of them have a fixed TU cost. It's possible to throw 2 sets of sunblades in a turn, for 50-60 base dmg each (theoretically up to 81dmg @ max THR). Ring-dang-doo is also pretty good for them (if you managed to get it). Syns lack the equipment slots (esp. backpack) for prolonged throwing battles, though.

142
XPiratez / Re: Uses of the riot grenade?
« on: November 28, 2018, 04:46:26 pm »
Stun bomb 90 stun, 75% armor eff. Stun grenade 50 stun with 150% armor eff. It is significantly worse, good only (as per description) against unarmored targets. Useful only if you don't want (or can't) get close to a soft target that needs some zzz time. By the way - is there a reason there is no grenade launcher form of stun grenade? Or any 'launched explosive' stun weapon?

143
XPiratez / Re: Newbe questions
« on: October 30, 2018, 10:57:53 pm »
No, in the manufacturing interface, under Trophies section.

144
XPZ Strategy/Tactics / Re: Gold codex craft discussion
« on: October 30, 2018, 07:45:35 pm »
Unless it's been boosted recently, it's speed is a measly 2500 knots (in J3 at least). Perhaps you were thinking of Sabre?

145
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: October 29, 2018, 11:55:47 pm »
I think the current option is somewhat fair - if you try to send a wrong ship you get info on which of your researched craft can do it. Sure, it makes you skip that particular mission, as you most likely don't have that particular craft available, but you can be prepared next time that mission spawns. Plus you get to know some hidden fact about ships - I did not know that Prospector can dive before that popup told me.

On that note - could some form of space suit (0-G) with a bit better protection be possible? Something between 20 armor of regular space suit and power armored harbinger? Slapping some plasteel and superconductive circuits on a space suit can't be that hard. ;) I know superhero armor exists, but it's as deep in the tech tree as harbinger, so not that useful.

146
XPZ Strategy/Tactics / Re: Gold codex craft discussion
« on: October 29, 2018, 11:45:14 pm »
And remember you get no points for forcing a landing. So tractor also 'costs' you infamy. It is a good way to pick up a some hellerium from small shipping if you have a craft to spare, but by the time you get to tractors you have either solved your hellerium problems or need it in vastly larger quantities (fuel cells) than the pitiful 25 units here and there.
A single tractor will not get you much, so you want a craft which can mount at least two of them. Swordfish has decent enough speed for that. Rest (metallo, kraken and dragon) are too slow to reliably catch most targets. Fusion Drive Scarab might also work, with a near 3k speed and no fuel dependence, may also double as pilot trainer, since you can shoot down anything that you don't need grounded.

As for the topic at hand, I agree with the usefulness of the Hawk - gattling 2xFusDrv remained my main interceptor for a long time in the only game I actually went for gold. No good for early game though, due to unavailability of heavy weapons.
The Turtle is meh - I dislike underwater missions, so I don't care about that special and the abysmal speed eliminates it from being my primary transport. If I'm far enough in the game to need a secondary transport (and an underwater one) I'm probably close to getting a Triton anyway (or a Prospector - my beloved Tarsus), which is superior in all aspects.
Shadowbat - the light gimmick can sometimes get you pinned, since you have to actually cross the light to get anywhere. The one time I suffered through that made me hate it forever. Plus the 2xMS weapon loadout is mostly useless on such a slow ship. It may be a semi-decent fast response B team transport once you put 2x thruster and 2xFusDrv on it. That loadout makes it an unarmed, no-fuel-needed Deliverator.

147
XPiratez / Re: Codex Popularity Poll
« on: October 29, 2018, 10:58:02 pm »
A thought occurred to me - for an all codex possibility, the drawback could be blocking off the rewards from special questlines (GDX, Red Mage, White Dragon, Well-Wisher, etc.). Either each codex blocking off one questline altogether, or cutting some options from each of the questlines. So for example: gold blocks GDX prank, red blocks slavery, grey blocks hire, green blocks merchandise. In the end, if you choose all codices, you'd be left with 1-2 options, with all the most 'profitable' ones blocked off - for all questlines. In essence trading some powers/profits for others. Balancing that would be quite a nightmare though. :)

148
XPiratez / Re: Codex Popularity Poll
« on: October 04, 2018, 06:42:42 pm »
Absolutely nothing. You edit your savegame for 4 tiny drills and voila. One time I did it and it gives a huge early game advantage to have all of them, but in late game it sorta balances, because you never have enough stuff (gems and demonic essence mostly) to manufacture all the specials and have to choose (un)wisely. That was before the addition of $$$ > tokens >>> gems mechanic though, so currently it'd be pretty overpowered in the end game as well. Imagine a sorc/fairy/pestulator team.

149
XPiratez / Re: Newbe questions
« on: September 24, 2018, 11:59:51 pm »
I think "Mutant Martial Arts" are needed, but I'm not sure becouse it's long ago since I started any "run" of Xpiratez.
Technically not, since you can get to Dojo through following the GDX plotline, but it's a hard alternative. Still, if RNG hates you with the bounty hunt mission lineup, you might end up going that route anyway.

150
XPiratez / Re: Bugs & Crash Reports
« on: August 23, 2018, 08:23:29 pm »
Are the piloted X, Y and Z-Sectopod Bootypedia entries (and their weapons as well) locked behind some research other than their original %-Sectopod topic? I know they are there, because the Bootypedia in Debug mode shows them, but they are not available after appropriate research.

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