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Messages - Ashghan

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61
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 26, 2020, 08:28:01 pm »
Nah, from what I've heard K3 was days from release when that fiasco hit. I still hope that K4 comes soon, it's been a while already, though re-making an entire map pack can't be easy I guess. Otherwise everyone would have their own instead of relying on the same on.

Im curious though - anyone knows if there's gong to be a new 'community' mappack, or is it 'every modder for himself' now?

62
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 26, 2020, 05:43:06 pm »
No need to use strong words.

That's why there's an emote at the end. Plus the whole Hobbes issue makes is slightly shady.

63
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 26, 2020, 04:31:57 pm »
Seriously? You're asking about compatibility of an illegally obtained copy of an unreleased version of the mod in the mod's official thread? I applaud the audacity, though not the lack of common sense. ;)

64
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 24, 2020, 07:56:53 pm »
  very realistic and logicaly based rule

Have you ever even held a grenade in your hand? That's how they work in the real and logical world. You throw a grenade and the other side still has the time to 'reaction shoot' you. Or even throw it back if you forgot to cook it.

Personally, while I found the instant grenade delightfully OP, I'm ok with them as they are. Most of the time Boom Fruit do their job perfectly and if I need more bang, then primed explosives are tactically deployed (or a mortar). What I found funny is that the Stielhandgrenate (Stick Grenade) actually did have a 4.5s fuse historically. Which would make it a primed explosive, but with a set 0 delay.

65
XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 16, 2020, 11:54:58 pm »
I guess I should have pointed out that units have priority over terrain. In my defense I'll say it's pretty obvious. ;) Stunned enemies are items on the floor, not units per se, so they count as floor for targeting purposes. Add to that the fact that walls are only only on top left and top right edges and you have a headache. Easier to remember: if you want to shoot a stunned enemy, do it in open terrain. ;)

66
XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 16, 2020, 01:14:19 pm »
Edit: seems to be a weird bug where if the downed enemy is near a wall you just continually whip the wall.  Can fix it by simply picking the enemy up and moving it at least.
It's an engine limitation in regards to the order of objects on a targeted tile. The walls are a priority over ground (and the game does not differentiate if there is anything else on the floor or not). There is no workaround that would leave the option to shoot walls intact. Similar issue is with multiple bodies (items) on a tile - you can shoot only the topmost one.

67
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 14, 2020, 09:13:02 pm »
I'd love to see te ability to make a combination of werewolf in wolfman armor (or parts of one). Even with their innate regeneration and large healthpool, werewolves are a bit too squishy for my tastes. Strapping at least some armor to one should not be that hard.

Generally the beast auxilia are a bit lackluster, offensively speaking. I only use them in instances where I simply do not have anyone else to put onto my transport, and even then I hardly use them. I never ever got around to use tamed reapers - too much space wasted. By the time I have the space to spare (thunderhorse for example) there are much better options for 2x2 units (tanks).

Beast auxilia shine in base defense though - there is no limit (other than spawn points) for units, so you can bring enough beasts to the fight to actually make a difference. Can save your backside in a tough assault, but are pretty costly to replace with the sectoweed requirement added.

So we have a balance issue - making auxilia worth it on the offence will make them overpowered on the defense. Buffing armor might be some solution since for most base assaults you're dealing with plasma weaponry that makes any early and mid armor pointless. While on offence, where you choose your battles (and to a degree the weaponry of the enemy) having increased armor would increase their survivalability. For werewolves I'm thinking lightly armored version in the 20-25 range around the time of chainmail research and another version at 40 armor around heavy suit. HP would need a bit of debuff to not make it OP though.

68
XPiratez / Re: Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 16, 2020, 11:43:24 am »
[...]You suddenly start to realize how stupid you were to give everything away for free, products that could have generated you income you NOW desperately need.
... so you go back to all the people you gave things for free before and demand payment from them now (or else!)? I'm really doubting your "successful salesman" pitch. "Yeah, remember that free sample I gave you 3 years ago? Gimme $10 or return it at once!" or "That free sample for teeth-whitening toothpaste allowed you to land a job as a successful news anchor? You need to turn your teeth yellow or quit that job, because you're making money off my product."

Sorry, couldn't help myself.

69
XPiratez / Re: A thread for little questions
« on: December 02, 2019, 11:35:13 pm »
Quote
There's no way to reload/swap weapons in midair.
No. I meant in the hideout. I have enough ammo (I can reload the weapon fully after unequip/equip cycle). In the craft menu it shows up as greyed out (same as in combat) and with an asterisk * symbol before the weapon name. I believed it was an intended feature (to save ammo on multi-shot-per-clip weapons).
It is most prominently visible on my flame cannon which I use sparingly - 1 shot to soften the target and cannon(s) to finish up. If I disable it in combat and do not switch it on before the fight end, it will not reload in the hideout. Same happens to missile launchers.

70
XPiratez / Re: A thread for little questions
« on: December 02, 2019, 09:05:54 pm »
After I switch off a weapon in a dogfight is there a way to switch it on outside of combat (to reload ammo) other then unequipping and re-equipping the weapon?

71
XPiratez / Re: [MAIN] XPiratez - J17 - 1 Sep - I Stab At Thee!!!
« on: September 08, 2019, 09:31:26 am »
Quote
Statcap for V.Power is 75, but you can't reach it since 66 is the highest you can get before the transformation.
Unless something has changed recently, that is not true. You *can* increase VPwr.
Spoiler:
Blood Magic

72
XPiratez / Re: Recruiting of Gnomes and Synths
« on: August 26, 2019, 09:33:53 pm »
Quote
you can search for the same/similar question asked by someone else

Yeah, like that ever happens.. ;)

73
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 23, 2019, 09:35:27 pm »
Overpowered. Too strong.

74
XPiratez / Re: Mutant pogrom with mercenaries
« on: August 23, 2019, 04:20:34 pm »
Also, as a side note - if you manage to knock out the civvies (stun grenades work wonders) they will be somewhat safe (unless explosives are used). You could even risk punching them out if you're close enough. It's not much, but a few points here and there adds up.

75
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 30, 2019, 05:35:32 pm »
Dang, one X too few. Corrected. :D

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