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Messages - Mechanique

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16
XPiratez / Re: Bugs & Crash Reports
« on: October 24, 2017, 10:49:02 pm »
Devastator has 12 crew, but only first 10 are actually spawned in battlescape.

17
XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: October 09, 2017, 10:46:22 pm »
I am unable to capture a live Strix Zombie.

-Mind and Charm dmg have no effect
-Daze and Chocking dmg apply stun, but you still end up with a corpse
-Electric aplies stun dmg, but leads to explosive death
-Voodoo capture at least has very low odds, with their 114 Vodoo strength

Any tips?

As with others - deal stun damage with your stun weapon of choice to just below the HP value (mind probe helps to find the exact dosage), then do a little HP damage with your little-damage-dealing-weapon-of-choice so that HP drops just a bit below the current stun.

Alternatively, unload into them with weapons that have shock x2 or shock x3 in their descriptions, I did not test it but assume you will get one stunned eventually with low damage rolls.

18
You can get Gatling lascannons from military craft larger than cruisers, or from some smuggler ships too.

Uh, but the only things larger are battleship and silver towers.

19
XPiratez / Re: A thread for little questions
« on: September 21, 2017, 09:53:40 pm »
So, I have a metallo (yes, I regret picking red codex and will never do it again) with 500 hitpoints, as well as 8 armor. It has 2 light and 2 heavy slots. The question is how to get the most survivability for it, since I use it as a tank, rather than damage dealer.

I can mount 2 hull plates, each adding 250 hp and 2 armor and put 2 small shields for 150 shield points, for total of 12 armor, 1100 hp and 150 shield. Or I can go full shield for 500 hp + 550 shield points. Hull seems to be better, decreasing damage with each hit and granting more survivability overall, with only downside of actually having it repaired at X3 speed, instead of recharging shields in 2 hours.

Am I correct to assume that enemy ships don't have damage bonuses versus shields and if the repair is not as issue, hull plating is straight up better option for same slots than shields?

20
XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: September 20, 2017, 10:12:13 pm »
A really lovely improvement~

Can anyone confirm the value of Lokk'Nar recruits?
Do they work as agile infiltration units and assassin backstapper?

They work fine as early game bow-things (because higher starting stats than hands) and expendables if you have the free slots in craft when your gals are injured (cheap even in early game). Mid game they work fine as night-time scouts in nightblade outfit (stealthed at 5+ tiles, and poison dagger) and decent stealthy snipers even at day time (longcoat + Euro markslaser and they can do laser potshots across the map as good as trained gal would) but are very squishy compared to gals with armor and thus outclassed. But, I guess, if night mission are your thing they are pretty good at it.

I also noticed that while they have lower than usual voodoo power, the voodoo skill increases past the gal's caps. I had a limited pool of just 2 surviving until voodoo school was built, but both afeter few month in training have 55-ish voodoo skill, having 30-40 power. So, while they can potentially be useful as voodoo-bullet/gun shooters or rod/impaler-users, I have no information on how high do they cap and how does that compare to castaways that are plentiful.

21
XPiratez / Re: A thread for little questions
« on: September 04, 2017, 06:22:38 pm »
For Siberian base mission, to get all the rewards, do I actually need to win it or just grabbing the Russian files and leaving will be fine? Doing ironman this time, don't want to miss out on spam lasers.

I remember it being very hard as it was, but now with the weather mechanics it is probably very painful, unless with full squad of power armor.

22
XPiratez / Re: A thread for little questions
« on: September 04, 2017, 11:34:40 am »
With dedicated research, you’ll be able to manufacture far batter guns before you accumulate enough zaxx tokens.

I think that assault rifles are used for making the said better guns and ran into same problem of finding components. I think it is 2 assault + 1 sniper to make a kustom sniping gun, which is a beast.

23
XPiratez / Re: A thread for little questions
« on: September 03, 2017, 09:33:40 pm »
Just a quick question: What research is required to purchase Assault Rifles? I've researched the rifle, obviously, but I don't know what contact I need to be able to purchase them and their ammunition.

99% it's military supplies, prize from Zaxx. 1% it's Zaxx's favor -> Contact: Authorized dealers.

24
XPiratez / Re: Bugs & Crash Reports
« on: September 03, 2017, 09:22:43 pm »
Alongside the "birthday cake" commendation on month change several random ones are given.



Also "bomber" or whatever it is called, the one for 3 kills with bombs in 1 turn, is given randomly on mission end - to gals that have no explosive weaponry at all or even a single kill in that mission.


25
XPiratez / Re: Getting trashed lol. New question thread
« on: August 14, 2017, 11:27:25 am »
Thanks, I might get hover armor in the meantime then

Is there a way to force my people to panic? My new pilot has been stuck at 80 bravery for months and I want to level her up. I don't want her running around naked for missions tho she's too valuable to lose, could it be there is an item or armour that can force a panic in her?

Combat drugs, but make sure she is unarmed. Alternatively, put her on medic duty.

26
Found 3 self-chargers on X prison mission and, I think, 1 small laucher too. Shit's brutal though, going naked armed with shanks against lasers and SMGs.

27
XPiratez / Re: Getting trashed lol. New question thread
« on: August 10, 2017, 04:50:51 pm »
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1) Just how long do I have before I lose the game? I know crackdown missions start to happen even when you are deliberately avoiding aggro, when do they start? How long before sway government starts the countdown to doom?

It's a shame that losing governments or getting negative scores still causes a hard-fail state and that crackdowns can occur independent of my activity, it would be nice if I could support myself on piracy and illegal manufacturing and play smart to avoid the heat, rather than having a "governments all hate you now so game over" moment after a few years or if I'm keeping too much of a low profile. Still I'd like to know how much time I've got, I don't want to rush the game too much and would like to skip missions that are easy since I'm producing enough x-grog to cover my expenses now, but I don't want to skip a lot of missions and then lose the game while I'm building the conqueror because the governments pull funding and then the text box of doom informs me that my bases have been erased and I have to start all over again and grind through more missions next time. I could get my medical supply industry, training base and research base going faster if I keep doing these 100-200K missions but I'd really rather skip them for the high value ones like the passenger ferries and churches, and the high infamy/point bonus missions like scientific experiments, lok-nar and ratmen which I can usually speed through with shotguns, grenade launchers and mortar shelling (the latter is highly amusing, the map ends up resembling This War of Mine although it's a waste of resources)

Sway government missions are stopped by *family ties* tech, relatively early one. After that as long as you have positive scores every month, you will continue to get increased funding. So you have as much time as you want, late game you can avoid ground missions altogether by shooting down large vessels into the ocean, and just do the ones you want. Even mid-game you can skip like half of missions as long as you do few high-score ones. I find that around 3k points per month worth of missions is enough to cover any random excavations or -500 points heavy freights, as long as you don't need to rely on infamy bonus for income. My first run took around 4 years to complete, you don't have to rush things.

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2) I'm thinking of preparing for some underwater and zero G missions. There might be more tech there and I can get more points and a faster rise in monthly income plus the infamy bonuses. What transport ship and equipment are very good for those missions? I still don't have a full training base, only 2 dojos in my main base so my troops aren't exactly expendable yet, I will need a large income and a dedicated training base before I can have such a large number of troops and fast replacement rate that I can send them in wearing bikinis and wielding harpoon guns, so I'd like something that will improve their survivability, let me kill the enemies effectively and relatively safely, and perhaps take the odd captive. I was thinking of trying to get a transport craft that can carry a lot of personnel and then using some kind of vehicles as my primary units since although they are expensive they don't require long training times and don't drive up the wages of my hands. Is there some kind of submarine or spaceship unit I should get for this, or are underwater and zero G missions quite easy?

Jellyfish for underwater missions, if you didn't fuck up with your codex choice - it's free gun is really good on open maps and works underwater. The crew limit is not much of a limit too, those missions are always trivial and can be done by like 2-3 high-accuracy gals. And don't go with bikinis, reaseach chiller (which is inconsistently named as exploration outfit) instead to not be limited by time and avoid expending TUs on oxygen tanks. 0-G just require a lot of firepower, and can be accessed early by your menace - again if you did not fuck up with codex choice-  or pachyderm, accessible from Authorized Dealers that is gated behind Zaxx's favors. Bring rockets for easy win, don't get hit if you are doing it in pods.

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3) Do I have to unlock all of the Prize research? Mutant Alliance favors was gated behind mutant martial arts which isn't intuitive, and since I already had dojos I would've never touched that until after I had all my manufacturing bases ready and ran out of things to research unless I had noticed mutant alliance favors in the tech tree and asked how to unlock it. Is there any other key tech that's really hard to find unless someone points you towards it? I really wouldn't mind if it took me years of playing to find it, but since the campaign is on a time limit, if I miss out on crucial tech til a few years in when the governments start to leave me and my campaign is about to be ended then I'll lose all of my progress and have to start all over again (this is why I hate the time limit, I would love to figure all this stuff out by myself without asking, it would've been exciting to find all the tech gated behind mutant alliance favors without expecting it, but I cant just jump into underwater and zero G missions and lose lots of people or research things randomly because it could set me back and sink my entire campaign when the time limit catches me)

Well, they are not crucial for ending the campaign. Favors prizes, while their pre-requisites are counter-intuintive, are pretty good to have. Dr.Wang's "armaments" that is gated behind those, Jack's I think, is especially good. As for key techs - there is at least dozen. While all key items can be found normally be doing various mission types, there is one important that is gated behind X storyline, so make sure to do that. Also, Russian Files tech from Cyberia mission, that can be accessed after guild rep interogation.

28
XPiratez / Re: Getting trashed lol. New question thread
« on: August 07, 2017, 05:50:09 pm »
Well when I got my medical supply manufacturing going last game money was a thing of the past. I didn't bother to defend my factories I just replaced them when they got taken down which only happened once. That allowed me to have a rather large army of about 100 "hands" which were all trained in my arctic training base and moved from there to my main base. I had around 60 soldiers in my main base and another 60 in the training base at all times. I was also buying 100M costing VIPs for my research, I kept buying marsec bodyguards just to enslave them for power armor parts and I had over 1B in my 4th year. I got bored and quit during getting power cells for my conqueror and decided I would someday do it again but on the max difficulty which is what I am doing now, might as well do it properly XD

Anyway I worked out how to get favors, donated 1.5M to jack and got my bounty C pass. The air car races stopped appearing, I only attempted 1 after I started doing bounties and then realised it was a normal fight so I had my unarmed aircar pilot leave immediately and never saw another after that

I'll try to get higher level bounty passes asap since I have a feeling the bounty missions disappear as time goes by unless I keep progressing with them

Are medical supplies really that profitable? From what I calculated based on checmicals value plus runt-hour costs the profit should be marginal, despite the hints in description. Same for durathread lingerie - it was like few dollars a piece unless you print your own duratheread, which I can't yet and thus can't calculate the profit.

For me it always was X-grog, or now is chateau du mort, since in new version apples are plentiful and pretty much guaranteed on ratman village/help the loknars/lokknar farm.

As for missions - D level does not dissapear completely, but as game progresses and you unlock more mission types, they have lower chance to spawn. I still get ocassional D level two years in.

29
XPiratez / Re: A thread for little questions
« on: August 07, 2017, 05:27:52 pm »
I tried bows again and continued to find them underwhelming. In one mission a max throwing gal with combat bow and aqua arrows failed to 1hko a single ratman brigand despite shooting at more than 10 of them. Going by the stats you posted it should have been killing as effectively as a LC. A maxed throwing archer gal compares favorably with an average shooter carrying a crap gun like an rcf carbine or something, but not a maxed firing gal with a good early weapon like a boarding gun, uac rifle or tommy. A maxed throwing gal with javs, bagpipes or stick grenades however is a credit to the team. Javelins take a long time to build, but I'm only using one or two sets per mission and it seems 3/4 of them kill in one hit.

Well, I assume above is listed with max stats and max rolls.
Combat bow is low-tier early game weapon, you need longbow to reliably 1-shot weak enemies and actually deal damage to armored enemies (though aqua arrows can do it as well). Before that it's better to have several archers, if you absolutely positively have to kill that ratman in one turn. And also there is a range advantage, you can have you swimsuit gals fire across half the map from a safety, while javelins require putting them in danger, not to mention low ammo acounts and aforementioned runt-hours drain that can be used on chateau du mort instead.

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XPiratez / Re: Getting trashed lol. New question thread
« on: August 07, 2017, 05:14:39 pm »
Middle click on researches to see the tech tree.

I tried the big army of dojo gals thing and it wasn't all that effective.

Healing up wounded gals isn't a big problem unless you're somebody who feels they need to do every mission and UFO. As long as you have enough for the brainers to research, enough money and supplies then ask if it's really worth the risk. What benefit are you getting from attacking shrine ships right now when you're so far behind in tech?

Spa is relatively early tech (but a huge cost) and can be used to train up to 30 gals (the perfect number to have) and auxila, not to mention benefits of super-maids, extra healing that stacks with sickbay or surgery room, and interesting tactical opportunities on defense. Dojos are not worth it in my opinion, unless in secondary hideouts, and in late game - early/mid having 5 or 10 gal garrisons is a big money drain, and untrained auxila can't really stop a serious attack. Damn, I miss my 20-sized mercenaries, auxilaries suck.

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