aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JustTheDude/CABSHEP

Pages: 1 ... 15 16 [17] 18 19 ... 25
241
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 12:15:36 am »
What do you mean it's not balanced? How could it ever be? Difficulty only adds more enemy soldiers and increases their stats, aren't it? What exactly changes this mod so you decide it is unbalanced?

Ending up with enemies that you basically can't harm with most weapons, them appearing before you can have access to such weapons etc.

242
The X-Com Files / Re: General Feedback
« on: August 07, 2019, 06:59:18 am »
1: No, it shouldn't, otherwise game would change into mind nubbing grind. X-Com is a small organisation looking for solution for basically 4 invasions, they are not space police to deal with everything.

2: You can afford second base fairly fast, keep it small so it won't take much maintenance. Find ways to earn cash, building workshops and ordering Durathread just for sell is a good idea.

3: You can check in UFOpedia which weapons can be used in those missions besides crossbows and surfboards. Throwing knives, 1x1 pistols, sporting rifles, all you need is to kill first guy, get his gun and you are good to go.

4: Judging by the changelog I can say it shouldn't, however I can't say for sure.

5: Frontier Psychiatrist


243
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 28, 2019, 10:37:59 pm »
Hmm, a new uniform for your pirate, a US Marine based uniform of stylish blue, and getting Melee Shoot and STA bonus, so I can have my sabre armed marines charge a poor sucker and plunge it into his chest.

Isn't SS GI suit made just for that?

244
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 20, 2019, 06:06:18 pm »
Some outfits has "Extra XP (number)" in description. How it working?

They just get more XP for actions that yield XP. Quite simple.

245
The X-Com Files / Re: Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 19, 2019, 08:49:56 pm »
I don't really see why X-COM would need that gun. II World War Anti-Tank rifles fill such need, like Wz.35 anti-tank rifle for example and are basically more accessible for X-COM since Council looks a bit favorably at gear form that era. And for something like that there is need, like Mansion Attack where Exalt employs tank.

"Fat Mac" fits XPiratez more.

246
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 18, 2019, 07:18:01 pm »
Aren't advanced interceptor basically just like those? It's available for every codex (and lack of one).

247
XPiratez / Re: A thread for little questions
« on: July 18, 2019, 07:16:33 pm »
What do you do to keep calm your gals wearing the Blitz Armor on hard missions? Even Bravery 90 ones go mad, gotto give them back the Chromeback. Bah. They chomp all my chocolate. Blitz looks so nice and has 50 Reactions...

Pillow Books, healing other gals, killing enemies, smoking cigs etc. Just check Bootypedia.

248
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 10, 2019, 07:36:44 pm »
I would suggest hinting at that more strongly in the description. Going in blind, I assumed limiting the band to women-only would be the harder choice.


e: Thinking also of weird trap choices, I just got the option to turn Noblewomen into Courtesans. Is there any reason to do this, aside from the visceral thrill of class warfare? You're giving up a 200k ransom upfront for 20k a month and using a slot in your prison for it.

After 10 months you are at 0. Also in the mid-late game it's hard to get hoes (pretty much impossible) so you can always do this. It's nice that there is always an option, even if not the most efficient.

249
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 08, 2019, 11:17:07 pm »
Question about the male touch path.

It looks like that selecting male touch disallow superslave costumes and squire training and feudalism. It is totally intended?

Apart for trucks, and cheap soldiers, doesn't looks like selecting that path gives you too much. I'm going to test anyways in this run with the males soldiers.

Probably, as SuperSlave costium and whole research "branch" about it is just drugging Slaves and looking how horrible they die.

250
Okay thank you. As for other rifles, weapons and armor progression, what would you suggest?

I've also unlocked the conversion launcher along with the shadowbat, and seagull missiles and launcher but what ammo does the conversion accept, since the seagull are not considered?

Guerilla is best for early game long range combat since it has high Reactions and Camo. Then Warrior armor comes into play if your gals have to come closer. Additional 10 armor on everything makes you basically immune to shotguns, can shrug off most of small arms, so it's viable fairly long.
Super early good armor is that one made out of chitin plates (I can't remember the name).

UAC Rifle is usefull on close-mid combat thanks to multiple bullets per shot and 30 (I think) damage.
UAC Chaingun is also nice, it's fairly easy to acquire it early, shreds armor and deals good damage.
Rotogun. You need gal with good accuracy to use one with full potential. This is the cheapest gun that will still be a bit viable in mid game.

251
Yep, too many thinghs to keep an eye on, that's why the runts are idle!! Actually shotguns seems to be good on unarmored enemies only; i'm looking forward a decent early game rifle for the gals. Any advice on that?

RCF Rifle. I think that RCF ammo ignores 10% of armor, deals around 26 damage. Accurate, cheap, light, fairly fast to use.

252
XPiratez / Re: A thread for little questions
« on: May 11, 2019, 11:57:58 pm »
So the security corridor says it gates off the ladders to the sewers,  but only seems to gate some of them off:  The only place I've seen enemies enter the sewers anyways is from the hangars which isn't gated off.  Can you safely just build over this thing?

Buildings can't change battlescape properties of other buildings. Security corridor only gates off sewers in the same tile.
Smart building is the answer here. Build hangars in the corner and edge of base, then build burrows, beast's den and barracs around. With enough gals and dogs it will be easy to guard, or even scout sewers.

253
XPiratez / Re: A thread for little questions
« on: May 11, 2019, 05:50:48 pm »
Thank you for your help.
How can I cash in Prize: Bank Favors? There isn't it in manufacture list.

You have to "cash in" and research one, or two previous, less expensive bounties,

254
I remember it being proposed, but the idea was scrapped because it would be yet another thing to micro.
Gals have plenty of time resting anyway. Probably all they do in the Hideout is Rest&Relaxation in, or without undies. They also don't have to shovel coal to the furnace for crafts to fly.

If you want something like that then simply don't use any gal twice in the row and problem solved.

255
XPiratez / Re: A thread for little questions
« on: May 08, 2019, 08:27:11 pm »
It means that warrior armor has a slighty bigger hitbox and this doesn't really matter in the long run. It can only make already very rare shoots that would otherwise miss by a pixel to hit.

Pages: 1 ... 15 16 [17] 18 19 ... 25