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Messages - JustTheDude/CABSHEP

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256
XPiratez / Re: A thread for little questions
« on: May 07, 2019, 06:23:07 pm »
I found out that 65mm tank with hellerium shells works wonders against Hover Tanks. Try this one.

257
XPiratez / Re: A thread for little questions
« on: May 03, 2019, 07:58:46 pm »
I think that shooting down shipping from major factions can only trigger retalliatons, but they will happen anyways. Early in game you won't get unwinnable base defence and with right units (like dogs, blood hounds, reapers, cars and tanks) and buildings (corners with traps, flak cannons) even the hardest are pretty easy.

With low craft tech, every civilian and small ship should be easly shot down. Some medium ones as well.

258
XPiratez / Re: A thread for little questions
« on: May 02, 2019, 10:15:41 pm »
1) It lets you to manufacture new type of Pillow Book that requires Alliance tokens. Also probably some minor stuff.

2) Some enemies like engineers can be "broken" by manufacturing them. You need to have researched persuasion and things like that. Once that is done, you have to research broken enemy who will now say everything he knows about his faction main tech. But to broke somebody, you first need to interrogate that (for example) engineer first, so you need atleast two engineers.

259
XPiratez / Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« on: May 01, 2019, 09:59:49 am »
Is it just me but in the new version (J14), in ironman mode, moving facilities is now not allowed, whereas in the previous version it was?

Frist post in this thread: "- Teleporting facilities no longer works in Supermutant (Ironman) mode."

260
XPiratez / Re: A thread for little questions
« on: April 30, 2019, 11:41:55 pm »
Dioxine said multiple times that Ghoul Town is his personal favourite when he plays... So it can't be that bad. ;)

Ahhh... The Ghoul Town. Literally the worst type of city map. Usually only one, or two ways to go from one end to the other. Ghouls on the roofs and in the buildings, blood hounds as a bonus. Smoke everywere, acid destroys gals armor. And many more. Do only once and forget. Just like Mansions and Cruiser missions. I hate them.

261
XPiratez / Re: A thread for little questions
« on: April 30, 2019, 08:08:44 pm »
Just click on a Kraken on Manufacture menu and it will show what you need. It's probably plasteel, ship engines, Slave AI, Fussion Battery, old fighter hull and cloacking device.

262
XPiratez / Re: A thread for little questions
« on: April 27, 2019, 02:31:31 pm »
Is there something I'm missing on the Raynerd mission? Turn 30, haven't heard a peep from the enemies in 10 turns. I've checked everywhere I thought, except inside the cells. If everything was right, I would think I'd have heard from the enemies by now.

There is one room that is closed and you can access it only with pickaxe or something that strong at dealing with terrain. I don't remember on which floor it is, but I think it's on the second floor. Enemies can be also locked in prison towers, you have to destroy metal bars on the top floor. This mission isn't hard, but it's tedious.

Then:

1) Many factions can have mansion missions. Church, Academy, or Guild, or even Zombies. You just got bad RNG to get Zombies, worst and hardest kind of Mansion mission. This mission will appear later, you don't have to worry about it.

2) Spikes are just cheapest rockets. Hammerite and Lancer are probably way better. Just check bootypedia entries for them.

3) Yes, pilot's "FIRING" (Accuracy), "REACTION" (Dodge) and "BRAVERY" (Approach speed) affects dogfights.

4) From humble handle trough stun prod to electric net. If I remember correctly, she didn't have too much special resistances to any damage sources, apply handle untill you will see effects.

5) Gyro Autogun is a good mid-range weapon against anything that isn't too heavy armored. Both of those guns aren't best at killing Mercs, but chem ammo might make Magnum decent. There are many cheaper and easier weapons that deal with Mercs quite good. Armoured cars/Tanks works wonders.

6) Take bugeye to the mission, select him and look at the top right corner of your screen. Special icon will appear, from there you can use "VooDoo" abilities of a bugeye. They are great healers in their deflaut armor.

263
XPiratez / Re: Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 24, 2019, 05:58:18 pm »
Factory is just better version of Industrial Printer, or do I need to have them both in the base to manufacture what Printer can?

264
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 21, 2019, 07:26:46 pm »
Every weapon (melee, explosion, or ranged) roll the dice each time it "hits". Most of the weapons have spread of 50%-150% which means that those weapon can deal that amount of damage (if they don't have special stat boost like sniper rifles which deal even more damage with higher firing skill).

Ol'Shotgun with birdshot is supposed to deal 18 damage with each pellet. Each pellet rolls the dice if it hits and can deal from 9 to 27 damage.

I don't think "HIT!" means something especially "critical". It probably simply means that shot took large amount of HP from the target, doesn't matter if it was 50% of power, or 150%.

265
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 20, 2019, 09:05:44 pm »
There is such thing already. It's called "150% damage roll".

266
XPiratez / Re: Allow melee to be reaction able.
« on: April 19, 2019, 06:52:14 pm »
There probably is a way, but that wouldn't change much. Reaction shoot would miss in 90% of cases.
That would also hurt the balance for melee gals since they rely on not being hit too hard. Enemies with weapons like rocket launcher would decimate themselfs and them, while creatures like Zombies and Chrystalisks would make those gals useless.

267
XPiratez / Re: A thread for little questions
« on: April 18, 2019, 10:34:19 pm »
You can use their guns from the start, but I don't remember what is required to research them. Interrogation will work for sure. You can hit "Q" twice on world map and then write the name of specific weapons to learn what is needed to research.

268
XPiratez / Re: A thread for little questions
« on: April 09, 2019, 01:26:44 pm »
Next Mercenary Pogrom I will try shotgun squad, but it was still quite OP in my opinion. In best case scenario of Armoured Car with 25mm craft cannon, auto shooting two times, three rounds each, with 75 Power times 4, because Hovertank is 4x4 means that Car did (75 Power x 4 tiles) 300 damage in one hit. Six hits gives 1800 average damage (About 888 if every hit was at 50% power and 2688 at 150%) to the shield in best case scenario. Shield should break either way.

I remember in older versions that Hovertank wasn't impossible to deal with if gals had mid tier weaponry. Cyberdisk that is Academy (I think) counterpart could be taken down with enough molotovs, while Hovertank could be damaged with recoiless rifle. Now Mercenaries are peace of cake to deal with in comparsion to their Hovertanks.
Damn, even Sectopods would fall when multiple barrel bombs exploded under their legs.

269
XPiratez / Re: A thread for little questions
« on: April 08, 2019, 11:46:20 pm »
Merc Hovertank is ridiculous. I shoot everything I got and I couldn't even break the shield. Multiple 25mm Armored Car hits, mortar fire, Panzerfausts, anti-armor melee, nothing works. Any tips?

270
XPiratez / Re: Bugs & Crash Reports
« on: April 04, 2019, 06:21:04 pm »
Wow, little changes that suck without a tech tree viewer. Haha ty! <3

At this point what is the reason to have tech tree viewer disabled? Just don't use if you feel it's cheating, then use if you are about to post a question. This way is faster.

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