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Messages - Zippicus

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16
XPiratez / Re: Codex Popularity Poll
« on: February 16, 2019, 09:39:19 am »
Apparently you missed my. I'm not here to get anyone's 'points' or your and his approval. I'm here after playing green codex for a long time giving MY input on it in a thread for it. Especially after completely wrong messages about green codex giving bio gel and such. I didn't come here to ask your approval or opinion or to argue with forum trolls. If you have something to say about green codex then play it first to see what it's really like in its CURRENT state or post something else related to this topic like this one some other codex YOU like to play and why. Going around with no apparent knowledge of it and thrashing someone opinion is not helping this mod, thats for sure.

So bottom line is, either do something constructive or bud out of discussion.

Dude, take a chill pill.  I get that you think green sucks, what people are trying to point out to you is that it might not necessarily suck for everyone depending on circumstances and playstyle, so no need to get all butthurt and defensive.  For the record I've played every codex plenty of times.  I only got snarky with you because you ignored some valid info so I assumed you were just stirring up drama for no reason.

17
XPiratez / Re: Codex Popularity Poll
« on: February 16, 2019, 05:22:42 am »
You kind of missed the point Legionof1 was making.  I could elaborate but I would only be saying the same thing he said above, and you would probably disregard it as well lol.  All I can say is that the value of the codex goodies is subjective, one man's trash is another man's treasure and all that.

18
XPiratez / Re: Codex Popularity Poll
« on: February 14, 2019, 12:06:05 am »
I try not to use nukes/red dragons too much but yeah, sometimes a whole map just needs to die.

19
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 05, 2019, 07:32:07 am »
Generally speaking, yes. In terms of one month. But for the wide statical sampling there is general growth of 2-5% for each month before the unlimited ammo CLC's and 7-10% right after. 
Please, you had it lost during the topic, I was arguing against the free superscore, not against anything else you've just mentioned. It's my 3-th playthrough with Jack Sparrow/Ironman throughout different versions. Within this tread I point something that I think to be challengebreaking.

And! I do not estimate myself as the tactics genious, so basically I believe that this stuff breaks the challenge for any other guy who plays Piratez


I guess I'm not seeing that growth you're talking about since I rarely shoot down any ships at all, so I'm essentially going 0 cost from day one, it always seemed more efficient to me so that's what I did.  More loot, more captives, etc.  That kind of ties in with what you're talking about here, I'm always at what you're referring to as "free superscore"  but really that's just a drop in the bucket cash wise to me.  I make way more cash from captives, loot, and goods production than I ever will from the infamy bonus, it's always been just that to me, a bonus.  Infamy has always been something to me that doesn't really matter as long as it's positive so I can keep playing.  I get that you see some sort of problem with lascannons, so I would suggest that you not use them if they bother you that much.  I play just fine without lascannons (not because I think they're OP, but because I think they suck), you can too.




20
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 05, 2019, 05:22:27 am »
I'll bring it back: only govt funding is evaluated in terms of stability and straight (as I believe, plus-minus) correlation of funding and tech, and thus missions occurence too. Not specifying infamy bonuses either.

Government funding is fairly subjective, it's essentially performance based.  It's not really something you can rely on to be stable and consistent due to the random nature of missions.  Generally speaking as long as your infamy is high it will increase but factions can do missions that can cause governments to lower your funding or stop funding you altogether, and if it's outside your radar range you can't do anything about it.  The protection racket is definitely one source of income but I'm not sure it's anything you can use as a baseline, again due to the random nature of missions.  And Infamy isn't exactly the same as a base score of accomplishments.  If you shoot one guy you're score may go up or down depending on who you shoot.

It seems like you're thinking about this like the vanilla xcom where we play the global heroes saving the world (or apparently not in this case, since the aliens won in the pirates universe).  In pirates we're outlaws, barely tolerated by local governments mainly because we're causing problems for the 5 major factions.  The local government will turn on you and try to murder you along with everyone else if you piss them off enough.  You can play the game just fine with everyone hating you.


21
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 03:04:38 pm »

To take down a Heavy Freighter you need roughly 250 Ripper Rounds, which equals $210K in resources (top trained gal with all maxed stats, or 350 rounds for a medium one ~$350K)
Making the equal score of 5000 points worth $700K - $900K spent on ammo resources + manufacturing time.


I'm not sure why you think there needs to be some kind of cash/score balance.  And how do you factor in stuff like looted weapons and ammo ?  You've essentially got the same argument going there, no cost attacks for x amount of score.  And really by the time you're downing heavy freighters, cash should have long since stopped being an issue.  Hell I normally try to splash those into the ocean since they're a pain in the ass to deal with on the ground.

22
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 03, 2019, 02:41:11 pm »
Honestly it doesn't matter much to me anyways, I almost always hit ships that have landed so I don't blow up my loot shooting them down.  And stuff I shoot down, I shoot down with real weapons.  That being said, I'm kind of wondering what the heck Abyss is doing that lascannons make such a big difference.  It's kinda like the impaler fiasco, I didn't really get that either.

23
XPiratez / Re: Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 02, 2019, 04:46:57 pm »
The main point: challenge falls to zero since then you make a couple.

I'm not sure what you mean by that.  You're not going to be able to shoot down any real ships with lascannons.  I mean great you can mow down crap ships sure, but almost any other weapon can do that too.  Hell most ships you don't even have to shoot down, they'll land somewhere and you can take them out with 0 ammo used from any weapon.  The ones you actually NEED to shoot down will murder you if you go in packing lascannons.

24
XPiratez / Re: Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 02, 2019, 03:50:22 pm »
Nukes  ::)

For the Lascannons - nerf is a must hence they are non-dependant on ammo. See you just fly around and stalk big ships with no cost, whereas the same amount of Ramjets don't even got a chance to force the equal ship. And that is, subsequently, for a couple: 22K*24 = 528K for the ammo. Half a million evaporated through the barrel. And two Lascannons made roughly out of 4 hand-held Heavy Lasers bring down 2-3 supply ships in a single combat mission.

I don't even....  lol.  First, don't shoot down supply ships, they land (although we may be talking about different things since enemy bases get 1 supply ship not 2-3).  Second, lascannons pretty much suck, their ONLY redeeming feature is the ammo, although I'll admit that ramjets suck worse.  They're only good for shooting down ships that won't blow your ass out of the sky no matter what weapons you're using.  Are you sure you're not thinking of plasma cannons ?  Those are pretty badass.

25
XPiratez / Re: Codex Popularity Poll
« on: January 30, 2019, 06:36:43 pm »
It's not even all that early really, I've always viewed the drill/codex ship as the start of my mid game, and normally cash mostly stops being an issue by that time.  I guess you could rush doing the drill by building extractors or something but that seems kind of silly to me.

26
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 28, 2019, 08:12:08 pm »
Well sometimes it's just the RNG kicking you in the nuts, it's entirely possible to have really bad things happen really early.  Other times you might go years before you see any star gods/mercs.  I can't look at your save since I don't have xcom loaded on this computer so all I can do is offer some basic general advice.  Early on you want to get as many brainers as you can afford, keeping in mind their monthly salary (ideally max number possible).  This will let you advance your tech so you can deal with most stuff sooner rather than later.  Even with endgame tech stargods are a pain in the ass.  Some stuff that helps with early tough crackdowns are explosives, chem/poison gas weapons, hallucinogen grenades, incendiary weapons, and appropriate melee weapons can get the job done most of the time.

27
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 26, 2019, 03:48:26 am »
Generally speaking shotguns are not ideal for armored enemies since the idea is many smaller damage projectiles.  That being said the nuclear laser shotgun works well against armor but you're probably a ways off from being able to build those.  As far as general weapons to use against armored enemies, any weapon that you can manufacture plastasteel ammo for works reasonably well, but it really depends on what you're shooting since everything has different resistances and armor levels.  The laser weapons you're finding should work well too.  Also melee weapons work surprisingly well against almost everything.  Fire is always a good too, almost everything hates being on fire.

28
XPiratez / Re: [MAIN] XPiratez - J10 - 28 Dec - Christmas Underground
« on: January 24, 2019, 03:06:17 pm »
I usually send gals that need reaction training and give them all shotguns.

29
XPiratez / Re: Bugs & Crash Reports
« on: January 24, 2019, 03:59:50 am »
Please, it will transform to the kittens-killer topic again :). But is it intended that crops score generates such an infamy OR is it a general unbalance? That is up to the modder.

Well ultimately it's a single player game.  Anything you do only affects you.  If you don't like some aspect of the game you are perfectly free to avoid it or handicap yourself in some other way to make up for some kind of perceived imbalance.  And really, a few missions where you get some bonus infamy and a handful of space bucks isn't that big of a deal.  It's not like it's going to make or break a game.  On the plus side this kind of counterbalances those situations where the aliens are doing stuff outside  your radar range and tanking your score while you can't do anything about it.

30
XPiratez / Re: Bugs & Crash Reports
« on: January 23, 2019, 03:21:19 pm »
If you feel super guilty about getting all that infamy, go shoot up some civilians to tank your score some.

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