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 - sanyaskillpro

Pages: 1 ... 5 6 [7]
91
XPiratez / Re: A thread for little questions
« on: April 22, 2018, 08:59:29 pm »
You need to research the specific person you want to rob first to get the option to rob\enslave that enemy. You'll get a recipe for manufacturing screen.

92
XPiratez / Re: A thread for little questions
« on: April 20, 2018, 11:39:32 pm »
I think building a second base as soon as you get large vaults is a good idea. You need a place to store your stockpiles of soylent, apples, scrap metal and courtesans. And if you start intercepting you'll have even more garbage.

93
Do you get any penalties if the weather is warm\cold (not scorching hot\freezing cold)? I never noticed anything in any outfits in those environments.

94
XPiratez / Re: Bugs & Crash Reports
« on: April 18, 2018, 12:56:51 pm »
Free mutants spawn on the aircar race mission?
That's new indeed.

Maybe STR_CORPSE_PIR_NUDE fixes the item to exist in the debriefing.
Almost every corpse labelled 'dead' vanishes from the debriefing (loot) screen.
Sorry i just made a typo, it's NUDE indeed.

- Fix: Restored missing audience in Aircar Race

There's a line in patch notes so this part is intended, however now this mission gives tons of free score and an achievement for every gal.

95
XPiratez / Re: Bugs & Crash Reports
« on: April 18, 2018, 10:52:58 am »
Dead naked peasants leave a useless STR_CORPSE_PIR_NUDE corpse.
Also aircar race finish gives a lot of score because of "free mutants survived" and a Cavalier achievement for everyone. Not sure if that was intended.

96
XPiratez / Re: A thread for little questions
« on: April 12, 2018, 11:15:13 am »
You can squeeze them into a space suit and a loader suit so far.
They can't keep up with the ubers but cost a mere 5k to bridge shortage of soldiers early on.
No longterm solution.
That's sad. Although running around naked with a spear is surprisingly effective. I didn't even realise before how OP the spear is if a peasant with 30's in stats can reliably get kills with it. Decent base damage with 20% ARP and 160% accuracy, that's insane.

97
XPiratez / Re: A thread for little questions
« on: April 10, 2018, 07:29:43 pm »
Love the addition of peasants as an early game challenge and a way to save money. How do you get better outfits for them? I clicked around for a bit in tech tree and couldn't find anything.

98
XPiratez / Re: Feedback 0.99I1
« on: February 24, 2018, 08:40:27 pm »
Melee is supposed to be rewarding and reliable with it's 50-150% damage roulette for 99% of the weaponry.
Firefights have to make trade-offs or we have to go back to vanilla xcom where we had heavy plasma rilfes on everyone and send rookies in power-armor into the battlefield to get shit done.
Melee is rewarding enough, the problem is, if all the good early game weapons are also happen to be non-lethal, then the balance is screwed.

99
XPiratez / Re: Feedback 0.99I1
« on: February 24, 2018, 04:45:23 pm »
My early game weapon triumvirate:
Flintlock Rifle - it's basically a sniper rifle made from scrap. The only drawback is 2 ammo per reload and runt-hours manufacturing it. It should't be as accurate, come on, it doesn't even have a scope.
Blunderbuss - the best shotgun. 4 ammo, can full auto, has chem ammo(basic is not bad either). The only drawback is weight.
Hunting bow with flame arrows - a very strong weapon IMO. Maybe not so good on the highest diffuculty because of increased armor(i play on 3rd). Low energy, can reaction fire, can set enemies on fire.
The camping strategy is very strong, i agree. Using shadowbat and these three weapons you can easily beat a nazi\spartan\raider pogrom. I had a bunch of various rifles and machine guns from these, but they feel inferior to these basic weapons.
Come to think of it, i feel like the game doesn't represent an advantage of having an auto weapon.(unless it's a shotgun) Even in the second year my best gals are armed with dragoon rifles, a bolt-action rifle(if i'm correct) that has a good aimed shot, buyable ammo, and scales up to 60 damage. It's not a problem of the mod, rather of a game engine. I also play a global mod for xenonauts(x-div) and in that game rifles and MGs while being inferior at actually dealing damage(compared to sniper rifles and shotguns at their effective range) they have their own niche, that is suppression. Idk if it's possible to realise it on this engine. Maybe if 2x2 enemies were the norm(but not the dangerous ones) and if every faction had some on their ships\missions then there would be a reason to prefer auto guns.
On melee weapons: i agree. However running a full melee gal is too risky imo until you get the chainmail. Amazon with a sword\blowgun is an insane killing machine, but it's a glass cannon. You make a mistake - you lose a gal. I feel like the big two-haders need something to differentiate them and reward you. It's a big weight\inventory investment that you can't just plop on a belt like a handle; that needs support items like booze. Also barbaric ax, barbaric sword and a regular ax could use more differentiation. Due to their scaling, 99% of the time they are 1 hit - 1 kill weapons. Barbaric ax is probably the worst one, it's basically an ax with a bit more damage for the double energy cost. Other oneshot weapons like hammer and anchor have their utility to differentiate them.
Barbarian armor is garbage, you can't afford such penalties so early on when your gals are untrained. Agree that pirate is better.

100
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: February 18, 2018, 04:06:35 am »
I think that NOT having an exact information can lead to a more deep tactical experience.
Ground combat is basically managing risk vs reward. Good gals are hard to replace, therefore the safest way to play is to give everyone various rocket launchers and mortars and just nuke everyone from afar. However you get no profit from this. But on a pogrom this is a reasonable strategy, because the risk is too big.
Now, how this relates to the regular guns. If you score a hit and you know the exact HP left you already know the safe decision. 1 HP left? No need to shoot at all, the bleed will do the job. Dealt 1 hp? Hide or it's time for a backup rocketeer. But if you have no idea you actually have to think, play safely(sometimes overkilling, yes) and risk, when you think it's appropriate.

101
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 27, 2018, 07:08:32 pm »
May i suggest removing zombie missions for the first couple of months? I just had a very long and boring church raid at the start of a second month. Once i realised there were no strixes and i ran out of ammo i just gave everyone a pocket las-charger and skipped turns until my firing line reaction fired them to death. Yeah you can melee them way faster but why would i risk that with low stat gals who wouldn't have enough TU\stamina to 100% kill them after a rush.
Also idk what difficulty is the game balanced around? I play on Blackbeard, if there's supposed to a be a strix spawn on the 5th one, then this is irrelevant, at least there would be some challenge to justify the grind.

Pages: 1 ... 5 6 [7]