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Messages - Ruberto

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106
XPiratez / Re: A thread for little questions
« on: November 07, 2021, 04:50:43 pm »
How do you guys handle ninja bases that are "shooting gallery"?
(ones where you start in the open, without cover, in front of bunkers with various amount of turrets)?
I find them immensely frustrating; as if i stay put and shoot at available targets, ninjas pop up from bunkers (or from behind bunkers, with hover suits) and throw some bombs and decimate me; if i spend my first turn to spread out, I can't suppress all the turrets and get shot to bits; if i rush to bunkers with fusion torches I get blown to bits by BOTH shooting and pop-up grenadiers.
I have heavy suits, Junkmaster armor, recoilless rifles and autocannons, which I thought would fix the problem, but the ninjas garrisoning the bases seem to be extremely beefy (level/HP proportional to game month?), often surviving first hit from recoilless rifle or plasma gun, despite their light armour.
Am I missing something?

107
XPiratez / Re: A thread for little questions
« on: November 04, 2021, 08:01:44 pm »
I recently researched https://www.xpiratez.wtf/en-US##STR_NO_CIVILIAN_TRAFFIC
and got the commemorative stelae;
however, civilian craft still appear on my radar occasionally, are there some new penalties introduced after that research for shooting them civilians down?
Can I sell the stelae, or is it's high sell cost a noob bait like menacing hull was and I will need it for something later?

108
XPiratez / Re: A thread for little questions
« on: October 31, 2021, 08:41:42 am »
How you guys use Pigeon and spy zeppelin?
https://www.xpiratez.wtf/en-US##STR_ZEPPELIN 
https://www.xpiratez.wtf/en-US##STR_PIGEON
Like I tried to use pigeon for it's supposed intended use (patrolling the globe radar-scanning it for something interesting), but it just gets shot down by random raider/gov ship passing by.
Do you just tank it's modest cost as acceptable loss or am i using it wrongs?

109
XPiratez / Re: A thread for little questions
« on: October 27, 2021, 01:11:17 pm »
Okay here is how damage works.
Final result 59 hp, 44 stun and a total of 18 armor lost(12 from pre, 6 from penetrating alter).
Any questions?
Thanks a lot, the mechanics were bit confusing.
Do you know how much HP the turret has? it's bootypedia page doesn't seem to list it.
Also, armor loss affects only the  facing hit (for example side or front) or armour all around?
By the calculation you presented, after 2 hits hits from recoilless rifle (-18 armor per hit, so 70-18*2=34), turret should be weakened enough to be penetrated by damage 40 weapons, do i understand this correctly?
Furthermore, as damage modifier from damage type is applied before armour, it follows that most supposedly anti- tank weapons like RPG HEAT and panzerfaust are actually crap against tanks and turrets, since such armored units have very unfavorable damage mod vs concussive damage type, reducing their initially deceptively high damage so much it can't penetrate armour, on average?
For example  RPG HEAT vs turret does 100*0.35=35 dmg; turret's armour is 70*0.4=28, 35-28=7 dmg.

110
XPiratez / Re: A thread for little questions
« on: October 27, 2021, 08:39:42 am »
Hello
Question about how damage is calculated vs armour.
For example:
https://www.xpiratez.wtf/en-US##XTURRET_CANNON_ARMOR
Has armour 70, Concussion damage multiplier 0.35
Is hit with
https://www.xpiratez.wtf/en-US##STR_RECOILLESS_RIFLE
Average damage 125, Armor effectiveness: 0.6, Armor pre-damage multiplier: 0.125
So on average, hit from recoilless rifle  normal shell does to the turret 0.35*(125-70*0.6)=30 damage; or 0.35*(125-70*0.125)=41 damage; or how is it calculated?
Also, does anyone know how many hp the turret has? (so i can calculate how many hits on average would be required to bring it down)

111
XPiratez / Ninja base question
« on: October 26, 2021, 08:57:33 am »
Hello
I have a question about ninja bases
In my play-through, I have several smaller ninja hideouts (approached in transport, square outer wall, central tower) and one stronghold (approached on foot, line of bunkers with airfield behind it).
I am thinking about attacking the stronghold. I see it will be very long, painful and costly mission.
Question: after I destroy the stronghold, will ninjas disband and smaller bases disappear?
Or will one of the smaller bases become hq and morph into the stronghold soon after I destroy the current one (so I should destroy the small bases first?)?
Also does destroying all ninja bases ends their threat or i will need to unlock some special mission to end them?

112
XPiratez / Re: Civilian interception question
« on: October 21, 2021, 09:12:19 am »
only green hulled ships(in craft preview) are civvies. The groups of men are fair game, being either bandits or ratmen bands,
Thanks
and what about
Does shooting down a civilian (green) craft in itself incurs Infamy penalty?

113
XPiratez / Civilian interception question
« on: October 20, 2021, 10:55:16 am »
Hello
Does shooting down a civilian (green) craft in itself incurs Infamy penalty?
I know the crash site cleanup missions won't give me much positive score, but does the act of shooting them down in itself causes penalty?
Also
sometimes Very small ufos are shown to be 3 dudes running around. how can i distinguish whenever they are civilians or not and can I somehow assault them with troops instead of shooting them to bits from on high?

114
XPiratez / Re: Ninjas attack Government mission help
« on: October 20, 2021, 10:51:22 am »
There triggered by a base reaching max level, after that like all missions they are added to the pool for the following month. If your "late" in killing the base the attack is still in the pool for at least a month.
Does base reaching max level trigger the invasion once, or starts triggering it from now on until i destroy the maxed-out base?

115
XPiratez / Re: Ninjas attack Government mission help
« on: October 17, 2021, 11:50:01 am »
you mention mortar as being available, WP rounds can eventually chew through the turrets. not only 80% armor pen, but also not insignificant armor shred so even a low roll will still make successive shots more likely to succeed. Also no need for LOS which limits return fire with a little luck with map spawning.


Caveat save before lighting them up, a current engine issue means units completely engulfed in fire can glitch out the pathfinding and move even when they shouldn't. Turrets going for a walk about is arguably worse then being stationary in a dominating position.


That said the government assaults can be prevented by killing the base before it fully evolves, which is a slightly easier map situation as you have mentioned. There also not super frequent so you can roll the dice on the next month being better.
Thanks for advice. The missions are still insanely tough considering how early they appear; but this gives some glimmer of hope.
Do you know if the Ninjas assault gov base is somehow retaliatory in nature, i.e. are triggered by you destroying ninja base? both cases in my playthrough were soon after i wrecked their base, although it can be a coincidence.

116
XPiratez / Ninjas attack Government mission help
« on: October 17, 2021, 03:00:50 am »
Hello
I need some advice with mission where ninja mobile base attacks government compound.
I'm at early/mid game; my best weapons are mortar, rpg and various machineguns. No plasma/rail gun.
Ninjas with space age -level weaponry and force fields are bad enough, but the mobile base sports  2 Base defence turrets on top of the base. they dominate battlefield, and kill with return fire anyone i try to use to fire with rpg or recoilless rifle (of which i need to score don't know how many hits).
When I assault ninja bases, i don't engage the turrets directly, but sneak up on them from behind the wall and lob looted emp grenades or satchel charges while remaining out of line of sight. This tactic is not viable here.
Am i missing something here, or should I just skip those missions, suck up their huge de-spawn penalty and pray RNG doesn't give me 2 months in a row of this bullshit, which would give me auto-loose without being able to do anything.

117
XPiratez / Where did Weird thingie go
« on: October 10, 2021, 08:48:06 am »
Hello
In some combats, I kill enemies that carry weapons and items that are marked as "weird thingie".
It seems it is high tech guns that stuff that my gal's can't use right away.
But where does it goes after the combat? I don't see it in research / fence screens; does it gets auto-sold or something?

118
XPiratez / Re: Melee evade question
« on: October 06, 2021, 03:16:35 pm »
Thanks, just wanted to check if holding a melee weapon gives some sort of "parry" bonus.

119
XPiratez / Melee evade question
« on: October 04, 2021, 08:37:24 pm »
Hello
Does having a melee weapon in hand rises your melee evasion?
That is, does having sword (or rifle with strike capability) helps gal defend herself from melee attackers?

120
XPiratez / Convoy craft vs aircraft
« on: October 03, 2021, 08:37:42 am »
Hello
I am in situation where there is this Sky Ninja hideout that I want to storm, but if I try, it sends out inceptors and shoots down my transports.
So I had this idea that I take the toughest craft available to me - the supposedly tanky Convoy (https://www.xpiratez.wtf/en-US##STR_CONVOY), arm it with some guns (https://www.xpiratez.wtf/en-US##STR_SMALL_CANNON_1_UC) so that when interceptors come, it fights them off.
But when I tried, despite coming into shortest range and firing hundreds of shots before being destroyed, my poor convoy not just looses a fight, but seemingly fails to score any hits at all.

What guns do I need to put on it for this scheme to work, or am I doing something radically wrong and land craft (Maximum altitude 1) cannot can't hit enemies at higher altitudes at all? Would seem very bizarre if vehicle with AA gun can't engage with aircraft  :-\...

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