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XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 04:42:19 pm »
Making new armors is by no ways easy, so it'll take time. Nothing is for free, and working on Jack Sparrow being more entertaining means no work on more important things.

Also, HF's with such a tiny income? Interesting, $2M income is achievable by month 2-3 easily...
Big score for downing big ships is there so you can ignore ground missions you don't like; a reward for upping your air game and reduction of workload in mid-late game.
For now, I gave a decent buff to Gauss and a minor nerf to Lascannon.

Thank you.

How do you get the income of $2M by the month 2-3 with protection payments increment of 3-10%?
I see, you've meant the overall income. I generally speak in terms of gov's payments only.
As for the overall Jack Sparrow balance I thought it is being calculated automatically, giving buffs to the armor and quantity of the enemies in the BF compared to the Blackbeard, which you do actually balance.

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 03:40:01 pm »
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.

Not actually defined things in terms of cash/balance. But you are right, I consider this to be essential.
Say, you start to bring down supply ships and other crap when your income is $0,6-0,9M, and HF's when your income is roughly $1,2-2,0M. Then it makes sense. You consider whether to spend your funds on this mission or not, not only in terms of the battlefield.

I believe that literally few of us didn't abuse the strategy which I described above.
You definitely have to choose if you are going to produce the cannon rounds/missiles OR chemicals for the income. Ammo-free weaponry makes you literally bereft of this.

though I guess you could use the loader suit, but the loader suit sucks :v
Yep, sorry, forgot that the Loader is Hoomahn too.
But I want to strip the government guys too much, the armor is sexy. Isn't it fair?

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 10:16:22 am »
What is CLC? Charger Laser? (it only needs Heavy Couplings indeed). And what has super-rare Impaler to do with this? What has score for downing crafts to do with this (should it be lowered?) Collect your thoughts and focus, man, because I cannot follow your rants

I suppose that hence Craft Laser Cannon (CLC) tech is aquired before the Nuclear laser weapons tech, it must burn hellerium with every charge.
Not as much as plasma beam, but probably 1/2 or 1/3 per shot.

The main suggestion below the entire text was: Since you do aquire CLC's, the overall globe score allows you to skip battlescape mission for months (years, eternity), even the -2500/-1000 points ones with the severe positive score at the end of the month. 

I also think that battlescape craft/score balance is thoroughly designed, so I did not suggest to change it anyhow.
Main alarm comes from the point where you find yourself with high-tier weapons (XG) and Harbinger Armor, doing nothing but research and manufacture (with incremental growth of the funding too). This, in part, leads to the gap when there is no actual need in middle-high armor and firearms (Juggernaut Suit + Master Craft parted weapons).

It is pretty clear that most of the enemies are already taken and inprisoned by the moment (Minors, Guild, Academy and some Mercs).
CLC is comparable to the Ripper (?) cannon in terms of DPS, so it is implied that CLC should be Hellerium-fueled OR maintained with any other additional cost of expluotation. Otherwise it is a balance-deforming weapon.

What do you actually mean with "honest comparison by numbers"? I think it is pretty clear topic of discussion for what is mentioned above.

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.

UPD 2:
How do you get out from the pool in the Luxury Spa?    ???

Suggestions / Option: Disabled vessel rearm notifications
« on: February 04, 2019, 07:34:23 am »
Hi! Some megamods like X-Piratez allow to use up to x4 cannon firearms  in the vessel, which presumes the huge load of ammo.
The manufacturing process of the latter is on the low priority, thus I suggest the new option:
- disable vessel rearm notifications (YES|NO).

Example: while manufacturing, if there is insufficient ammo, a pop-up engages for the each slot, every time the single pack of ammo produced. That means up to 99 notifications in a row for a empty aircraft equipped with 4 cannons with 250 ammo each, while production unit is x50 ammo.

UPD Sorry not actually 99, less, since some slots are fulfilled

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 04:50:10 am »
Did I simply miss it: the gap between Human power armor (140 front armor) and, say, Doom 2 armor (48 front armor) is not yet replenished with some sort of mediocre and high-end carapace armor?
Was always looking on the govt and humanists super-troopers and wonder why won't I just strip them down to pants  :D

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 03, 2019, 07:31:36 pm »
8) But we are all safe, that is the point

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 03, 2019, 05:39:07 pm »
X-Pirate doesn't lose points from ignoring a global mission is an idea that is never really explained.
Agree, but there's some elegance in that decision as well. You do the first playthrough and somehow get it within the first year. There are score charts, btw, that could be tracked. Started it (to track) just in the last (4-th, I guess) rush through the game.
As following, I would actually delete the latter for the complete immerse into the cruel world ind it's strange dependencies.


XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 03, 2019, 04:28:02 am »
Not evidence but honest comparison, by numbers, I don't want to go untangling this mess with emotional claims as the only backing. Getting lascannons isn't easy, mind you, compared to the other weapons you mentioned (in passing, again, nothing concrete).

Ramjet is potentially your first heavy weapon (other is Quadcannon), costs you almost nothing but money, and is sold by shady characters. Figures it's crappy (maybe bit too much indeed). It does outrange all crappy enemy ships, tho.

As for gauss cannon, it is still lower on the list than lascannon, you can loot it pretty easily off enemies. If it sucks too much, we can think about buffing it.

The base for CLC nerfing suggestion is pretty much the same as for the Impaler. Aquire of the latter leads to the drastical change in the overall strategy of the game, that's what implied. For the Impaler it was too easy to lay down the strongest enemies (again, no ammo and supreme accuracy) in 2-3 shots.
For the CLC the change consists of switching to the globe, with possibility of the complete ignoring of the battlescape missions (average score of 5000 makes fun of the Pogroms and Cullings too). The ammo-independency makes this part of the Piratez non-Challenging, results in the fast income growth. And then you just find yourself with top-tier tech and even less challenge.

CLC is indeed not the first weapon to equip the ship with, but it is not that hard to aquire. The only component usually missing is Heavy Couplings, not actually that rare.

The ammo load of 50 charges each gives a possible 3600 DP for a interceptor with two, and 7200 DP for a interceptor with four. Again, with fine accuracy and fast reburst. Another competitive option - the missiles - do not deal the instant damage, it takes time to reach the target, countrary to the beam. 

For all you guys who tell that CLC suck: you are correct within the absolute scale. But for the moment it is a balance-changing weapon for almost no price. Medium interceptor with two CLC's brings down the Heavy Freighter and has a good chance of bringing down the Science Vessel. In my opinion - it is not balanced for the swarm-tactics which has huge potential within this game.

For the summary, my suggestion is that Gauss seems lacking the range and piercing potential, Ramjet is suggested to be buffed for it's price only.
And CLC must have an operation price, compared to 4-6K/shot. At least within the electricity bills :D
Or nerfed to 10-16 DPS, as mentioned.

XPiratez / Re: Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 02, 2019, 04:34:47 pm »
The main point: challenge falls to zero since then you make a couple.

lascannons pretty much suck, their ONLY redeeming feature is the ammo, although I'll admit that ramjets suck worse.

Should CLC be better than Gauss, that is the question.

XPiratez / Re: Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 02, 2019, 02:52:17 pm »
btw.what are thoese "Pew~pews" ?
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.

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 02, 2019, 12:58:43 pm »
Do you have numbers broken down to back these claims?
Please specify the evidence needed

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 02, 2019, 08:08:53 am »
One more suggestion regards the Craft Lascannon: Once you get it, there is a huge advance in overall geoscape score, due to the known reasons (no ammo, high impact strength, almost 100% accuracy with strong firing gals, medium range).
Literally it makes all the cannon guns and most missiles obsolete. Even the high-tier ones. Even the Heavy slots. What for the nuke warheads? No way, the CLC is much better :o

IMHO, it should be positioned lower than the trophy Gauss Cannon and Reticulan PC.
Say 10 DPS instead of 36, accuracy nerfed to 60%. Assuming that Charger laser makes 6 DPS, it makes sense. Besides, the level of technology gals possess at the moment of CLC aquisition is supposed to be lower than Reticulans and Major parties.

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 01, 2019, 08:17:54 pm »
I get watchtower mission in april of year 2, 4th difficulty, why? D level bounty hunts, rodeos. Remove them completely from the pool in like 6 months max.

I enjoy killing Ratmen with Hi-end weapons :) Especially Super-SG and XG-Chainguns! 
Couple of times used Chinese Dragons, my bad.

XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 01, 2019, 12:53:04 pm »
I have to admit this version J11 is 20-30% more challenging than J9. Tech tree changes make it more and more interesting from version to version.
But subjectively there's still not enough massacre for the Ironman/Hardest, or just I got lucky not to deal with the Stargods in the first year).
Would you consider shifting the difficulty from (Easiest->Hardest) to the (Slightly Harder Than Easy -> Pain in the Ass) both for +Armor, +Quantity of the enemies, -Items sell cost?

XPiratez / Re: Bugs & Crash Reports
« on: January 31, 2019, 09:10:08 am »
Killgun can be produced before the actual research. Please check the tree.

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