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Messages - nicedayright

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1
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: March 18, 2024, 04:04:13 pm »
Got a crash when I researched Stormtrooper Requisition and try to look at the pedia page. Looks like the Hellpistol version of the armor is missing. Screenshot attached with save file.

2
40k / Re: 40k
« on: March 18, 2024, 05:53:29 am »
Who would win, an angry khornate berserker juiced up on the bloodlust of a literal god? Or the room full of artillery shells I just lured him into?


So the armor effectiveness of the Commissars "Inspire" ability is 25%, which means it usually works, but starts rolling zeros when I start putting my guys in carapace. Especially my Ogryns. It's like you want to keep me from blitzing the enemy lines with a forty IQ arguably human bulldozer egged on by a commissariat cheer squad.

3
Hi everyone. Please answer the question. Is it normal that test flight technology has become repetitive? Sorry for my bad english.

Yes, though it's mainly for a bit of score and various 'pedia articles. I'm not sure it gates anything useful

4
do you use it for the shooting, the melee stun, or both?
is the chem ammo any good?

Shooting primarily. It's a surprisingly good reaction weapon, and the high numbered autofire can usually guarantee a kill on most soft targets without drawing reaction fire, which makes it good for clearing your landing area. The bash isn't great, as by the time it starts reliably hitting, your gal will be strong enough to kill people with it, the chief advantage being the higher accuracy over the normal SMG. I usually just use it for knocking down fences tbh.

Chem ammo is niche enough that I usually ignore it. The incendiary ammo is a lot better.

Hell, I still have the starting AirBus stored

In fairness, you actually do need the airbus for a later mission.

5
>idiot pride

Finally, a gender identity that fits me.

6
On an unrelated note, I keep getting the "Idiot" condemnation for my over reliance on the spikey SMG and I'm feeling a little attacked. It's a great weapon, I swear!

7
Just a note on door camping. Enemies don't open doors so much as try to walk through them. If you're standing directly in front of the door, they'll try to path through, freeze after the door opens and they can't path through you and then take their actions. Usually this means getting reaction bonked, but that leaves your gal standing in front of an open door and vulnerable to fire from the rest of the goons in the room.

Stand to either side of the door and enemies trying to path through will not halt inside the room. Instead, they'll make it one tile past the door before they halt. This usually means they get reaction bonked, but now your gals are not (as) exposed to fire from the rest of their friends.

It can be useful to park a few gals like this to hold a door while the rest of your team maneuvers to sweep the map and secure the other entrances. Setup is important for a proper breach and clear. If you open the door and someone is facing the door with a gun, consider waiting a turn or sending in another gal from a different angle. Avoid the temptation to use up all TU's on one gal at a time, instead, take one action at a time before switching gals so it's like they're all acting simultaneously rather than one after another. Because of the way reaction checks work, you'll take less fire this way. If you can get a gal within CQC range of every (armed) target in the room, you should do that before you actually start with the bonking. It's really hard for them to shoot accurately with a nine foot tall muscle mommy parked over their shoulder.

If a target has a gun *and* a melee weapon, consider that the AI is a lot better at choosing weapons in reaction mode. If you try to bonk them in melee and miss, their reaction will prioritize their knife, which is bad. If you park your gal in melee range and end turn, they have a pretty good chance of trying to use the gun in CQC and wasting their shots, after which your gal will bonk them. Sometimes they actually just walk away when you do this, which is odd. Consider whether your target has access to grenades. The AI will prioritize using a grenade if two or more of your units are close together, even if the guy throwing it is in CQC. Trying to double team one of these guys for a capture can often have the embarrassing result of them dropping a grenade at their feet, injuring two of your gals and depriving you of a captive.

8
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: March 03, 2024, 05:02:59 am »
I'm trying a primaris playthrough right now and I'm a little confused about the apothecary situation. I've researched and manufactured a set of MKX Apothecary armor, but none of my marines can equip it. I I can confirm it's in the bases stores, but the only option I have when armoring my marines is the default MKX Tacticus armor, no option to equip the apothecary armor at all.

Edit: I've just found out I can equip it to my sergeant, which makes sense given an apothecary is an officer rather than a role a random marine can take. Probably should be noted in the pedia though.

9
40k / Re: 40k
« on: March 01, 2024, 12:59:11 am »
Sorry if this has been addressed, but is there a reason half my marines are women? and the female frequency of sororitas is only set at fifty? Just an oversight? I keep having to fix it every time I update.

10
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: September 04, 2023, 04:52:27 am »
Objectively, being on fire is an advantage, as ninja cannot get you if you're on fire.

11
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: September 02, 2023, 05:03:42 pm »
Just from a perspective of mass, the amount of metal you need to fully armor an adult human would make you a *lot* of cartridges.

From a gameplay perspective it makes some things actually worse than useless. Consider that you can make tritanium ammo for your scout drones at a cost of 4 alloys per clip. As in, a whole armor set gone down range and you probably wont even fire it all.

I know we don't like comparison to other mods, especially when they've got such wildly different tones, but I can't help but think the ammo mass production method from Piratez should be considered. It makes more sense to order your ammo in batches where each crafting result is between five and ten clips depending on the caliber. One alloy for ten pistol mags would make it a lot more viable economically, and you could adjust the calculus for the other types of ammo.



I'd also argue to switch wholesale to mass production for *all* craftable ammo types just for the sake of playability, but that's a whole different can of worms.

12
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: September 02, 2023, 05:03:09 am »
What's the logic behind the Tritanium Ammo economy? It just seems like it's not worth it to ever spend my precious alien alloys (before I can mass produce them) on ammunition instead of armor or anything else. It's one alloy to one clip, whereas it's only four alloy to make a whole suit of armor. So I could have I could have 24 .44 caliber rounds or a whole bulletproof vest?

I don't think the cost of armor should be increased, considering a whole small UFO may net you under 20 alloys, but shouldn't ammunition be batch craftable? You know, 1 for 5 or even 10 clips? As it stands I'd basically never use alloy ammunition until I have a tritanium foundry and by then I have better options.


13
XPiratez / Re: [MAIN] XPiratez - v.N3 20-Dec-2022 Clear Skies
« on: January 16, 2023, 07:26:27 pm »
Man, when it first happened I thought *I* was hallucinating.

14
XPiratez / Re: Bugs & Crash Reports
« on: January 16, 2023, 07:24:43 pm »
See, I *was* half sure it was a feature I just hadn't seen yet, but *somebody* told me to submit a bug report.

15
XPiratez / Re: Bugs & Crash Reports
« on: January 15, 2023, 08:42:18 pm »
The cabbage are *highly* explosive. Shoot one and find out.

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