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Messages - nicedayright

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16
XPiratez / Re: [MAIN] XPiratez - v.N3 20-Dec-2022 Clear Skies
« on: January 15, 2023, 08:07:39 pm »
I was honestly half certain it was a feature I'd just never noticed. I'll dig up the save and drop it in the thread later.

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XPiratez / Re: [MAIN] XPiratez - v.N3 20-Dec-2022 Clear Skies
« on: January 15, 2023, 04:07:16 am »
How long have cabbages been explosive.

18
XPiratez / Re: A thread for little questions
« on: January 03, 2023, 06:29:29 am »
If you're having trouble with excess ninja outposts, I've got them down to something like a science by now.

Certain craft are your friend for this, early game I'd recommend the CONVOY. Throw some HMG's or 25mm's in the gun slots and ensure the pilots are high-accuracy and it'll plow through enemy interceptors on the way in.  It comes as two open backed APC's, so sometimes your landing zone can screw you. If you spawn in with the open doors facing the outpost and its attendant 14mm's just leave, it's not worth it. Once landed, your convoy is your fortress. Engage enemies by "poptarting" using the two ladder/hatches on each apc to pop out, take a couple shots then drop down. Use sniper rifles, grenades/grenade launchers and bows to eliminate the minigun turrets (the little ones) as well as any ninja you see. Ensure you're clearing the space around your APC and be careful about ninjas throwing grenades into your craft. It sucks.

Once you've cleared the flying assault ninjas and minigun turrets and have a little bit of breathing room, start pushing gals out into good cover to approach the 14mm turrets. Be careful of ninja in the little corner fortresses. For this next bit you need flamethrowers. Flame throwers always do a little bit of damage even through armor, hit AOE to take advantage of the turret's 2x2 profile, and reaction disrupt to keep you from taking return fire. Lucky for you, random ninja slaves tend to carry flamethrowers on these maps if you didn't have some already (you should have some already). Beat the turrets by hiding in the crenelated portions of the wall near them and popping out to hit them with burst from your flamethrowers before popping back in.

It is *possible* to damage 14mm turrets with your normal dedicated AT weapons (RPG's and such) but they're tanky enough that it will take multiple hits, and they absolutely will reaction fire and kill your shooter every time. However, if you hit them with a flamethrower first, they'll be disrupted and unable to fire back at anyone else you have shooting. Turns out being covered in burning napalm limits your ability to see very well. If you're especially bold, you can use this time to whack them with hammers.

Two dedicated gals with flamers can burn down a turret in two turns. Less if you supplement with RPG's, hammers etc. Once both turrets are gone, crack the main gate with a hammer and commence to hunting ninja's. By this point you should have killed enough of them that the rest are panicking and will surrender, but it is sometimes a chore to hunt down the last stubborn warrior.

Once that's done, enjoy the cash, loot and score bounty.

It's possible to do this very early on with very low resource investment. A couple high accuracy gals with snipers or grenade launchers form your base of fire. They sweep the skies and kill mini turrets. A pair of gals with flamers to push up and handle the big 14mm's. At least one gal with a hammer or pickaxe to break the gate. Convoy is optional and there are better craft for this (anything with a door and no windows, looking at you TRITON), but it's cheap, tanky and available early on.

19
XPiratez / Re: What counts as "provoking" a faction?
« on: January 03, 2023, 05:55:36 am »
*Take my opinion with a very large grain of salt, but I'm fairly certain the only thing that counts towards "provoking" a faction is interceptions.

That's strictly speaking the likelihood of getting a crackdown mission from that faction. Ninja base construction is I believe gated behind a research now, but don't quote me on that, havent started a new campaign since the last update.

Crackdowns represent a faction actively hunting for and trying to take over your base, which is why they spawn in once you've started intercepting enemy craft and they target the base launching the interceptors. From a fluff point of view, the faction has noticed craft in a certain area being actively shot down and are searching for the facility launching the fighters. Losing installations from spawned missions (like warehouse wars and comms towers) is just facilities randomly getting attacked with no clues as to your location and does not generate crackdown missions.*

20
XPiratez / Re: [MAIN] XPiratez - v.N3 20-Dec-2022 Clear Skies
« on: January 03, 2023, 03:28:09 am »
Thanks, it was the damn onsen that I'd been de-prioritizing forever. Forgot that was even important tbh.

21
XPiratez / Re: [MAIN] XPiratez - v.N3 20-Dec-2022 Clear Skies
« on: January 01, 2023, 11:14:37 pm »
When does captain's log #2 normally pop? I'm looking at the end of 2602 rn and getting a little nervous.

22
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: September 07, 2022, 02:04:55 am »
So I'm doing my first male touch run. Having trouble ranking up my boys. I'd like to be able to finally use my Sargeant and officer trainings but I've got boys with upwards of 70 kills still at free soldier rank.

Do Slave Soldiers just never rank beyond that? Do I have to buy new boys?

23
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 21, 2022, 12:10:41 am »
Craft returning from a missing don't get intercepted, thank God.

Also, "You should have your second base by march" was hilarious.

If you can do that, film it. I would love to see a LP of whatever shenanigans you've been getting up to.

24
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: July 19, 2022, 03:48:36 pm »
The ninja hideouts themselves are practically farmable, which can offset the score negatives of ninja activity from the main base. A convoy with three HMGs can take care of the jetbike interceptors as long as it's not close enough to the main base to be covered by proper fighters. Though they are very dodgy, so remember to pay attention to who you have in the pilot slot. High accuracy gals manning those guns is a must. Bump those up to 2x25s and you can take care of ninja fighters pretty easily.

Once you're on the ground, scum it up. Smoke the hell out of your landing site and snipe from your little armored APC fortress (there are some flaws with this, a bad landing site can fuck you). The top hatches let you poptart. Pop up through the hatch, shoot a ninja, pop back down. Kill all the little minigun turrets with indirect fire weapons like a grenade launcher (you should have at least one from survivalist camps), javelins or hand grenades.

Once you've mostly cleared the map, you can focus on those 14mm turrets. Many schools of thought on how do deal with them. A ton of mortar shells with eventually do it. Acid Cannonballs can eventually wear down the armor. My personal strategy is flamethrowers, since fire bypasses armor and they reaction disrupt. I've even killed one with a hammer before, though you need a plan to deal with the reaction fire first. RPG's and Recoilless Rifles are not great options. Since they're direct fire and very slow, you're pretty much guaranteed to lose a gal to reactions every shot. You could probably kill one with enough molotovs if you were willing to take all day.

Remember to bring a hammer or pickaxe to crack the hideout gates and you're golden. Easily a thousand points in score and a bit less than a million bucks in loot.

25
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: July 18, 2022, 01:50:51 am »
February 2601 RNG on my side campaign. Got four old world weapons crates from a random event and opened them to find this.

I am in awe.

26
XPiratez / Re: Bugs & Crash Reports
« on: July 17, 2022, 06:23:38 am »
Map error with the CONVOY. Enemies at the right angle can apparently shoot through the seam between the roof and glacis plate of the apc. Screenshots and Save attached. If you move the selected gal to the indicated spot, the ass ninja with the CD pistol will waste her through the craft wall.

27
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: July 16, 2022, 06:07:00 pm »
Something which may or may not be an exploit, I'll leave it up to individuals whether they want to use this. Ever get frustrated about ending a mission with a lot of prisoners you want and not enough prison space to imprison them? Surely you don't need space to hold them long term if you're just going to rob, enslave or recruit them, right?

Well, the geoscape autosave that triggers at the end of a mission actually triggers *before* the screen telling you that your prison is full. So, while you might be forced to ransom some of them just to get back to the geoscape, you can reload the <auto geoscape> save and have them still in your prison, but your prison will be over capacity. Quickly go into your hideout manufacturing tab and start work bills to process them. Each time you start a manufacturing bill, the materials for the first item (in this case, people) are consumed, meaning they no longer take up space. In this way you can put people in holding patterns in your workshop to free up space to shuffle prisoners around.

Remember that each bill only frees up enough materials for the first batch, so one person. However, since most bills involving prisoners are refundable, you can set up Rob, Recruit or Work bills to hold prisoners that you might intend to enslave. You'll free up one prison slot for each bill you queue.

Is this an exploit? Immersion breaking? Well, at the end of the day, this is a single player game we all play for fun (hopefully), so what matters is how you feel about it.

28
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: July 13, 2022, 11:23:31 pm »
By the way, I'd just like to point out that I predicted catgirl soldiers literally years ago and ya'll laughed at me.

29
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: July 02, 2022, 07:51:12 pm »
The turret sits on a 2x2 square pillar. Stand adjacent to that pillar and aim up at the turret. The autofire from a fusion torch will cut the wall of the pillar and then the ceiling on top of it. Don't stand directly under the hole, but next to it.

Like this:

 G_=
   ==

The turret can shoot straight down through that hole, but not at an adjacent tile.

30
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: July 01, 2022, 10:58:51 pm »
Also using any kind of medkit is passive bravery training. Bandages, kits, basically anything with an HP heal (not vodka, for instance). You really ought to be carrying bandages on all your gals and using them whenever you can, even on downed enemies you weren't planning to capture.

In other news, I just beat my first Ninja Raid and Hideout of this update and I've learned some things. Seems like a lot of people have been having trouble with the 14mm turrets on the ninja crawlers and the walls of their hideout. Which is understandable. They've got really good armor for the point at the game at which they show up, and a tendency to waste a gal instantly on reaction fire if you so much as accidentally hit them. Dedicated anti-armor weapons tend to be TU hungry to fire accurately, and since almost nothing you have will kill the turret in one shot, you're pretty much guaranteed to lose a gal to reaction fire unless you can break line of sight with smoke or use an indirect fire weapon like a mortar.

I've heard a lot of people swearing by mortars, but I got my first ninja raid pretty early and didn't have a reliable source for mortar rounds. I spent the five rounds I'd gotten from gambling to no noticeable effect. Well, I can't help but notice that Dioxine has a habit of putting the tools you need to solve a problem on the mission itself. Once you clear the ninjas using standard peekaboo tactics and grenades, you can get inside the crawler itself. The skyforge laborers have a habit of carrying fusion torches, which you can use to melt through the floor directly under the turret. Now, I really do mean directly under, if you melt an adjacent tile, it will still be able to shoot you. From there, it's just a matter of rustling up a few more clips for the torch or just getting a gal with a hammer to beat the shit out of it from underneath. There's almost nothing in this mod that a sufficiently buff gal with a hammer can't kill.

However, that method was a little convoluted, and basically forced me to kill everything on the map before cleaning up the turret. The real solution has been staring us in the face the whole time.

AoE damage to take advantage of the 2x2 profile, the ability to always deal at least some damage through armor, relatively cheap autofire and reaction disrupt to keep you from getting wasted in retaliation.

Gentlemen, I am talking about flamethrowers.

A gal with a flamethrower can kill a 14mm turret in less than a single tank. Two turns. Plus the arcing shots mean you can do some really janky trickshots. Ctrl-click midair and the shot is bound to come down somewhere. The best part about it is that skyforge laborers also tend to carry flamethrowers. The tools to solve a problem are almost always present on the mission itself.

We were so preoccupied with high-tech solutions that we forgot a fundamental truth:

Ninjas cannot get you if they are on fire.

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