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XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: July 22, 2022, 04:58:42 am »
August
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After its creation, HQ only drains 450 score per month. It's only slightly more than a vanilla base, and if you can't handle it... well, I'm not sure what to tell you. Maybe you got unlucky and angered some excavators.
Well, no, outside of max difficulty the game is fairly relaxed about straying from the "golden path" (and you don't need chateau on first month because 10 runts won't make much either way). Again, you get one big hit in April as ninja mobile fortress goes around and picks the spot for HQ, and then there's not much pressure after that (unless you get unlucky and a pacification or excavation mission is happening somewhere).
Even on JS you can make quite a few mistakes and still pull through.
I'm curious on what exactly you're doing to get such a low score. Do you like, lose 10 gals on every mission you do? Do you ignore bounty hunting? It's pretty important. Maybe you could even post a save so we could see what's going on.
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.
isn't that just the ninja base?
Funily enough, you should get some so long as you clear DR X's lab.
Did you install properly? Because at least sea missions work for me.
Did you install properly? Because at least sea missions work for me.
TYVM ALL, PPL:)
For Marsecs, the R-Rifle sounds like a deal to me. I have these in all of my bases and assault ships (with a lot of ammo - mandatory for all weapons in my case) Yao can carry this one and a SuperMagnum or an EuroSyn Laspistol plus grenades and a Shokafist... Yea, this looks nice enough. I suppose that an Autolaser could also be used? Hit from behind? Dunno. I always face them frontally. Dunno why, maybe my tactics is just like that. I could change it no prob - I like changes. Could a Recoilles Rifle also punch through a Merc?, BTW?