aliens

Author Topic: Red Dawn Cult Manors are crazy!  (Read 9020 times)

Offline vadracas

  • Colonel
  • ****
  • Posts: 285
  • Just another player/modder combo.
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #30 on: December 28, 2022, 01:45:59 pm »
Current version values unknown, but Solar changed it in the upcoming version to a 75%.

Offline Juku121

  • Commander
  • *****
  • Posts: 1662
  • We're all mad here.
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #31 on: December 28, 2022, 01:50:40 pm »
That's what I was referring to with the 'gave Solarius the idea'... :D

Offline the nomad

  • Colonel
  • ****
  • Posts: 101
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #32 on: December 28, 2022, 01:55:56 pm »
That's what I was referring to with the 'gave Solarius the idea'... :D

Well, shame on you then :D

Btw there is no pilot one but there is crewEmergencyEvacuationSurvivalChance which shows a 97% chance. That's X-Com baby I guess, 'cause this crew dying happened several times to me lol
« Last Edit: December 28, 2022, 02:07:18 pm by the nomad »

Offline Juku121

  • Commander
  • *****
  • Posts: 1662
  • We're all mad here.
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #33 on: December 28, 2022, 03:47:28 pm »
I am starting to think you're either a misfortune magnet or are playing XCF 24/7. :D

Offline Chuckebaby

  • Colonel
  • ****
  • Posts: 386
  • Chrysalis are people too
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #34 on: December 28, 2022, 05:00:35 pm »
I am starting to think you're either a misfortune magnet or are playing XCF 24/7. :D

 ;D

Quote of the year right there

Offline the nomad

  • Colonel
  • ****
  • Posts: 101
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #35 on: December 28, 2022, 05:24:16 pm »
I am starting to think you're either a misfortune magnet or are playing XCF 24/7. :D

Hahaha  ;D

Offline PPQ

  • Colonel
  • ****
  • Posts: 113
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #36 on: January 07, 2023, 11:53:24 pm »
Honestly my main issue with the Red Dawn HQ is the RPG-7.
It's your best bet against tanks, which is cool. But the problem is that it's locked behind Promotion III which requires you to beat Red Dawn to get it. So it's unlocked just after you need it the most.

I'd move that to Promotion II.

Offline Juku121

  • Commander
  • *****
  • Posts: 1662
  • We're all mad here.
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #37 on: January 08, 2023, 04:53:23 am »
Clashes with the 'Promotion III is for military weapons' lore thing. An extra promotion is looking more and more attractive to me. :)

Offline the nomad

  • Colonel
  • ****
  • Posts: 101
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #38 on: January 08, 2023, 05:03:33 am »
Honestly my main issue with the Red Dawn HQ is the RPG-7.
It's your best bet against tanks, which is cool. But the problem is that it's locked behind Promotion III which requires you to beat Red Dawn to get it. So it's unlocked just after you need it the most.

I'd move that to Promotion II.

Luckily you can get some good loot from various missions, including RPGs. I always save them for these situations before Pro III.

Offline PPQ

  • Colonel
  • ****
  • Posts: 113
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #39 on: January 08, 2023, 10:58:10 am »
Luckily you can get some good loot from various missions, including RPGs. I always save them for these situations before Pro III.
That's what I did, yes.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11499
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Red Dawn Cult Manors are crazy!
« Reply #40 on: January 17, 2023, 11:21:22 am »
There are many ways to deal with armoured cars (they're not tanks, I'm not that insane  :P):
Off the top of my head:
  • explosives,
  • fire (flame weapons),
  • sniper rifles,
  • cannons.

None of these are exactly good at it, but otherwise why would you even want to progress? :)

Offline Chuckebaby

  • Colonel
  • ****
  • Posts: 386
  • Chrysalis are people too
    • View Profile
Re: Red Dawn Cult Manors are crazy!
« Reply #41 on: January 17, 2023, 01:55:18 pm »
    There are many ways to deal with armoured cars (they're not tanks, I'm not that insane  :P):
    Off the top of my head:
    • sniper rifles,

    None of these are exactly good at it, but otherwise why would you even want to progress? :)

    I go back to the Black ops Auto Sniper rifle yet once again.

    I believe in one turn, one guy (if within range) can take out an armored car. (Using 2 autoshots = 6 shots in total).

    But typically one high explosive charge strategically placed by the rear tire usually does it.

    Offline Xylon666Darkstar

    • Captain
    • ***
    • Posts: 63
    • "With Doom, We Come."
      • View Profile
    Re: Red Dawn Cult Manors are crazy!
    « Reply #42 on: January 20, 2023, 06:44:33 am »
    Recoilless Gun, my beloved.

    Offline Juku121

    • Commander
    • *****
    • Posts: 1662
    • We're all mad here.
      • View Profile
    Re: Red Dawn Cult Manors are crazy!
    « Reply #43 on: January 20, 2023, 08:06:03 am »
    Recoilless Guns are virtually non-lootable and require Promo III to buy. So worse than the RPG-7 for PPQs specific problem.

    They're very nice for killing heavily armoured things. Unreasonably so from a realism POV even, IMO.

    Offline PPQ

    • Colonel
    • ****
    • Posts: 113
      • View Profile
    Re: Red Dawn Cult Manors are crazy!
    « Reply #44 on: January 20, 2023, 11:28:48 pm »
    I am not sure if you can get light cannons with promotion 2. But I just discovered they wreck tanks.