aliens

Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4310460 times)

Offline Devon_v

  • Colonel
  • ****
  • Posts: 122
    • View Profile
Re: Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« Reply #6885 on: April 11, 2019, 08:00:58 pm »

Anal bum cover.

This campaign is off to a great start. All my gals are weaklings who can't shoot straight and as a result they're all wounded. Also Polly died. Maybe I'll last long enough to start recruiting, I think I've almost got access to dogs.

I did have a multi side battle (see, I didn't say three-way!) between necropirates (thought they were ratmen at first, woops) and some castaways, so once the brainers figure out how to ask people to help out, they might...help out.
« Last Edit: April 11, 2019, 08:07:55 pm by Devon_v »

Offline Riph

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6886 on: April 13, 2019, 01:26:41 am »
How far can a random gal or brigand see during the Day? The analysis button for the armors says that the default value for "Visibility at day" is 0, which suggests unlimited. But if that's the case, then concepts like "Camouflage at day" are meaningless, because infinity minus 6 is still infinity.

I had a look over at ufopaedia.org and its seems that original xcom had day vision of 20 tiles, but that seems low. Pretty sure my gals are spotting things further out than that.

I also had a look around the Bootypedia but had no luck.

How far is the default day vision range?

Offline thevideogameraptorboggle

  • Colonel
  • ****
  • Posts: 165
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6887 on: April 13, 2019, 01:43:39 am »
Dioxine might have changed it. Wouldn't be the first time he altered fundamental rules from vanilla.

Offline Devon_v

  • Colonel
  • ****
  • Posts: 122
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6888 on: April 13, 2019, 01:50:44 am »
20 seems likely, that's also what Firaxis' XCOM uses. (Or it might be 21 actually)

One way to check it would be to see how far a gal can shoot a long arm before she hits the 50% no LOS penalty.

Edit:
Did a quick check. Daytime visibility is at minimum 34 tiles, and that was just the point were the map ended. Perhaps day camo interacts with smoke and other LOS limiting effects, or at least means that if you're on the opposite end of the map, they might not be able to see you.

Attack dogs have a vision range of 30 tiles.
« Last Edit: April 13, 2019, 02:37:29 am by Devon_v »

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6889 on: April 13, 2019, 02:27:34 am »
Standard daytime visibility is 40 tiles. As far as I know there is nothing that has greater visibility range, but there are a few units that have a lower one. The parrot for example has only 30 tiles daytime vision.
This is important to consider when you use your parrot to spot enemies with camo such as ninjas. Ninjas have -15 daytime camo, so your gals can spot them from 25 tiles distance, while your parrot can only see them at 15 tiles distance.

Offline Devon_v

  • Colonel
  • ****
  • Posts: 122
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6890 on: April 13, 2019, 04:04:52 am »
Whelp, picked up a pair of peasants, have two castaways on the road to recovery, and successfully completed a night raid on the Cult of Sirius. I'm really enjoying the early game balance, it feels like there's a lot more you can do, and there are more outs to horrible RNG. Peasants aren't great, but they can handle a ball bat alright, and they make capable medics, which frees my gals up to focus on the fighting. I did have to abort a ratman rodeo on account of the filthy bastards building their whole place out of chain link fences, and that was just too much incoming fire. :)

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6891 on: April 13, 2019, 05:30:58 am »
Rodeos suck until well into the mid game, the rats are pretty accurate and flintlock pistols with 42 base dmg are not fun.

Offline Devon_v

  • Colonel
  • ****
  • Posts: 122
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6892 on: April 13, 2019, 02:59:20 pm »
Rodeos suck until well into the mid game, the rats are pretty accurate and flintlock pistols with 42 base dmg are not fun.
Last time I played it was always wooden fences, and the claustrophobic environments weren't hard to deal with using shotguns. The wide open sight lines just favor the side with the numerical advantage too much to bother with right now.


The new night vision as default view is also lovely, really makes taking advantage of the gals' natural abilities not feel like a chore . Also the MMB "look" function is so nice for threat assessment.
« Last Edit: April 13, 2019, 07:27:42 pm by Devon_v »

Offline Ethereal_Medic

  • Commander
  • *****
  • Posts: 941
  • Pet Lokk'Nar 9,99 $/hour
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6893 on: April 14, 2019, 11:32:16 am »
I have far more problems with those dogs hiding on the rodeo-map. Playing on difficulty 3 I have to scout for 2 dogs before I can do more risky plays against the ratmen.
Warrior-armor mitigates alot of flintlock damage. The armor value is adjusted to 42 increasing the odds far more in your favour.

If the mod teaches you anything, it's the fact that leaving anyone/anything outside of cover may result in casualties.

Offline Jimboman

  • Colonel
  • ****
  • Posts: 133
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6894 on: April 14, 2019, 04:02:16 pm »
I have far more problems with those dogs hiding on the rodeo-map. Playing on difficulty 3 I have to scout for 2 dogs before I can do more risky plays against the ratmen.
Warrior-armor mitigates alot of flintlock damage. The armor value is adjusted to 42 increasing the odds far more in your favour.

If the mod teaches you anything, it's the fact that leaving anyone/anything outside of cover may result in casualties.

I look at it as an urban-warfare challenge.  Use your cover, don't expose youself and keep some TU's for reaction fire.  Pistols and knives are a must close-in.  The chain-link map IS nasty early on, but when you get decent armour and weapons (I'm up to Guardian and rail-guns) it's not too bad.

Piratez isn't the kind of game for a ten-minute 'ram-bam-thank-you-mam' to pass the time, it's a strategic AND tactical war-game and needs that kind of thinking to beat it.

Offline Jimboman

  • Colonel
  • ****
  • Posts: 133
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6895 on: April 14, 2019, 04:14:46 pm »
I had a tactical game against a science vessel last night.  I usually hate cyberdisks, but I recently got small launchers with EMP ammo so I tried that and discovered just one or two can take a cyberdisk down without it exploding.  I even got one AND a hover-drone in one shot!

I'm just wondering if they'll work against those pesky hover-tanks as well...

Offline Martin

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6896 on: April 15, 2019, 01:25:00 pm »
EMP damage should work on all robots, but the bug ones take quad damage. It is also a good way to stun scientists, but they will likely need medical attention in order not to die from overstun

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6897 on: April 16, 2019, 01:10:23 am »
Overstun is rarely a problem anymore, assuming your not inflicting large amount of hp dmg, almost everyone recovers 9% of current stun in addtions to recovery from health. So it pretty rare to lose someone you have only done stun to.

Offline Devon_v

  • Colonel
  • ****
  • Posts: 122
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6898 on: April 16, 2019, 01:41:44 am »
Overstun is rarely a problem anymore, assuming your not inflicting large amount of hp dmg, almost everyone recovers 9% of current stun in addtions to recovery from health. So it pretty rare to lose someone you have only done stun to.
Yeah, I've noticed that stunning enemies is a lot more consistent, and they don't die all the time because one of my gals is too strong. The only issue sometimes is when they get back up and somebody reaction fires them even though they're harmless and will surrender once it's all said and done.


Cover I find is fleeting. Automatic doors are your friend. I "won" a lokk'narr rodeo by hiding in my aircar and having my dog check sky ninja positions until my one gal who can totally cut their heads off could dash out, get a kill, and hide again. Everybody died, but I got like 14 points and a bunch of swords. The ninja were standing out in the open and the pirates were striking from concealment.

Also cats are cool. Fantastic night vision, light up the targets with fire arrows, and fire away without retaliation.

Edit:

Query: Is the ghost icon on a unit an indication of overstun damage?
« Last Edit: April 16, 2019, 08:52:38 am by Devon_v »

Offline Martin

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6899 on: April 16, 2019, 01:28:45 pm »
EMP minibomb on power armoured humans does enough damage for overstun to be a problem, despite it rarely kill them outrigh (which might not apply on lower than max difficulty where they have 20% less everything)