Is there any point to developing this base? That's a Star God base right next to it. It looks like I won't even be able to launch a craft without being gang banged by fighters I can't possibly fight for many months. I already have those ninja bases to
farm deal with. I know, I know, just let it sit until I'm ready to take it on. Nope, can't even launch a craft. So now I have to move the whole base?
First thought upon entering the base:
Are you fucking serious? ![Angry >:(](https://openxcom.org/forum/Smileys/default/angry.gif)
Should there really be Star Gods this early? A base? You know, with Sectopods? There's nothing even close to being able to fight them for several more months. My best battlescape weapons are hand cannons, boarding guns, RPGs, etc. CAWS, LC maybe. I guess trying to get M-Lasers before Mutant Alliance was a bad idea? Are 18 brainers too few? How soon should I have started my second base? It sure does take a long time to figure out you're screwing yourself.
For reference, there are at least 8 other bases on the map. That's #5. I checked #8 and it's Mercs, which are also beyond my firepower. My biggest catch so far was a freighter, and that was accomplished with a lot of RPGs. For further reference, I've only seen one church matron so far, and I kill everything that can't shoot me down. Davy Jones.
Let me be clear: If this wasn't a fantastic mod, I wouldn't have this much to say about it because I wouldn't have played it thus far. There are some things that just seem over the top, usually as a confluence of factors including RNG. I'm doing well overall, I think, but that base seems to be boned. I'm sorry that I've only logged on during these moments of dissonance. I'd love to see a more current playthrough similar to Starving Poet's that includes interceptors and missile strikes (I've disabled missile strikes for now because reasons).