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Author Topic: Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn  (Read 4319337 times)

Offline RSSwizard

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4470 on: April 21, 2017, 08:51:57 pm »
And for Eurosyndicate missions: are you supposed to lose score on the order of ~1000  no matter if you capture everyone, kill everyone, or a mix?

What are the consequences of "not complying" with the mission assignment in the first place? Does the Syndicate attack your base? Stop selling you their guns? Actually cut your funding (since all funding changes by country normally seem to be random)?

You'll always take a hit on a syndicate mission but if you capture as many as possible that reduces it quite alot (neural whips are awesome and even destroy terrain because the 70 plasma damage doesnt have a 0.0 Tile modifier). Even govt forces you get +10 points per capture instead of -20 to -30, or whatever it normally is.

Most of my ES missions hit me for -650 points. Story wise you're taking a hit because everyone knows you're the Syndicate's hitmen on call and nobody likes that, thats a bad reputation because it means you can be called up to go kill anyone, including government people.

Since they're also giving you 250,000 per hit they take that negative score and apply it to your funding - since they're already paying you for actual contracts every month (in my experience most of the ES missions take place in the ES or around it, which means that negative score hits you right in the ES territory).

If you dont take the mission you take a bigger hit, and you dont have those 10 briefcases full of cash to compensate for it.

In a way it could be considered a boon to take these missions even because of the hit, if you're doing enough research and hitting other places then your score is still going to be 5000+ at the end of the month. Because of that 250 grand payoff which is pretty much guaranteed every month. However access to the laser weapons does balance this out.

The only downside is these missions are bretty tough for midgame. Unless you're willing to dump baby nukes, or you're willing to take the time to use mortars, this is about the same toughness as an alien base attack. I receive wounded every time - even though I blow away the main building as soon as I find it. And when you get military police involved, they roll at least one Tank at you. Thankfully ive got Plasma Rockets and grenade launcher plasma now so I dont have to waste my baby nukes.

Offline Stoddard

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4471 on: April 21, 2017, 09:37:51 pm »
I kind of think cyberdisks in escorts are wrong:


 


Most likely the RMP node has to be fixed.

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4472 on: April 22, 2017, 12:10:52 am »
Good luck finding the 'blind spot' to avoid reaction fire with 130 plasma-bolt power...

Offline desert

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4473 on: April 22, 2017, 02:07:36 am »
SNIP: Moved to bug thread.
« Last Edit: April 22, 2017, 02:11:53 am by desert »

Offline RSSwizard

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4474 on: April 23, 2017, 05:03:04 am »
Evening news report:

Earlier this afternoon in what appears to be a coordinated attack by air pirates, a Bomber was shot down near singapore in the notorious pirate straits. The Academy declined to comment, except to say that if local agencies were tougher on criminal acts like these such atrocities wouldn't occur. Both the academy and private military corporations have been engaging in suppression against separatists and radicals, this attack being only the worst in recent history.

...and something purty was found in it

Edit:
And today I had a mansion mission and was so brutal and effective against the occupants that... the rest of them surrendered.

That sure is alot of loot, some of which I hadnt expected, but I was filching most of it anyway. I wonder where that uranium was at, because ive missed it in every mansion mission thus far.
« Last Edit: April 24, 2017, 02:21:44 am by RSSwizard »

Offline legionof1

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4475 on: April 24, 2017, 03:01:10 am »
The uranium is found on the bottom level in a small room. Having it inaccessible is pretty common given the passage layout for the bottom floor.

Offline RSSwizard

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4476 on: April 24, 2017, 04:17:19 am »
The uranium is found on the bottom level in a small room. Having it inaccessible is pretty common given the passage layout for the bottom floor.

I was gonna say I figured it was buried in the wall and meant for a full-victory bonus. Might as well be though. No treasure chests this time but I believe (?) they spawn under the "garden" and this one just had a bunch of "stages".

In other news saw a Battleship, had a Crab with 6 of my finest and I was going to tear them in half, but it never landed. Oh well.

Offline Ragshak

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4477 on: April 29, 2017, 10:27:11 am »
There should be special entry in Bootypedia for hammer weapon  ;D When nothing from your arsenal doesn't work go and grab The Almigthy Hammer  ;D

Maybe this picture? :)
https://www.google.pl/imgres?imgurl=http%3A%2F%2Forig00.deviantart.net%2Facb8%2Ff%2F2009%2F017%2F4%2Fc%2F___i_am_the_hammer____by_kaizeru.jpg&imgrefurl=http%3A%2F%2Fkaizeru.deviantart.com%2Fart%2FI-Am-The-Hammer-109835662&docid=lJaGWLdmppUCPM&tbnid=-7STauVINQ-5mM%3A&vet=1&w=611&h=840&bih=615&biw=1242&ved=0ahUKEwj96Z3cj8nTAhUGJpoKHcc-CMYQ__EBCAM&iact=c&ictx=1

Just had my first pogrom (and contact) with Mercenaries. I ran, but with help of hammer I was able to stun and  kidnap few enemies.

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4478 on: May 02, 2017, 09:20:39 am »
I would like to encounter less stargods equipped with flechette autocannons due to lack of counterplay :3
Given the high acc. of star guardians you WILL be hit at any range by one snapshot or autofire.
If you can teach me how to deal with 36x9 armor-ignore/shred I reconsider my thoughts.

Is it possible to get a second research-way to archive gravity physics? As stated by nearly all players, getting the imp. bomblauncer "in time" is denied by poor RNG for the bomber-crashsite and good luck downing a battleship due to the lack of vessels locked away by denying the research for civlization/higher studies because the pirates can use gravity-denying grav-packs but don't get the idea behind that just by trial and error?

If we're forced to fight with such an disadvantage, it's neccessary to reduce the max. speed of battleships to 4000 or less for mid/late-ish game crafts to keep up with that bulky piece of shit. How can something that fat run so fast? It has 30 armor and should crawl like a slug...

Anyone considered using Scarabs with fast firing weapons as support-vessels? For my part it works rather poorly since the one STC slot is mounted with a reticulan reactor to give this slug 3k speed but even with 3 guns it's just too slow to help where the firepower is needed the most: fighting super-tanky crafts.
« Last Edit: May 02, 2017, 09:34:30 am by Ethereal_Medic »

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4479 on: May 02, 2017, 01:51:22 pm »
I suggest to solve the gravity-physics issue with building a computer core.
This highly advanced tech should offer all the informations needed to understand gravity (besides tests with falling apples and oranges)

Since you need the "divine-code" first to even build the c-core, it's not too fast to rush and only a few prisoners know about this research topic.

Offline legionof1

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4480 on: May 02, 2017, 05:03:55 pm »
The flechette cannons are dangerous but they still follow shotguns in general characteristics. In this case bad at range due to projectile group bloom. Beyond 10-15 tiles the odds of taking multiple projectiles is lowered significantly. 1-2 pellets is unlikely to kill a gal properly equipped for fighting stargods.

Speaking of properly equipped piercing resist takes alot of the bite out of the multicannon. Even the 20% on guerrilla gear drops the damage to 31 per pellet, improving odds of survival quite a bit.

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4481 on: May 03, 2017, 09:52:49 am »
Guerillia Gear has 20armor for all sides, against this monster of a 'shotgun' the one single pellet can still roll between 0-62. The factor of ignoring a portion of armor adds to the problem.
At 15+ Tiles even one pellet will do so much damage that the hand can sit inside the craft and drink water to prevent further stun-damage. Good luck trying Assassin-Suits, the poor gal 'scanning' for the Star Gods will either shot by cloaked novices/operatives or die in one shot by the cannon because no piercing protection and virtually no armor.
The best available gear (since imp. bomblaunchers are literally non-existent for the majority of players) would be brute-armor with the highest mix of armor and piercing protection.
This armor is stupid against Stargods because you will be mc'ed more likely.
Using Harbinger would be even more stupid as 10% more piercing damage is suicide. 140 frontplate is down in one turn with damage to health.
Bio-Suit can take the punishment on distance (after that the armor has dropped to 40 or less on the damaged side) and becomes useless for any further attempt.
All HWP's and other tanks will die if hit by more than 2-3 hits due to shred and high base damage.
Even with Annihilator-Suits, you will run for cover to avoid this gun and in close-quarters one autoshot is enough to kill your hand.

I don't see a fair scenario to deal with the high base damage, armorpen and armorshred if the player is forced to go face-to-face to eat 27 pellets and lose a near unreplacable armor and a 'psy-resistant' gal. I once asked to nerf the flechette gun but I'm close to ask to just remove both weapons and design a more fitting piercing weapon for the Star Gods.

Don't fool me with 15+ tile distance to Star Gods. Capturing crafts don't work like this because those goons never panic and never leave the craft and allways rush to your position once you spent 5 squares worth of TU to advance - leading to a situation where your reactions are too shitty to shot at them more than once and in close quarters they WILL use autoshot and rape the poor fool standing 4 tiles away.
I ask for less flechette cannons because the variation of top-tier plasma guns for Star Gods is limited to the master-plasma pistol only. Everyone else has the damn autocannon because they run out of supply or what?

--
Speaking of MC, a gal with 61 voodoo-power, 40 voodoo-skill with 100 bravery and full morale shouldn't be a victim to a Stargods Novice attempts. I'm sad that voodoo itself is total garbage to use yourself (like Starving Poet demonstrated by his near effortless attempt to MC a Military Police for giggles) while even the least talented voodoo-casters on the enemy side can break through 61/40 to make your mission harder than needed. I get the idea that vanilla psy-control made the game a cakewalk but at least give us a tool to block enemy voodoo-spells through gear and training. Odd RNG or not I'm happy I only need the Boss SG for the codes and after that I can ignore those scrubs.

Offline EricPhail

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4482 on: May 03, 2017, 10:57:46 am »
What irritates me the most about voodoo on offense is the fact that slave soldiers are better if you can get your hands on any of the unrestricted voodoo rods.
My most successful voodooist was a slave in flashbanger wielding the Masters' cane and a barrel of grog (4+ attempts a turn, with a Vmastery of ~3600, if I had a slave with more Vpower or a better rod, I could almost believe in occaisional successes).

Vs star gods my system tends towards killing waspites and guardians from as far away as possible and abusing FAIRY armour vs the gods themselves, but as I am a low difficutly player and somewhat of a save scummer, my advice is probably suspect.


Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4483 on: May 03, 2017, 11:27:55 am »
Can't get Fairy or Cyclopses because I choosed Red Codex. I have to rely on brute force to deal with the odds.
Red disallows to research Ghosts and Fairies.
Destructor outfit is just a gimmick outfit and costs quite a bunch of gems and essence to deploy a gal with one handslot and an BFG attached to her weaponslot that deals health damage to herself.
I can get the same result by hooking an actual BFG onto a biosuit (and just rebuild the ammo) and get a better artillery-tank. (and I just need to pick green codex)

Grey/Gold looks more fun for my next run once the new version is out so I never ever have to gut myself by choosing red.
Might as well take a break and just play X-Com 2 for a while.
 
Everyone can play the game to his/her likings. Jack Sparrow difficulty just adds to the overall frustration RNG (Spawnpoints and Damage Rolls) delivers.

Offline wolfreal

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4484 on: May 04, 2017, 08:20:55 am »
A little off topic.

If someday xPiratez get an movie intro (Or an animated series / movie) I think It should look for this song rights :).
https://www.youtube.com/watch?v=gXzMD065HEk