When I research codex I already have at the very least mortars, grenade launchers and HMGs. Only boost I need is more feet on the ground, which gray codex delivers via Shadowbat. Also, is helleriusm and fusion ammo for spitfire too much to ask for?
Except that being able to build your menacing hull comes like 3 research topics after the other codex craft. And you get hunter killer just right before it. I guess the other codex craft work well enough for the other bases you'd operate since the menacing hull is designed to be a "black pearl" flagship.
Ahh... the lovely Spitfire...
Man that thing needs a Gyro Stabilization module, I could give f-all less about the damn autogun. Get that Spitfire more accurate and we iz gonna have some fun.
(literally, I never invest anything into the spartan Autogun. I go Smartgun from the AMG and it satisfies those needs just fine. Until I UAC Chaingun and then its all ogre)
Ironically a gun like that I could see delivering Choking munitions, poison gas rounds even though the damage would probably still be the same, its like delivering a whole bunch of those green flintlock balls. Some really heavy hurting could be delivered with that.
How about Stun Gas rounds so its like smaller versions of the knockout grenade and you can just burst on someone up close while wearing a gas mask. Ahh but that would be broken wouldn't it?
I think some Hilarious ammo for it would be awesome, then basically its like the vanilla autocannon loaded up with HE. But a blunderbuss with explosive shells is kinda sorta the same thing (40 damage, a burst of 4, its a tiny bit slower to keep it up and not as nice to inventory). Piratez Autocannon + HE I think would beat a spitfire loaded with hellerium munitions, as much as id like 42-48 explosive damage on the spitfire I dont think there's a place at the table for that.
To make some constructive feedback of the current "display damage" conversation:
Im with Dioxine on this one, damage itself is an abstract concept that is supposed to cover how effective an offense has been against a target. I didnt know that the hit log could tell you that 0 damage had been done, ill be on the lookout for that in the future.
But using TTRPGs as an example players might know how much damage they've been doing but the GM will not tell the players how many HP the monster has left. And one question that me as a player always like to ask is "generally speaking how hurt is it?"
Looking at something you can probably tell how bad a shape its in, not to the fine-tuned level of health remaining, but wound categories like they always talk about after someone gets in an accident. Its nice to know when I middle click on a target that its bleeding because of the bleed indicator, but that doesnt say much for their current status and how they're reeling.
I would suggest on the middle-click target screen we give a Heart-With-Dagger icon just under the Bleeding Indicator if the target has lost more than a certain amount of health from maximum. Having only one indicator means only one more math check, only one icon to display, and it leaves things vague enough to not give away too much info to the player with respect to the necessity to use mind probe items
Im thinking 67% because below that they've lost alot and if they were reduced to 1/3rd its likely they'd be KOd by then.
This is also an opportunity to spoof the Hearts display from Zelda, since the icon could literally look like 1 heart and 2 empty hearts LOL.
(so my suggestion, if any indicator is given to the player about damage thats being delivered, it should be done from the other end of the spectrum and the info given practically while still being vague enough not to break immersion... what is this doing to my enemy? am I getting anywhere with this guy?)Realistically you can tell if someone is bleeding, but you can also tell if they're reeling too and not quite on their game.
Fallout may have had a log that told you all sorts of things including when you wasnt even scratching them. But you kinda needed that because of how strenuous combat could be (ie, barely surviving, one turn between killing this thing or it killing you).
In xcom and piratez thats more of a luxury because you're not operating one main character, if its a bite-your-knuckles close call then you've probably done something wrong.
In my experience close calls are all usually TU related and having overextended myself, now ive got 2 people standing right next to the chryssalid trying to take it down and 1 person and their exact placement and whether or not they can get 2 full melee attacks on it is what stands between success and failure. And I know all the stats involved there, its no mystery. The challenge of playing xcom is usually things like this, especially when there's no choice (like TFTD's artifact sites) and you simply will have to take risks.