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Author Topic: [COMPLETED] Let's play X-PirateZ (182 episodes)  (Read 146347 times)

niculinux

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Re: Let's play X-PirateZ [#03] One by One Please
« Reply #90 on: November 15, 2015, 01:26:51 pm »
Just had a Pogrom... the amount of ... pain and FRUSTRATION... was unbearable!

That's why we all love x-piratez!!

Offline Boltgun

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Re: Let's play X-PirateZ [#03] One by One Please
« Reply #91 on: November 15, 2015, 02:04:40 pm »
Just had a Pogrom... the amount of ... pain and FRUSTRATION... was unbearable!
I will not spoil anything before you can watch the episodes, but I will have a lot of questions afterwards... because ... because ... I can't describe this in words...

It seems we all fail our first Pogroms. Since you do not have intel about enemy stats and such, it's normal that you run into crisis situations where aborting is the only safe option.

As long as you at least land at a pogrom and take off, you should be able to compensate for the loss of points.

Offline Dioxine

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Re: Let's play X-PirateZ [#03] One by One Please
« Reply #92 on: November 15, 2015, 02:28:43 pm »
Just had a Pogrom... the amount of ... pain and FRUSTRATION... was unbearable!
I will not spoil anything before you can watch the episodes, but I will have a lot of questions afterwards... because ... because ... I can't describe this in words...

I just hope nothing crashed, it'd be really, really unlucky...

Offline Arthanor

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Re: Let's play X-PirateZ [#03] One by One Please
« Reply #93 on: November 15, 2015, 11:44:38 pm »
Maybe the Bonny crashed? (It has Windows... ;D)

@Meridian: Assaulting landed UFOs is indeed the way to go, and a LOT of them do land. I suggest you get a Hunter-Killer going, as they are fast, economical (more than the Bonny any ways) and have a better radar, which makes them perfect to quickly go checkout UFOs (to see if it is a kind you are interested in looting, or a ship full of gauss that'll send all your gals to the morgue). If you like the UFO, follow it with the HK until it lands, then send the Bonny (nuclear) gas guzzler to carry the gals for the assault.

Regarding pogroms, they can be a PAIN, depending on which faction you meet and what gear you have. The first one is especially hit and miss. I got spartans (sort of paramilitary dudes), so I was lucky :) I'm curious to see who you got now.

Generally, the answer to pogroms is: melee weapons (since terrain is very dense, long range weapons are usually bad, especially since they do less damage than melee ones) and explosives. Don't worry about the civilians until you are comfortable taking on the enemy. Killing all enemies is worth a lot more points than saving civilians any ways. (And smoke is your friend if there is open ground, the enemy does have guns that can hurt!)

Offline Meridian

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Re: Let's play X-PirateZ [#04] Pogrom
« Reply #94 on: November 16, 2015, 09:40:24 am »
https://www.youtube.com/watch?v=iLY4Uu9J_zY




I just hope nothing crashed, it'd be really, really unlucky...

It didn't crash. And even if it would, I would fix it and restart from last available save. I would not show the crash on camera.

I'm curious to see who you got now.

Hobbits and hell hound monkeys ;-)

Offline Arthanor

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Re: Let's play X-PirateZ [#04] Pogrom
« Reply #95 on: November 16, 2015, 07:12:39 pm »
Hobbits and hell hound monkeys ;-)

Ha! Never seen those guys! They don't look too bad so far. Pistols and shotguns means they are sort of short ranged as well and it didn't look like their equipment was much better than yours (although their armored guys are definitely tougher). A few things from watching the episode:

1 - Ivan's pogroms were from before Dioxine introduced "intro factions" which are easier factions that do the first few pogroms. It looks like you got one of those, which is a very good thing :) Of course, we know it turns bad eventually.. :/ Still, expect the "grown men pogroms" with real factions to be a fair bit harder.

2 - It's good you finally built that extra barracks. A fully crewed Bonny is a much better way to start, as you get more gals for supporting fire (and can afford a few more casualties).

3 - Melee is indeed inferior tactically to ranged combat, especially because it is hard for multiple melee to support each others. So the order of your moves is really important. Once all the support gals have already used their TUs to take out enemies, do tiny scout moves (to make sure there's nothing around the corner/3 steps away in the smoke), then move back and hunker down/setup ambushes (see #5). No real scouting when the support is busy.

4 - I'm impressed by your success with thrown explosives. I barely use them. Well done! It looks like that's really useful for long range support since the guns aren't that great.

5 - There is melee reactions, so never step in front of an enemy, or shoot them point blank in the face. Conversely, you can setup ambushes by doors with your melee gals as the AI tends to just step through doors, which puts you in their side and in perfect position for a few sword hits (more risky against the church, because chryssalids).

6 - Never be afraid of aborting. Besides the points, it looks like these guys don't have anything great gear wise, and you're not really in a shape to stun them for interrogations. If you do abort, try to grab a body of each kind for research.

Oh, and that first enemy turn was hilarious. Never heard so much shooting!

Offline ivandogovich

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Re: Let's play X-PirateZ [#04] Pogrom
« Reply #96 on: November 16, 2015, 07:48:50 pm »
Okay.  As I've been working on the Bootypedia online, I got real curious about these guys and did a lot of ruleset digging.  I don't want to spoiler everything so I'll give a summary of my research.

Okay, though its very generic, I spoilered it.
Spoiler:
This faction is an interesting one that can still present a solid challenge, especially early in the game.
The little guys are fairly squishy but can be difficult to hit.  Their short stature makes them a bit dodgy too (melee). 
There are a couple man-sized opponents in the mix.  One is pretty standard, but the other gets pretty tricky.  He is immune to some types of damage and can regen health!
There are a couple terror units in the faction, and the canine seems to be as it appears: fairly fast with melee. 
The other terror unit may or may not be present, but lets just say, it will be a significant challenge with early weapons. 

I hope that isn't too spoilerly, but it may help understand a bit of what has been going on for these four episodes.

And yeah, at this point you have done pretty well. Downed 10-ish? enemies with only a couple gals wounded.  The sheer number of adversaries, though, could quickly make this a meat grinder.  Being chicken-hearted, I'd probably abort right now.  Being Meridian, I'm sure you will keep at it. ;)   I'd try not to get too spread out, so that all your gals can support each other. 
I think HE Packs are your best answer to most of these jokers, but they are in relatively short supply.  Grabbing bodies is definitely worthwhile.   In the long run, I hope that there is at least one gal still standing to fly the Bonny home.  Losing the Bonny at this point would be crushing for the campaign.

Offline Dioxine

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Re: Let's play X-PirateZ [#04] Pogrom
« Reply #97 on: November 17, 2015, 02:42:36 am »
M-muh Blunderbuss! I've been designated the Hammer Kamikaze! Oh noes! Not a good chance of coming alive out of this, isn't it...

Now, on paper, this is the weakest Pogrom faction one could face. BUT... since its' members have low ranged firepower and low armor, but huge numbers, grenades and good melee specialists (Hell Monkey Dogs!), not to mention Jason Voorhes Surprise that I see brewing in the next episode, I think completely dropping ranged weapons proved to be a serious, if impossible to anticipate, mistake, as it puts the gals at a distinct disadvantage against that specific faction... Overspecialization isn't the way to go, not everyone should be fought like the guys you met first... But that's as planned, one has to learn to fight to survive here, and... keeping varied weaponry allows to adapt faster...

My advice is not to listen too much to people who claim they have discovered the One True Way of equipping the gals, since I've already heard about a dozen of such One True Ways... Better to take it with a grain of salt and try everything for yourself, especially being a smart and composed player as you are. :)

2 - It's good you finally built that extra barracks. A fully crewed Bonny is a much better way to start, as you get more gals for supporting fire (and can afford a few more casualties).
Think RUNTS. And keeping your soldiers alive is always important. What you can afford, is more wounded, not more dead, so armors like Warrior make more sense.
« Last Edit: November 17, 2015, 02:57:47 am by Dioxine »

Offline DracoGriffin

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Re: Let's play X-PirateZ [#04] Pogrom
« Reply #98 on: November 17, 2015, 02:50:45 am »
My advice is one gun, one melee, one grenade - all minimum. Then give more as weight allows. :P

Offline Dioxine

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Re: Let's play X-PirateZ [#04] Pogrom
« Reply #99 on: November 17, 2015, 03:00:02 am »
I prefer specialized soldiers over walking armories, although I always give pistols for melee gals. For me it's usually 30-35% melee (but good ones), 20-35% heavy gunners (best shots with best weapons), a few specialists like Kaleido Ruby or Ivana, and the rest armed with generic ranged weapons, preferably accurate. Grenade + smoke grenade I consider a must, instant-throwables, handles/fistycuffs, bandages and alcohol as 'always good to have'. Weak, unskilled gals often lack qualifications to use anything but a Hunting Rifle, Molotov and Bandage, maybe a Handle/Stun Rod.

Oh, and that first enemy turn was hilarious. Never heard so much shooting!

Machineguns. Twin-linked machineguns.
« Last Edit: November 17, 2015, 03:05:56 am by Dioxine »

Offline Meridian

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Re: Let's play X-PirateZ [#05] Panzerfaust
« Reply #100 on: November 17, 2015, 09:43:43 am »
https://www.youtube.com/watch?v=KD4L1icVjJQ



Okay.  As I've been working on the Bootypedia online, I got real curious about these guys and did a lot of ruleset digging.  I don't want to spoiler everything so I'll give a summary of my research. Okay, though its very generic, I spoilered it.

Well, that explains a lot... but I will ask again after the mission, just to be sure.


M-muh Blunderbuss! I've been designated the Hammer Kamikaze! Oh noes! Not a good chance of coming alive out of this, isn't it...

A Hammer Hero, not kamikaze... the only effective starting weapon, besides explosives. Everything else failed beyond expectation as you will see very soon.

Now, on paper, this is the weakest Pogrom faction one could face.

<faints> 30 minutes pass ... what?!? <faints again>

I prefer specialized soldiers over walking armories.

Me too, I just didn't find any useful ranged weapon besides Boarding gun. Hopefully research will help us.

Offline ivandogovich

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Re: Let's play X-PirateZ [#05] Panzerfaust
« Reply #101 on: November 17, 2015, 04:45:01 pm »
Me too, I just didn't find any useful ranged weapon besides Boarding gun. Hopefully research will help us.

I think that what Dioxine was hinting at, is that the Ratmen should be responsive to muskets and flintlocks (1 or 2 hits on avg) and are probably the most numerous enemy in a Pogrom.  (I love their squeal when they die!!)  The highwayman should be the same with 1-3 hits on average.  Ghouls on the other hand have a pretty large health pool.  The hits will still damage them, it will just take longer.  The hounds could be taken down at range too, I'd guess 3-4 shots.

Anyhow, great mission so far!!  I'm afraid you are about to get the worst building in the game in the lower left corner of the map:  The Train Shed.  I hate that thing.  Its probably channeling a lot of enemies right now that would other wise be blasting at you.  At this point I doubt there is a mutant left to save.

Offline Meridian

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Re: Let's play X-PirateZ [#05] Panzerfaust
« Reply #102 on: November 17, 2015, 05:12:35 pm »
Well, it's not the Hobbits I'm worried about, they succumb to pretty much anything (assuming we don't miss).
It's the rest.

The starting ranged weapons do about 25 damage, so they don't (in average) hurt even our gals (20 armor if unarmored)... how could they hurt our (armored) enemies?

Offline Dioxine

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Re: Let's play X-PirateZ [#05] Panzerfaust
« Reply #103 on: November 17, 2015, 05:20:40 pm »
Human-like enemies usually have 5-10 armor (see Pureblood entry in the Pedia), unless obviously armored; the visuals sometimes are missleading (Govt Agents for example), but less often than not. The gas mask guys actually have 9 armor, but a huge health pool and a handful of resistances. They can be easily killed by a full blast of a Blunderbuss from a close range. But enough preaching, I don't want to take away your fun in discovering all of this, saying this just as a reassurance :)

And like Ivan said, if there is the thrice-damned train station on the map, it's gonna get really messy...
« Last Edit: November 17, 2015, 05:25:35 pm by Dioxine »

Offline ivandogovich

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Re: Let's play X-PirateZ [#05] Panzerfaust
« Reply #104 on: November 17, 2015, 05:26:00 pm »
You have to remember that by their very mutant nature, our gals are tougher than humans.  In fact, on average they are twice as tough as the non terror units of this faction.  So if a human foe isn't wearing personal armor (in various colours) or power armor, they tend to be a little more vulnerable than our gals. 

I really thought the armored car would be the hardest thing to deal with, but you took it out like a champ.  How many are left?  Most terror missions have 3-4 big terror units? Idk.

All in all, there is very little that won't respond nicely to a hammer in the face, or a strong ax blow.  Your results may vary with the flames and smoke. ;)