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Author Topic: Help me git gud, question thread  (Read 92204 times)

Offline Balbinator

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Re: Help me git gud, question thread
« Reply #180 on: April 10, 2017, 11:02:08 pm »
How do I get more "tiny drills"??

Offline Scorrpio

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Re: Help me git gud, question thread
« Reply #181 on: April 10, 2017, 11:10:36 pm »
You don't.  You get only one and the Codex you pick determines your access to certain crafts, armors and voodoo branches.

Offline Marza

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Re: Help me git gud, question thread
« Reply #182 on: April 11, 2017, 04:53:03 am »
I believe you start with 30 workshop space - so it's required to build a new workshop structure for the Drill project?

As it is, I have the space and can start the project, but the add workers button does not add workers.
Correct you need at least one more building providing workshop slots.

Don't know why adding runts wouldn't work.

30 workshop space is technically enough to start the Drill project, but the runts need space too and there's none left over for them, which is why pushing the buttons to add runts doesn't do anything.

Yeah, I found that out the hard way too. I also found out the hard way that cancelling a manufacturing project won't reimburse the required materials.

Dioxine, if you read this, would 31 space for the Drill project be better?  :D

Offline Noir_CZ

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Re: Help me git gud, question thread
« Reply #183 on: May 17, 2017, 06:32:31 pm »
Help me Git Gud or rather ... am I hosed?
Did not even finish "Back to school" project and I am thrown into battle against Star gods type enemies. I managed to dispose of the Guardians, few novices and operative.
Via use of cover and rushing them with tech blades (Proven to be much more effective than Heavy SLugthrower) and even managed to stun few of them with use of Stun batons and Electric laso.
Now there is just one tiny problem... or rather two... 2 sectopods. No matter what I am thinking about I can't even scratch them it seems. Maybe anyone of you can come up with working strategy?
Due to some unfortunate circumstances, here is what I have to work with:
8 gals (Pachyderm)
Stun batons
Spear
Heavy slugthrower (8 ammo)
Harpoon gun (stun and normal bolts)
Shok'a'fists
Electric laso
Normal grenades and Stun grenades
Normal molotovs
Tech blades
Barbed dagger
Longbow
Blowjob... I mean Blowpipe
Suppresor pistols
Pickaxe
Kustom blunderbuss with 2x explosive ammo and 1x chem ammo
2x origami SMG
Reticulan lasgun
Eurosyndicate laser sniper
Magnums with chem drums
Ninja stars
Forgot about the duo of RPGs with 2 pieces of basic ammo each... but when I shot one of the pods into back the ctrl+h thinie said it did 0 0 0 0 damage

So... can it be done or am I hosed? Thanks for advice.
« Last Edit: May 17, 2017, 06:43:08 pm by Noir_CZ »

Offline Ethereal_Medic

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Re: Help me git gud, question thread
« Reply #184 on: May 17, 2017, 06:42:05 pm »
Due to some unfortunate circumstances, here is what I have to work with:
8 gals (Pachyderm)
Heavy slugthrower (8 ammo)
Shok'a'fists
Kustom blunderbuss chem ammo
Eurosyndicate laser sniper

Only these tools would make sense to use.
On a total realistic level (no reloading) you can't kill them.
With reloading you have to hit the backplate with the laser sniper/heavy slugthrower and/or melt the armor with the blunderbuss chem-ammo.
Shoting them will trigger 180° reactionshots so you will lose gals to the overwhelming power of the lasershot(s).

I suggest retreat mate and take as many corpses/loot/captives as possible.

Offline legionof1

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Re: Help me git gud, question thread
« Reply #185 on: May 17, 2017, 07:31:26 pm »
Disengage is defiantly what i would suggest as well.

That said a combination of the shock'a'fist and the tech blades could do the job without casualties. Lead with fist to strip off most of the armor, probably it wont penetrate but will remove armor regardless being plasma. Tech blades finish it off. Melee does not trigger reaction, so if you can manage it in one turn your okay.

The Kustom blunderbuss's chem ammo will also do the job but will take an average of 3 autoshots at point blank to get a kill. More then likely cost you a few gals but it would kill them. One autoshot will however remove about 50% of the rear armor letting other things have some chance of penetrating.

If i was to try killing them i would open with the sniper at extreme range(25+) and get it to "waste" reaction fire at the sniper it has a low chance of hitting. This leaves it with limited TU and looking the wrong direction to a flanking attack by the blunderbuss and melee.


Offline Noir_CZ

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Re: Help me git gud, question thread
« Reply #186 on: May 17, 2017, 09:00:10 pm »
Hmm will try to withdraw then. Just for fun I made a save and threw everyone I had at the sectopod... chem blunderbus gal died to reaction fire after one salvo, 3 girls with the shockafists did apparently no damage. Then followed by slughtrower 2 shots and laser one shot... not dead yet.  Funny thing enough it was the gal with bow and spear that killed him finally, with the spear. And then after end of turn I lost few more gals to the other sectopod. :-) Welp gonna reload and withdraw. Thanks for the assessment though. I will have to start bringing some demonic esence with me... or chem grenades perhaps...

Offline ohartenstein23

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Re: Help me git gud, question thread
« Reply #187 on: May 17, 2017, 09:08:09 pm »
The slugthrower can work well, as long as you're doing snapshots with a gal with good reactions.  Damages armor decently over a few shots, and at better range than kustom blunderbuss.  Needs a lot of ammo though to do it.

Offline Noir_CZ

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Re: Help me git gud, question thread
« Reply #188 on: May 17, 2017, 09:32:59 pm »
Disengage is defiantly what i would suggest as well.

That said a combination of the shock'a'fist and the tech blades could do the job without casualties. Lead with fist to strip off most of the armor, probably it wont penetrate but will remove armor regardless being plasma. Tech blades finish it off. Melee does not trigger reaction, so if you can manage it in one turn your okay.

The Kustom blunderbuss's chem ammo will also do the job but will take an average of 3 autoshots at point blank to get a kill. More then likely cost you a few gals but it would kill them. One autoshot will however remove about 50% of the rear armor letting other things have some chance of penetrating.

If i was to try killing them i would open with the sniper at extreme range(25+) and get it to "waste" reaction fire at the sniper it has a low chance of hitting. This leaves it with limited TU and looking the wrong direction to a flanking attack by the blunderbuss and melee.

Ok, I guess I missed that info. I thought chem weapons damage armor, not plasma. So the Laso and stun batons do that too?
Also since it is said that chem damage eats away armor... does that mean that Poisoned dagger does that too? Like gal with 125 reaction should do 45 chem damage with that thing, that would mean 0 to 8 armor damage per swing?

Ah just researched it in #006 topic, though it does not say how much armor damage the plasma weaponry does, it does imply that stun baton and laso for sure do not harm armor. But the posioned dagger maybe does.
« Last Edit: May 17, 2017, 10:28:00 pm by Noir_CZ »

Offline sinisteragent

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Re: Help me git gud, question thread
« Reply #189 on: May 17, 2017, 09:49:34 pm »
I would definitely recommend retreat. You're pirates, not zealots, and the Star Gods are supposed to be scary. Skirmishing and cutting your losses are perfectly natural tactics.

Offline legionof1

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Re: Help me git gud, question thread
« Reply #190 on: May 17, 2017, 10:42:53 pm »
Ok, I guess I missed that info. I thought chem weapons damage armor, not plasma. So the Laso and stun batons do that too?
Also since it is said that chem damage eats away armor... does that mean that Poisoned dagger does that too? Like gal with 125 reaction should do 45 chem damage with that thing, that would mean 0 to 8 armor damage per swing?

Ah just researched it in #006 topic, though it does not say how much armor damage the plasma weaponry does, it does imply that stun baton and laso for sure do not harm armor. But the posioned dagger maybe does.

Unless specifically excepted like the stun weapons, plasma does baseline 10% to armor regardless of penetration. The exact value is not exposed to the player so some might do less, some might do more.

Poison dagger doesn't do additional armor damage. Same with ghost dagger. The bootypedia articles reference the most commonly available versions of a damage type(chem for guns, cutting for melee, ect). Any outliers are either discussed either in a subtype articale(I.E rifle summary) or on the item itself.

Offline Noir_CZ

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Re: Help me git gud, question thread
« Reply #191 on: May 18, 2017, 12:04:40 am »
Unless specifically excepted like the stun weapons, plasma does baseline 10% to armor regardless of penetration. The exact value is not exposed to the player so some might do less, some might do more.

Poison dagger doesn't do additional armor damage. Same with ghost dagger. The bootypedia articles reference the most commonly available versions of a damage type(chem for guns, cutting for melee, ect). Any outliers are either discussed either in a subtype articale(I.E rifle summary) or on the item itself.

I am starting to get lost in it. So the basic assumption of Chem damage = 0-20% armor damage is just for guns? That's why it is stated in Blowpipe it does no armor damage and poisoned dagger does not mention it, since it is melee and automatically does no armor damage? The article #023 does say "All chem weapons cause armor damage .... , unles otherwise stated." That's why I assumed that the dagger does the armor damage
Also #006 topic says that "All weapons of power 60+" is that with the power bonus or just the base damage (if it is just the base damage, that would mean the shockafists are not damaging armor either)



Offline legionof1

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Re: Help me git gud, question thread
« Reply #192 on: May 18, 2017, 01:06:25 am »
With the dagger it's a case of the dagger existing before the chem article was added, and alot of the other chem weapons if i recall correctly. It should be updated to reflect current status, i figure dioxine overlooked it.

#006 is a simplification of the actual mechanics. Each weapon has its own individual modifiers for additional effects. There are no "classes" in the rule set, just groups of weapons that dioxine happened to gave similar modifiers. The article describes that dioxine gave an additional armor damage modifier to pierce weapons above 60+, and plasma. Again older article that's not quite in line with current rule-set.

At some point, hopefully soon, Dioxine needs to do a bootypedia cleanup pass. There are several other inaccuracies floating around that will trip up newer player, but not effect a player that was around for the alterations.

 

Offline Dioxine

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Re: Help me git gud, question thread
« Reply #193 on: May 18, 2017, 10:56:56 am »
I'm doing a cleanup pass each month. But with this article, what am I supposed to do? Trying to explain everything precisely is impossible, especially with such limited space. Removing it also is not an option.

Offline Ethereal_Medic

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Re: Help me git gud, question thread
« Reply #194 on: May 18, 2017, 11:08:45 am »
I'm doing a cleanup pass each month. But with this article, what am I supposed to do? Trying to explain everything precisely is impossible, especially with such limited space. Removing it also is not an option.

I prefer flavor text instead of pure number-crunch.
Like you stated, the game is meant to be played by veteran players (exp. with x-com AND piratez)