Author Topic: The Newbie Guide  (Read 51248 times)

Offline Iazo

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Re: The Newbie Guide
« Reply #60 on: December 04, 2022, 04:57:28 pm »
I play JS almost exclusively.

While your definition of 'content' might vary, most of the JS wrenches are unquestionably bad.

1) Lower selling prices. You cannot build or recruit as fast, tolerance for errors in build orders is minor.

2) Bad events start earlier and are more of them. Is that 'content'?

3) Enemy progression is accelerated. That means that stuff others have to deal one year in, mandatorily start in six months on JS. There are multiple readiness checks that other difficulties give you a fair time to prepare are rammed through on an accelerated timetable on JS. Expect to deal with checks in month 2 instead of month 8+, month 7 instead of month 12+, month 12 instead of month 24, and month 18 instead of month 30.

3) Dogfights are more lethal, enemies fire faster. Is this extra 'content'?

4) on battlescape, enemies have significantly higher stats, able to fire more accurately, move faster and react more.

5) the only mixed blessing: there are more enemies. The good part: more loot. Bad part: more enemies.

Note that JS is *explicitly* designed to be anti-fair, and Dio often goes out of his way to make JS unfair, or eliminate cheesy tactics.


Offline ReD2222

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Re: The Newbie Guide
« Reply #61 on: December 05, 2022, 04:55:19 am »
I play JS almost exclusively.

While your definition of 'content' might vary, most of the JS wrenches are unquestionably bad.

1) Lower selling prices. You cannot build or recruit as fast, tolerance for errors in build orders is minor.

2) Bad events start earlier and are more of them. Is that 'content'?

3) Enemy progression is accelerated. That means that stuff others have to deal one year in, mandatorily start in six months on JS. There are multiple readiness checks that other difficulties give you a fair time to prepare are rammed through on an accelerated timetable on JS. Expect to deal with checks in month 2 instead of month 8+, month 7 instead of month 12+, month 12 instead of month 24, and month 18 instead of month 30.

3) Dogfights are more lethal, enemies fire faster. Is this extra 'content'?

4) on battlescape, enemies have significantly higher stats, able to fire more accurately, move faster and react more.

5) the only mixed blessing: there are more enemies. The good part: more loot. Bad part: more enemies.

Note that JS is *explicitly* designed to be anti-fair, and Dio often goes out of his way to make JS unfair, or eliminate cheesy tactics.

No, my definition of "Content" goes only for new units, weapons, techs for research and buildings. If events are the same but just earlier and just harder - that's not a new content. Much appreciated for your reply. So I guess the only thing to do for me is not to play on easiest diff just not to miss the Voodoo thing. It's really nice for someone explaining what does what in this promising mod for the game. Since I couldn't find a lot of info on wiki about the difficulty wrenches and stuff that happens there between the five difficulty levels xD

So thank you, Iazo! You made a pretty much clear point here, and I don't have any more questions related different gameplay with different "captain names" <3
« Last Edit: December 05, 2022, 05:22:23 am by ReD2222 »

Offline Vengos

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Re: The Newbie Guide
« Reply #62 on: June 22, 2023, 05:38:41 am »
I have no idea when and what for should i build new bases. Can someone explain appeal of additional bases ?

Offline Blazen

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Re: The Newbie Guide
« Reply #63 on: June 22, 2023, 11:48:32 am »
Additional bases are used to provide more facility space, while at the start of the game 1 base can have everything later on new facilities and larger facilities will mean that you won't be able to have everything you will need. They also can provide additional radar coverage, storage space, interceptor hangers, and teams to do missions. It's also not uncommon to specialise bases, you can fill a base out with just manufacturing facilities, of which there are a lot, money bases filled with plantations, storage bases with a lot of vaults ect...
As for when within a few months you should probably have a 2nd base up, I normally wait until I've maxed my brainers in the main base out and can build crew quarters and plantations before starting new bases.

It's a good idea to build new bases at the start of the month that way you have a guaranteed month at least to get them set up and defended before they'll get attacked.

Offline Vengos

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Re: The Newbie Guide
« Reply #64 on: June 22, 2023, 04:18:23 pm »
Additional bases are used to provide more facility space, while at the start of the game 1 base can have everything later on new facilities and larger facilities will mean that you won't be able to have everything you will need. They also can provide additional radar coverage, storage space, interceptor hangers, and teams to do missions. It's also not uncommon to specialise bases, you can fill a base out with just manufacturing facilities, of which there are a lot, money bases filled with plantations, storage bases with a lot of vaults ect...
As for when within a few months you should probably have a 2nd base up, I normally wait until I've maxed my brainers in the main base out and can build crew quarters and plantations before starting new bases.

It's a good idea to build new bases at the start of the month that way you have a guaranteed month at least to get them set up and defended before they'll get attacked.

So what for you build 2nd base in couple of month?

Offline ontherun

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Re: The Newbie Guide
« Reply #65 on: June 28, 2023, 04:00:47 pm »
So what for you build 2nd base in couple of month?
When you feel you're ready. Aside from havin eough thech to manufacture a vessel, i'd advice to stockpile loads of cash, let's say between 5 and 10 milions

Online Psyentific

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Re: The Newbie Guide
« Reply #66 on: June 28, 2023, 10:28:28 pm »
you should get a 2nd base online as soon as you can afford it. reasons to do it ASAP are hangar space and radar coverage; having more hangars available means you can run gimmick craft (BIKES! Little Bird!) to farm glamour (and thus score) or underwater craft. it also allows for greater coverage with slow craft (ex. harvester, convoy) and range-limited craft (ex. Buckaroo). notably, most aircars have trouble hitting the zones antipodal to your base; europe vs australia for example.

if you're not getting a 2nd base online ASAP, instead do so as soon as you research Alchemy and can construct a Still. This will allow you to get X-Grog production going for-profit which is the very first step of your economy snowballing. a third base can be spun up for prisoner processing & mass training, a fourth for plantations, and so on.

if you're not expanding once you get Stills online, you should absolutely, definitely, for sure be expanding once your airgame comes online and radar/fighter coverage become a consideration. this can be as early as Contacts: Car Thieves or Contacts: Blackmarch to get an aircar-alike going on.

the only limiting factor other than finance is being able to adequately garrison the bases. ideally you should be able to construct dojo/onsen/etc. to train up your recruits, however you can also make do with 'retiring' experienced units from your main deployment team to bulk out the secondary bases. either way, they're all going to need guns, melee weapons, and armor, all of which are improved by further research and/or manufacture time.

Offline deltarno

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Re: The Newbie Guide
« Reply #67 on: October 15, 2023, 04:53:48 am »
Any tips for base defense?  Just got my 2nd playthrough wiped.  Partially because I kept trying the male soldiers (noobie whoopsie), but mostly because on month three like clockwork the ratfolk roll up with their swat teams and dogs and chew right threw me.
I've got a chock point set up, and next playthrough I'll have some more gals, but I'm wondering if there's anything in particular I need to do.

Online Psyentific

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Re: The Newbie Guide
« Reply #68 on: October 15, 2023, 11:22:43 pm »
The Stormrats are highly resistant to piercing and stabbing damage (ie bullets and knives). Use flamers or lasers if you have them, and they're still vulnerable to cutting melee attacks. Their underside armor is also weak, so use lots of explosives.
Dogs aren't much of a problem if you have melee of your own; they're quite weak. Shotgunners or spearmen will also work, as will dogs of your own. Either way, leave plenty of TUs for reaction fire.