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Author Topic: So OpenX-Com...  (Read 241580 times)

Aoi

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Re: So OpenX-Com...
« Reply #1680 on: October 09, 2021, 10:23:02 pm »

Fire Extinguishers (it's kind of like smoke, and big lights but 10 night vision might blind them with a bit of it)

I must be having a braindead moment here, but is that about using FE like a discount smoke grenade to put up a cloud to block LoS, or am I missing something specific about "big lights"?
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sambojin

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Re: So OpenX-Com...
« Reply #1681 on: October 09, 2021, 10:25:08 pm »

Correct. The ACs have big lights (30), but low night vision (10), so smoking them out might help. I'll have to try it.

But yeah, fire extinguishers are kind of like smoke grenades, but you get them earlier.
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EuchreJack

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Re: So OpenX-Com...
« Reply #1682 on: October 09, 2021, 11:01:58 pm »

So after pouring over that awesome XPiratez site, I'm reminded of this question:
In most of the early game, why NOT equip every Slave Soldier you can find as Bat Glad?

Rolan7

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Re: So OpenX-Com...
« Reply #1683 on: October 09, 2021, 11:38:13 pm »

Because We Need Male Touch!

More seriously, it does have some cost.  A full night-ops outfit, plus a cattle prod and rare earth.  Also uh, I guess you have to lose a Superslave in battle or something?  IDK, I haven't tried the superhero stuff.  The Batglad armor does seem pretty nice though, almost as good as Warrior but on a male soldier.  I got a giggle about the rear armor being particularly strong, guess it's the durathread cape :P

Edit:  The armors you get for respecting men, Operator and GI and such, have a lot less armor than Batglad for the record.  I think they get some bonuses to carry weight and weapon skills though.  They make decent mortar teams or even snipers (except at night), but they're always going to be fragile.  Almost as fragile as peasants, but 3X as expensive (but usually stronger).  But then, Peasants get the excellent and cheap Militia armor that boosts experience gain while providing a modicum of protection...

Unrelated:  I've been enjoying the "pointy sticks" as early javelins (particularly underwater), and even the bamboo rods as early spears, but Pikes are really good at defeating armor for how early you can get them (requires Smithing, Primitive Weapons and Contacts: Merchants, then Tools & Blades).  Range of 3, too!

65% armor effectiveness, only 10% penalty for one-handing, and deals 35+.4Strength+.25Throwing (I tend to read such things as "around 35+40+25 for a veteran gal", even though I don't usually train throwing so much).  I don't know how good Stabbing is as a damage type though.  Oh and it's ranged with 125% accuracy, so it'll basically always hit outside of melee.  The big downside is 24 TU cost.
« Last Edit: October 09, 2021, 11:43:53 pm by Rolan7 »
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Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

E. Albright

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Re: So OpenX-Com...
« Reply #1684 on: October 10, 2021, 12:43:42 am »

Re: Bat Glad, it's pretty good, but it does weigh more than any other early SS armor, has reduced visibility, doesn't allow kneeling, has sub-par stat modifiers, and has worse inventory than the competing SS armors (particularly WRT backpack and wearable slots, thought it *does* at least allow a gasmask). It's still good, and worth using, but it's less flexible (no pun intended) than other outfits, which can become an issue. I usually stop using it once I lay hands on some Operator armor, but under the Gals Are Superior route, obtaining that takes a lot longer and/or is rather RNG-based. If I used more than one or two SS at a time, though, I'd almost certainly keep using it.
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Iduno

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Re: So OpenX-Com...
« Reply #1685 on: October 10, 2021, 09:19:24 am »

I think I've mentioned this before, but I'm a big fan of Anchors for taking out early armored targets. Sea Transport is a pretty early tech, and doing 1.5*Str melee (aka non-deflectable) damage w/10% pre-damage plus not doing the overkill damage hammers do makes them pretty nice if you have someone who can heft them. They also have a 3x TU, 2 * Str damage range-6 attack, but I've basically never used that. The downside is that they weigh 72, but I almost always have a gal running around with one as soon as someone gets enough strength - and when you have enough strength to carry one, you're looking at 100+ damage. They also train the Joker condemnation, which gives pretty decent stat bonuses...

Plus, it's mostly non-lethal. I think you can still overdamage enemies and get the ghost symbol, but you're more likely to get all of the captures you need with an anchor than lethal damage.
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sambojin

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Re: So OpenX-Com...
« Reply #1686 on: October 10, 2021, 08:13:30 pm »

I've never actually used Pikes, and didn't realise how early on you get them. That 0.65 armour modifier seems to be a tremendous bonus. The lack of inventory management problems due to the potential singlehandedness looks good for your special forces grenadiers/ flamethrower gals as well (or reaction training with a pistol). Having a bit of reaction disrupt is a nice little side bonus too.

Since it's essentially a ranged weapon using a snap shot, does it provide an extra tile or two of anti-melee range against catgirls and shamblers, etc? The high TU cost might be painful for that, but high stabbiness looks pretty good for a defensive weapon alongside no counterattacks vs other melee enemies when used aggressively as well.
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Rolan7

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Re: So OpenX-Com...
« Reply #1687 on: October 10, 2021, 08:39:19 pm »

Yeah it has a range of 3 and even reaction fires at that range, which is swell.  I like to use it with Plate Mail + Shield for aesthetics sometimes, though a low-TU pistol or baton is probably wiser.  It's probably actually best with a swiftsuit or something else that increases TU since the attack cost is static, and stabbing people from the air is just fun.

Lobstermen resist almost half of stabbing, but with that armor penetration and stats I bet it still gets through sometimes (and avoids their melee reactions).

Also I totally forgot that the flagships like Bonaventura are sea-capable!  (Maybe since the entries don't say that, for some reason...).  The gray codex ship can even go to space, which I guess is fair enough.  Hmmph.  Though I noticed there's a bit of extra content for refusing the Tiny Drill's power now...  It's pretty mysterious, I decided to stop poking around.  Didn't look like a whole lot, but strange.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Aoi

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Re: So OpenX-Com...
« Reply #1688 on: October 11, 2021, 12:52:07 am »

Darn it, just noticed that M2 came out a week and a half ago while I'm still in early M1...

Any idea what this is about?
- YET ANOTHER FLAG/PIPES/GUITAR REWORK

These look interesting:
- During Hideout Defenses, 15% for each Gal to be out of her uniform (other races unaffected)
- New Weapons: ... Gray Spellbook (11 spells) ...

Edit: In other news, M2 has given me the first unit names that I felt the urge to change, and they were both in my initial loadout: Arabian Killer and Negro Killer. A team of pirate racists, I guess...  ???
« Last Edit: October 11, 2021, 05:58:13 am by Aoi »
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E. Albright

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Re: So OpenX-Com...
« Reply #1689 on: October 11, 2021, 01:06:10 am »

Don't feel bad, I'm still on L8, so all I can do is mooningly stare at the cute little riding hyenas and suchlike.

No idea about the music stuff. The new version does promise to deal with something we were talking about a week or so ago - Little Bird now gets a missile slot, too, plus you can rebuild Necropirate prop planes fairly early - those latter are still slow and fragile, but Lx2+Mx2 means they're potentially nasty.
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Rolan7

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Re: So OpenX-Com...
« Reply #1690 on: October 14, 2021, 01:02:41 am »

I've been back on parts of the X-Piratez Discord, and someone posted a gem of a sequence from some comic.  The parts they shared are safe for work.  Though the words imply, ah, things.

Probably because it was drawn in the 70's (in that awesome early-mechwarrior/DND style)

But still.  We Need Male Touch!
<3 <3
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Aoi

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Re: So OpenX-Com...
« Reply #1691 on: October 14, 2021, 05:14:39 am »

No idea about the music stuff. The new version does promise to deal with something we were talking about a week or so ago - Little Bird now gets a missile slot, too, plus you can rebuild Necropirate prop planes fairly early - those latter are still slow and fragile, but Lx2+Mx2 means they're potentially nasty.

I love how, every single time, I somehow have my tech tree careening off wildly. Last time, I couldn't get a Young Uber for the life of me (eventually built a new hangar sometime late in the second year to get room for an Airspeeder to get one via a race...); this time, I lucked out in my research and got Shadowmasters from an interrogation that had like 50 options still, letting me get my Menacing Hull finished like six months in, and before I even found a Necro wreckage.
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Dostoevsky

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Re: So OpenX-Com...
« Reply #1692 on: October 16, 2021, 08:43:10 pm »

Huh... so is life post-ninja update about rushing interceptor craft as fast as you can? My score suddenly tanks in late 2601 and the strategic layer starts to get pretty crummy, while the early interceptor options are (understandably) awful.
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Aoi

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Re: So OpenX-Com...
« Reply #1693 on: October 16, 2021, 10:46:51 pm »

Huh... so is life post-ninja update about rushing interceptor craft as fast as you can? My score suddenly tanks in late 2601 and the strategic layer starts to get pretty crummy, while the early interceptor options are (understandably) awful.

Probably. I had a Ninja Base spawn... that got bigger... and in Nov 2601 a mission spawned in its detection radius that would penalize me 2500 if it despawned after ~6 hours.

Unfortunately, the only ship I had that could survive entering the base's radius was returning from a mission on the other side of the planet, so... oops. Guess I'm taking another -5000infamy this month.
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Rolan7

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Re: So OpenX-Com...
« Reply #1694 on: October 17, 2021, 12:16:53 am »

Yeah I just had my Bonaventura ambushed by SIX interceptors on the way to a bounty mission.  It was armed with 3 reticulan plasma chargers, which simply didn't have the ammo for that many foes.

Fortunately all their jets fell in a convenient wormhole, but I guess I'm avoiding South America for a while?

A week later I got a notification that there more Ninja Jet-bikes in the air.  Great.  Thanks.  Good warning that the entire geoscape is suddenly deadly territory all of a sudden.

Gods I resent the air game.  It's only January of year 2, why are you throwing this at me?  I don't even have hyperwave tech yet (quite).  But fine, I guess I'm pumping out more interceptors - because supposedly "There are more jetbikes" means "send an armed escort with every transport".  Which would have failed to help me here!

Edit:  Not only that, but now I have to deal with storage fun because Jack has once again decided to send me a gift for my "gambling addiction" - a gift I have to make room for before I can sell it off. About 60 space worth of.....
Right, Kaltes-Klares and Fun-Go, and a smelly rag. 
...along with 100 old boots and 3 Jack Favors, so I can't be too mad.  (Old boots are a way to get a Gnome, now, and I don't have one)
« Last Edit: October 17, 2021, 12:28:54 am by Rolan7 »
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.
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