Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 53 54 [55] 56 57 ... 69

Author Topic: Mercenary RTDX: Epilogue  (Read 77099 times)

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #810 on: July 27, 2010, 08:42:02 am »

Dunno, but I could use the enemy shooting at anyone but me.

They're shooting at everyone, you're just taking a lot of damage through a combination of location, weak armor, and sheer bad luck.

Also, where did patch go?

He decided to drop from the game.
Logged
The end of the world is more fun then I expected.

Dwarmin

  • Bay Watcher
  • Where do we go from here?
    • View Profile
Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #811 on: July 27, 2010, 09:06:07 am »

I've got a strategy! chaaaaarge! (we should of really done this one with stealth...)

I zig-zag my way to Alexi's position and follow him, with the intent to help him take the turret, firing my shotgun at anyone I see on the wall
Logged
Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #812 on: July 27, 2010, 02:24:21 pm »

Stop for a moment and fire off 3 rounds at the runner and continue running to the large turret tower regardless of whether I hit.
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #813 on: July 27, 2010, 05:07:27 pm »

(we should of really done this one with stealth...)

I would agree, but I ROLLED A 5!  DID EVERYONE HEAR THAT?  I ROLLED A 5!

The best-laid plans of mice and men are destroyed by a single bad roll.
Logged
All generalizations are false....including this one.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #814 on: July 29, 2010, 01:21:27 pm »

I snipe that southern guy.
You take careful aim this time at the guard, (5+4) but you find it difficult to hit a moving target, and your bullet hits the runner in his back instead of his head.

Snipe two healthy guards.
You aim at the group of guards (15+2)(5+2) and fire off two shots. One bullet hits dead-on, slaying the man instantly, while the other flies off to the right somewhere.

Grumble and Re-aim, taking care to hit the turret this time!

Also, where did patch go?
You adjust the aim on your mortar and fire another round. (9+3) The shell doesn't hit the gun directly, but it is close enough for the resulting explosion to destroy it.

+2 to Siege Engineering

Dunno, but I could use the enemy shooting at anyone but me.

Patch up my new wounds.

You hit the ground and desperately try to heal your wounds faster than you take them. (14+2) Fueled by some sort of adrenaline-driven frenzy, you fix up all of your wounds.

+6 to Medicine

Try my hand at being a field medic. It can't be that hard, right?! Help Frelock with his wounds.

You go to help Frelock with his remaining injuries, but find he is already healed. (9) Instead, you go help Aesith and heal him.

+1 to Medicine


We need to stop that southern guy! He's running for help and we are too exposed here! CHARGE!!!

Sprint to the southern large gun, firing on the way with my pistol. A full clip.
You fire at the runner (12-2)(7-2)(9-2) though you only hit him once. Luckily, that bullet happened to puncture his lung, and he collapses to the ground.

+1 to Pistols

Shoot 4 bullets at the fleeing one, unless he is dead in which case i fire another 12 bullet burst at the enemy position

You fire another burst at the main host (4+2)(5+2)(14+2) sending bullets spraying everywhere but finally regaining control on the gun and firing directly at the guards. You kill one and further wound another.

+2 to Heavy Weaponry


I've got a strategy! chaaaaarge! (we should of really done this one with stealth...)

I zig-zag my way to Alexi's position and follow him, with the intent to help him take the turret, firing my shotgun at anyone I see on the wall
You run towards Alexi and as you pass the guards, shoot your shotgun at them. (5+2) You have trouble aiming the gun and the recoil catches you off guard.

Stop for a moment and fire off 3 rounds at the runner and continue running to the large turret tower regardless of whether I hit.
You shoot at the dying runner (13+2)(8+2)(14+2) finishing him off.

The guards fire at the small group of Alexi, Desmond and James as they run past, {1/4} but only the healthy one can accurately target them. {0/1} To make things worse for the guards, the bullet hits James' composite armor and ricochets right off.

The southwestern turret turns to face the group as they run towards it. (14) It's bullets fly true; Alexi and Desmond are wounded, and the powerful rounds even pierce James' juggernaught armor. 

Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)
Spoiler: Ched(Cheddarius) (click to show/hide)
Spoiler: Aesith(wolfchild) (click to show/hide)

Map:
« Last Edit: July 29, 2010, 01:24:08 pm by RandomNumberGenerator »
Logged
The end of the world is more fun then I expected.

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #815 on: July 29, 2010, 01:25:55 pm »

I move far to the east and snipe the two rightmost guys.
« Last Edit: July 29, 2010, 02:08:05 pm by dermonster »
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #816 on: July 29, 2010, 01:29:44 pm »

Guys I think you should throw a bunch of grenades at it
Logged

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #817 on: July 29, 2010, 01:32:22 pm »

*Peers at map*

I'm not on the map. and apparently errol is on there twice.
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #818 on: July 29, 2010, 02:04:23 pm »

Dermonster, this will be of interest to you.

Calculation of Expected Efficiencies Based On Number of Sniping Targets
This is the approximate range of failure-success:
2 is a backfire. 3-7 is a failure. 8-10 is an average success. 11-14 is a good success. 15-16 is a great success. With a 2d8, you have a 1/64 chance of a 2, 2/64 chance of a 3, 3/64 chance of a 4, 4/64 chance of a 5, 5/64 chance of a 6, 6/64 chance of a 7, 7/64 chance of a 8, 8/64 chance of a 9, 7/64 chance of a 10, 6/64 chance of a 11, and so on.
From our experience in sniping, we see that 1-2 is hurting yourself, 3-7 is just failure to hit, 8-10 is lightly wounded, 11-14 is heavily wounded, and 15-16 is an instant kill. Now an instant kill, we shall say is worth 3 points; heavily wounded, 2; lightly wounded, 1. And a backfire is worth -3. This is simplified, because you can often waste a kill-shot on someone already heavily wounded and such, but I hope it will be a good model anyway.

With one target, you have a +4 bonus to sniping; I'll spare you the calculations, but you have a 3/64 chance of failure, 12/64 chance of average success, 28/64 chance of good success, and an astounding 21/64 chance of an instant kill. This averages to 2.04685 points per turn.
With two targets, you have a +2 bonus to sniping. You have a 10/64 chance of fail, 18/64 of average, 26/64 of good, and 10/64 of instakill. That's 1.5625 points per shot, but 3.125 points per turn, as you're shooting twice.
With three targets, you have no bonus. The chances, from backfire to instant kill, are 1, 20, 22, 18, and 3. Interestingly, this comes out to exactly 1 point per shot. Three shots = 3 points per turn. But now we are starting to drop in efficiency. Two shots per turn ends up being the most efficient by these values.
Logged

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #819 on: July 29, 2010, 02:07:24 pm »

 :o

um...
wow.
Thanks.
Action edited then.

Edit: do you get a bonus if its your birthday?
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #820 on: July 29, 2010, 02:46:58 pm »

Rodrick, cover me.  I'm going for our boys down by the tower.

Run down and heal Alexi.
Logged
All generalizations are false....including this one.

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #821 on: July 29, 2010, 02:54:41 pm »

RNG, in this universe, is it possible to snipe autoguns? What kind of difficulty would that be like?
Logged

Zako

  • Bay Watcher
  • YEEEEAAAAHHHH!!!
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #822 on: July 29, 2010, 04:43:55 pm »

Well they are fixed in place, so unless they are shooting at you, it should be realitivly easy. Desmond, throw your pulse grenades at it!!!

Fire at the Autogun! Get rid of that thing! Take cover where I can!
Logged

wolfchild

  • Bay Watcher
  • Wyvern Buddy
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #823 on: July 29, 2010, 08:08:30 pm »

guys, just so you know i designed my guy as a sort of tank

1) Juggernought armour to take ranged hits
2) Used my secondary skill to be able to take hits
3) the minigun would be a pretty scary weapon and in my opnion ou target the person with it

thats just my reasonings and letting you know

Get in front ov everyone in my group and let the enemies at F eat 8 Bulets, making it seem like i can just take my time
Logged
You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #824 on: July 29, 2010, 09:03:08 pm »

Well they are fixed in place, so unless they are shooting at you, it should be realitivly easy.
I don't doubt my aim, only my efficacy. Will shooting an autogun even do anything? It's not like it's made of fleshy meatstuff like we puny humans.
Logged
Pages: 1 ... 53 54 [55] 56 57 ... 69