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Author Topic: Mercenary RTDX: Epilogue  (Read 77109 times)

RandomNumberGenerator

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #825 on: July 29, 2010, 09:19:16 pm »

RNG, in this universe, is it possible to snipe autoguns? What kind of difficulty would that be like?
Hrm... Yes, it would be possible, but you wouldn't get a damage multiplier. As it is set up, snipers have a very high damage/shot, which means that 10% of the time a body shot will instantly kill your target. On a headshot however, you would get a 70% chance for an instant kill, due to damage multipliers. Turrets don't have a such a weak point however, so you wouldn't get said damage multiplier. This is without adding armor into the equation, which makes things even more complicated(against an opponent with basic armor, a bodyshot can never instant-kill, though headshots are still pretty deadly).

So yes, you can shoot at the turret with a sniper rifle, but don't expect to blow it up with a few shots like you could a human.
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Cheddarius

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #826 on: July 29, 2010, 09:24:23 pm »

Drat.
Fire twice at the guards.
Smoke three packs of cigarettes at once, thus shielding me and my comrades in a smoky haze and preventing the autoturret guy from seeing us.
« Last Edit: July 29, 2010, 09:30:58 pm by Cheddarius »
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Dermonster

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #827 on: July 29, 2010, 09:25:21 pm »

Could you gum up the works with a sniper to the turret?
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #828 on: July 29, 2010, 10:28:08 pm »

Could you gum up the works with a sniper to the turret?
No.
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tehstefan

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #829 on: July 29, 2010, 11:46:14 pm »

Well, well well. I now move forward until I have good position to fight against the turret, and hit that one with my mortar.
« Last Edit: July 30, 2010, 10:25:14 am by tehstefan »
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Zako

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #830 on: July 30, 2010, 12:46:19 am »

Judicious use of explosives is the key to success!
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Errol

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #831 on: July 30, 2010, 05:52:44 am »

Help whoever got the worst wounds from the last autoturret round. Medically.
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Zako

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #832 on: July 30, 2010, 12:21:35 pm »

Hot damn he's back!
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Zako

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #833 on: July 30, 2010, 12:22:33 pm »

Wait, never mind. I thought you were patches. :(
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S.K. Ren

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #834 on: July 31, 2010, 12:03:36 am »

Attempt to get close enough to the tower so that it can't shoot me. Then apply first aid to myself. If I cant get close enough then Ill roll into the swamp when the big gun fires again. I can deal with infections later.
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Errol

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #835 on: July 31, 2010, 02:46:37 am »

Wait, never mind. I thought you were patches. :(

I'm trying to replace him. Better a quack than no medic.
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Dwarmin

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Re: Mercenary RTDX Turn 53: Autoguns Hurt...
« Reply #836 on: July 31, 2010, 11:26:42 am »

0 grenade skill gogogog

I lob pulse grenades at the southwestern turret...I spread out from the group of three, so the turret can't hit us all at once again.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 54: A new DaVinci.
« Reply #837 on: August 02, 2010, 09:05:43 am »

I move far to the east and snipe the two rightmost guys.
You take off your Errol mask and move slightly to the east so you can line up a better shot on two of the guards. (6+2)(13+2) Your first shot misses, but the second hits the guardsman's cranium. The bullet hits at such an angle that the man's head explodes, and you have actually created some sort of mural on the back of the wall depicting someone's brains getting blown out, in the medium of blood and brains.

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

Run down and heal Alexi.

You run across the soft land to reach the group that is in trouble (7+2) Your own wounds still fresh in your mind, you are able to ease the pain and seal several of the wounds to prevent blood loss, though you will still probably need to remove the bullets later. You are now running low on medical supplies, however.

+1 to Medicine


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!
You run up to the autogun and fire a shotgun blast at it. (7+2) Most of the pellets miss the gun, though a couple do manage to hit and they damage it considerably.

+1 to Shotguns


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

You push your way to the front of the group to protect your teammates, and fire another 8 bullets at the guards. (12+2)(9+2) You finish off the two heavily wounded guards, and wound the healthy one.

+3 to Heavy Weaponry

Drat.
Fire twice at the guards.
Smoke three packs of cigarettes at once, thus shielding me and my comrades in a smoky haze and preventing the autoturret guy from seeing us.

You fire at the guards (9+2)(12+2) scoring one bodyshot and one headshot. Unfortunately, it seems that your bullets were defective or something, as one bounced harmlessly of the bodyguard's bulletproof vest, while the other guard now has a broken nose instead of a broken brain. You then stuff all of the cigarettes you are carrying into your mouth, and light them all at once.
Spoiler (click to show/hide)
Well, well well. I now move forward until I have good position to fight against the turret, and hit that one with my mortar.
You advance towards the compound and fire a round at the turret (8+3) The shell lands somewhat north of the turret, but it creates such a large explosion that the turret is completely annihilated. Several pieces of shrapnel fly at James, who was probably standing a little too close, but they bounce harmlessly off his powerful armor.

+2 to Siege Engineering


Help whoever got the worst wounds from the last autoturret round. Medically.
You move in to help James (7) and sort of reduce the bleeding, maybe.

Attempt to get close enough to the tower so that it can't shoot me. Then apply first aid to myself. If I cant get close enough then Ill roll into the swamp when the big gun fires again. I can deal with infections later.

You run to the large gun tower, (11) and rush inside the door. There is a small ladder which leads up to the turret's controls.

0 grenade skill gogogog

I lob pulse grenades at the southwestern turret...I spread out from the group of three, so the turret can't hit us all at once again.
You pull out one of your pulse grenades (7) but then decide that using valuable resources on that is essentially debris is rather wasteful, even if it was shooting at you seconds earlier.


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)

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Dwarmin

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Re: Mercenary RTDX Turn 54: A new DaVinci.
« Reply #838 on: August 02, 2010, 09:45:04 am »

Time for boom? I suggest we coordinate our two attacks-when the turret fires at the south door, we also breach the North door at the same time. Also, lets make sure everyone is in cover before we start firing off the turret...

Take cover in the large turret building, watching the southern door for enemies.
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Cheddarius

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Re: Mercenary RTDX Turn 54: A new DaVinci.
« Reply #839 on: August 02, 2010, 11:47:39 am »

Awww, my smoke grenade didn't do anything?

Choke and die
Wait for the others to breach the door and then move in, firing twice at the most powerful inside targets. If the others don't breach, just fire at the guards.
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