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X-COM OpenXcom Thread

Joined
Jan 7, 2012
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Iron tribe = necroplane and junk parts. I can't recall, but this might have been a recurring event? Might get you enough to get the required number of kits once you get the research.
Hidden expanse = 3 flak tower kits. Might work with the highwaymen and then you don't need to worry about necroplane parts at all.

I think flak towers aren't a problem now, I've got more than enough to defend with. The first month required luck with the overcharged radar and armored vaults getting a kill but as long as the attack strength doesn't ramp up immediately I'll be very safe with 2 flaks + radar and vaults. Flak cannons which have almost twice the firepower are pretty close in the tech tree too. And I'm at the point where I can buy Necroplane parts so making kits from that is just costing money (though again you need the right personality to be able to do this so watch out).

The bigger issue is at least 18 ninja bases on the map, half of which are already large with runways. Maybe the solution to the score issue was that I was supposed to be running multiple ninja base assaults per month to keep them down. That means fighting 60ish sky ninjas in generally open areas, that really doesn't sound practical. It if was difficulty 1 or 2 I think Ninja outposts might be reasonably doable early on but not on difficulty 5. Maybe with a real 25 man expedition human wave charge though, the smallest size base doesn't have air cover. Right now though the ninja bases with airpower are covering most of the outposts, it's really degenerate.

Alternatively the play might have been to ramp up my air game and stop their expansion by containing their ships on expansion missions. I recall the Piranha being able to fight pirates decently once you got them. Not getting rank 2 and being able to get bounties until month 6 really screwed me here because I'm still nowhere near being able to unlock them. So that's a place where RNG can really hurt, either the -666 initial score penalty being enough to keep you from your first rankup after jan or the general ninja bullshit keeping you from rank 2 in feb.

Also I should probably have gone for new hideouts sooner. Feels like I wasted a bunch of time and money developing the main base a bit too much. Unlocking the Codex early didn't really help much. An outpost + hanger on the other hand is super cheap. Should probably be done as soon as you have the guns for it. If missiles hit an outpost who even cares.

Graphs:

X1ZRgsp.png

MqcpECB.png

Like 3/4ths of these points are from shooting down everything I can + running missions with the little birds since doing missions in 2-3 turns with it gives around an extra 200 points from all the glamour. Checking my mission logs I did 26 crash sites in Jul.

The other one that caught my eye was Romanica starts you with crusader armour and gives you special zombie slaying missions, which I'd assume give a lot of infamy. Frequency and rewards might not be high enough to be worthwhile though.

Zombies fucking scare the shit out of me, at least with my luck this run Strixes by far would have been the greatest source of potential TPKs if I hadn't been savescumming. Unless I was 100% guaranteed that it was just basic bitch zombies I'd stay away from that.

I was hoping you might be able to get flak kits via gambling but no such luck. Not even stuff like crushing rocks- though that can lead to old earth weapons boxes, which have some decent stuff. It's the proper gambling that really goes crazy though- as soon as you get that, you can get crazy prizes; Gyrocopters, Assassin suits, rimrider laser weapons (the ones with infinite ammo) and other OP shit.

Yeah cheesing gambling like that seems a bit too degenerate for me. Although on the plus side its almost designed to be cheesed, since you can spin till you get a single neutronium coupon then savescum reclaiming that coupon till it hits the 2% chance to return 3 coupons, which is way higher than the initial chance to get a neutronium.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
You absolutely cannot do this ironman though. At least, not with the airgame. I've been barely scraping by on income despite running near perfect missions and the random interceptions (not even around bases) have destroyed my aircar 4 times already. I don't see how you would either recover from that or survive without those missions.
I guess you could send out "expedition" craft with a single peasant in them to scout? They have really high sight range iirc. Or do you mean ninja bike interceptions? Or something else entirely?
One thing I did screw up badly on was not being able to do sea missions. Instead I had bikes hoping to win a bike race but never did. The two sea missions available probably would have been worth 500k if I'd done them.
Sea missions seem very RNG, but I guess that's not a problem if you're ok with savescumming. If you fight crabs or zombies it's lots of free infamy and loot (as long as they spawn close enough you kill them before suffocating), if it's against hallucinoids you're dead.
God damn they are fast as fuck. I guess I should really get on assaulting the low level ones.
Damn, I would have thought 1 per month, that looks like 2 per month, every month basically.
How's the Hybrid Path? Anyone tried it? You get Reticulans late, I wonder how you do it here.
It seems cool, but I've only looked at it in tech viewer.
You get an infinitely repeatable research that gives you a random reticulan tech, and contacts: reticulans so you can buy all reticulan tech you know about. Not sure if it's cheap enough to be viable, but being able to buy reticulan plasma chargers + reticulan interceptors while completely ignoring captain rank, hard missions and ship research seems strong. Reticulan hand-held weapons are pretty decent early on as well. Actually taking hybrids into battle seems meh, easier and cheaper to just hire peasants with great voodoo.

Unlocking the Codex early didn't really help much
I would go codexless for the instant +1 brainer, and the school bus, and the extra gnomes (even if the best option might be to sell them for cash).
 

lightbane

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Does the governor ending change if you go codexless? Since the Tanhausen gates are probably not touched then. Can you ally with the ninjas by being codexless?
 
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I guess you could send out "expedition" craft with a single peasant in them to scout? They have really high sight range iirc. Or do you mean ninja bike interceptions? Or something else entirely?
If you mean scout ahead of the craft, that would make responding to missions across the globe take too long. If you mean scout for bases they could, though expeditions can be detected and destroyed so I'd rather use hunt parties.

This game my hangars were filled by airbus/bikes/little bird. In retrospect I'd go for the hunt party both for scouting and for underwater missions. I'm not sure if scouting would have helped me fight the ninjas (pretty sure their bases can't be reasonably beaten this early), but this would help me avoid them at least. I hadn't even begun to think that they could have 18 bases, I assumed they had like 1 in the arctic and 1 in asia and I was just unluckily running into craft, but in fact the whole continent was pretty much covered.

dkmsyn7.png

Sea missions seem very RNG, but I guess that's not a problem if you're ok with savescumming. If you fight crabs or zombies it's lots of free infamy and loot (as long as they spawn close enough you kill them before suffocating), if it's against hallucinoids you're dead.
Its easy enough to survive almost forever with oxygen tanks. Sabers and javs really own the sea pretty well. Hallucinoids are an instant abort of course.

Damn, I would have thought 1 per month, that looks like 2 per month, every month basically.
Worse yet, it could even be exponential with every base creating new bases. 1 Feb/2 Mar/4 Apr/8 May/16 Jun. It's Aug and we're at 18 so...

I would go codexless for the instant +1 brainer, and the school bus, and the extra gnomes (even if the best option might be to sell them for cash).
I hadn't really considered codexless but yeah, that's probably the play. Checking it out, the school bus is actually amazing both in capacity and in defensibility, probably enough so to be able to do low level ninja base missions even. It also has enough range to cover the globe meaning you can put the overcharger on it to get 750 speed, which is actually better than airbus with 2 craft batteries needed to extend range to global.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
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16,220
Can you ally with the ninjas by being codexless?
No idea about plot stuff, but apparently being codexless is the only way you can learn to fire the ninja 'CD' weapons. Which feels very strange, as they're basically just guns that do cutting damage, and not especially good ones, so it's not much of a perk.
 
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No idea about plot stuff, but apparently being codexless is the only way you can learn to fire the ninja 'CD' weapons. Which feels very strange, as they're basically just guns that do cutting damage, and not especially good ones, so it's not much of a perk.

The gimmick looks to be ignoring a lot of armor. 45% for pistol, 60% for rifle and 75% for cannon. The pistol is insanely faster to fire at x4 snapshots costing 22% TUs, which will be used for reactions, and it has 40 ammo per reload to support that. With good stats you're looking at 30ish damage and ignoring 45% of armor will push that up to performing like 40-45ish effective fairly often. That's a pretty dominant SMG in the midgame that will fit in your quick draw slot. Needs good VPower though.

Rifle looks to be pretty meh, but the greater damage and AP capability of the cannon for not much more time looks potentially interesting.

As always it depends on when you get them. Unfortunately that's a LOT of requirements I see in the tech viewer. Nothing particularly high past back to school though, so you probably just need to remember it exists and to research the one or two techs you are missing to get a decent boost.
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Can you ally with the ninjas by being codexless?
No idea about plot stuff, but apparently being codexless is the only way you can learn to fire the ninja 'CD' weapons. Which feels very strange, as they're basically just guns that do cutting damage, and not especially good ones, so it's not much of a perk.
They are pretty decent guns, especially if you get a limitless supply early by being forced into ninja war in feb. They're not endgame weapons though, that's for sure. But if gotten at the start of year one? They seem ok, but not really runchanging.
Does the governor ending change if you go codexless? Since the Tanhausen gates are probably not touched then. Can you ally with the ninjas by being codexless?
nope and nope.
I hadn't even begun to think that they could have 18 bases, I assumed they had like 1 in the arctic and 1 in asia and I was just unluckily running into craft, but in fact the whole continent was pretty much covered.
That's some crazy overlap. Soon every craft you launch will be intercepted.
Its easy enough to survive almost forever with oxygen tanks. Sabers and javs really own the sea pretty well. Hallucinoids are an instant abort of course.
How do you get oxygen tanks early? I'd be slightly scared of mutant fish without a good team as well, since they can ambush you.
which is actually better than airbus with 2 craft batteries needed to extend range to global.
Airbus covers like 90% of the globe with 2 batteries. I think putting your base in a place where the missing 10% is water or somewhere that never spawns missions is underrated as a consideration for your starting position.
 
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How do you get oxygen tanks early? I'd be slightly scared of mutant fish without a good team as well, since they can ambush you.
Its buyable with Contact: Merchants which you get in the first month.

Airbus covers like 90% of the globe with 2 batteries. I think putting your base in a place where the missing 10% is water or somewhere that never spawns missions is underrated as a consideration for your starting position.
Yeah, I mess around with batteries sometimes to get slightly better speed. Additional range is useful either for avoiding ninjas (often you spot them before they spot you, not sure how it works as its outside my craft detection radius) or for loitering to arrive at day/night if I mistimed when to get there.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Its buyable with Contact: Merchants which you get in the first month.
Does require cunning, but yeah, I completely forgot it was so early. It's not like you're getting underwater missions first month anyway, but hitting merchants and underwater treasures first month seems fairly doable (together with monster hunting, obviously).
 
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Early underwater missions are really kind of a crapshoot between the chance for hallucinoids, the ghost girl island, or the game just randomly deciding that spawning decent loot on your map was a waste of time. Great as a nice additional bonus and for score if it happens but not terribly important.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
It's not like you're getting underwater missions first month anyway,
You actually can with the oceania start. I don't think it'd be super worthwhile, since they take forever to get to and back from, but it's an option.
I mean the missions, not the research. There's definitely an argument to aim for the research in month one, now that bounty hunting can't be had.
 
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If anyone's interested, I regexed through the localization files and here's all of the !techs! I could find.

!Undersea Treasures!
!Warehouse Wars!
!Monster Hunt!
!Bandit Camps!
!Bounty Hunting!
!Highway House!
!Underground Missions!
!Toppling Towers!
!Organ Trafficers!
!Bandit Business!
!Socializing!
!Hideout of Dr. X!
!Highwaymen Fort!
!UAC Vaults!
!Cruising Counsellors!
!Raider Arms Factory!
!Primal Hunts!
!Mansion Invasions!
!Executive Retreats!
!Zombie Bait!
!Demonic Sacrifices!
!Demon Bait!
!More Demon Bait!
!Campus Carnage!
!Raid Space Freighters!
!Vampire Rampages!
!Witch Quests!
!T'Leth Dream Relays!
!Sewers of Death!
!Into the Void!
!Demon God Shrines!
!Zero-G Missions!
!Blacksun Bases!
!Blacksun HQ!
!Blacksun High Temple!
!Labyrinthus Noctis!
!Technocracy Starport!
!Starport Underground!
!Technocracy Contact!
!Kidnap Aurora!

I arranged all of the early/midgame stuff I know of into a very rough expected unlock order so you can look to that and beeline to the relevant unlocks before the month ends.

I will say that rushing Undersea Treasures in month 1 doesn't seem that useful unless you're putting off getting an interception craft because if you do that then you don't even unlock the ability to build a third hangar for a sub capable craft until about 2-3 months down the line.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I will say that rushing Undersea Treasures in month 1 doesn't seem that useful unless you're putting off getting an interception craft because if you do that then you don't even unlock the ability to build a third hangar for a sub capable craft until about 2-3 months down the line.
I agree that getting little bird fast seems like a must, you're leaving too much score on the table otherwise. Getting a 3rd hangar and undersea treasures ready for month 3 seems doable without great effort though, and I think you should also be able to get car thieves at this point so you have a proper craft for going on underwater missions.

Checking out the odds of the various races though, I have to say underwater missions seem like a bad deal on any kind of ironman run, at least until you have enough vision advantage to spot hallucinoids and escape the mission before they spot you.
I arranged all of the early/midgame stuff I know of into a very rough expected unlock order so you can look to that and beeline to the relevant unlocks before the month ends.
How do you expect to get hideout of dr x so early? I have no idea how you reliably get an esper to appear. EDIT: apparently you can get them from academy aligned hoppers.
 
Last edited:

Covenant

Savant
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Aug 3, 2017
Messages
378
I've got a Gold codex Soreass Jack Sparrow Cat-path Fuso start ironman run that I think is about to go down the tubes after 18 months, sadly. The rate of ninja expansion just seems impossible to keep up with; the last base I detected was #35, and I've only taken out two outposts so far. I'll probably break even at about 0 infamy this month, if I'm lucky.

screen294.png


I don't know if it's just the airfields having become fortresses too quickly (having four fortresses and a HQ in August 2602 seems unlucky) or if it's me not getting some aspect of ninja-fighting, but I don't know what else I could have really done. Kinda frustrating because I've played a solid game otherwise. I shot down any outpost creation missions I saw, but didn't feel like I could actually tackle an outpost until very recently; to do so I'm having to use my very limited supply of laser ammo and platemail and still suffering losses and injuries. I tried an airfield earlier in the month with two tanks; the first turn was me destroying all the turrets with the tanks and then firing a couple of blind mortars (which seems ineffective; I guess most enemies start inside). Then in the enemy's first turn I had one tank immediately blown up and another one nearly dead by guys emerging from the inner rooms of the bunkers with RPGs. I'd heard Dio had nerfed tanks but eesh, I don't remember airfield missions going quite so badly in the past.

Anyway, some tips for the earlier parts of JS:
  • Immediately sell your two corridors and buy a brainer.
  • The early airbus missions with nurses will land two more times if you abort. If you can, take the mission, capture a few nurses or grab valuable items like pocket laschargers/cattle-prods, and then abort. Then take the mission again and either repeat or finish it. If you do this once or twice, and sell all your starting hellerium and some junk, you should be able to afford another brainer within the first week or so, so buy that.
  • In terms of immediate research priorities, after The Pharmacist and Inspect Machinery, go for V8 as fast as possible, because ground vehicle races give great infamy.
  • Take care early on not to overresearch anything.
  • Generally try to maximise infamy with your research on the first month but make sure you get Uber Farming, and at the start of your second month, buy another brainer (potentially two if you have a lot of money) and two plantations. Plantations only need a month to pay for themselves when you sell them.
  • By month three, you really want to have the 'Turn castaway gal into a brainer' tech, as it saves you a lot of money.
  • Minecraft and the Little Bird is your other priority (to turn one of the plantations into a hangar and put the Little Bird in it). Might be better to sell the V8 temporarily and rebuy it than wait on the LB.
  • Camo paint is your best armour for a lot of early-game missions, so try to get it early. Warrior's okay for the other missions.
  • Keep an eye open for any ninja missions crossing your radar space that imply where they're going to be setting up their bases. Otherwise, watch the charts, and whichever area you think is most likely to have their HQ, don't send your airbus there, just use your V8.
  • Don't do Ratman Rodeo missions for the first couple of months, it's never worth it.
  • You need to have three overcharged radars completed by 1 July 2601 (as the first missile strike is a babby version). However...
  • You need five OC radars (and potentially the armoured vaults to hit as well) to stave off government crackdowns. I had an Iron Tribe one early on and it killed everyone in my base except two guys. You'll have to sell a lot of shit but I'd strongly advise getting five OC radars up before August.
  • If you're going for a Chaos Saint combination, don't research Shadow Tech until you need to, it'll save on penalties for not going to Witch Quest missions.
Hopefully some of that is helpful. The game is all about snowballing (as these ninjas are doing to me), so the more you can do to start strong, the better.
 
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I don't know if it's just the airfields having become fortresses too quickly (having four fortresses and a HQ in August 2602 seems unlucky) or if it's me not getting some aspect of ninja-fighting, but I don't know what else I could have really done. Kinda frustrating because I've played a solid game otherwise. I shot down any outpost creation missions I saw, but didn't feel like I could actually tackle an outpost until very recently; to do so I'm having to use my very limited supply of laser ammo and platemail and still suffering losses and injuries.

What's your general strategy for doing outposts? Close ranged or long? Day or Night? What craft are you using?

There's definitely ways you can cheese them to death. Giving every 6 dynamite or high explosives and avoiding sniper/spotter through indirect damge is a method much like in the crazy XComfiles cult missions.

I feel like the trick is probably to nip them in the bud as early as possible. Going all-in to try to take out a few early outposts with expeditions might be the play if it stops their snowballing. Taking out their HQ is pretty impossible but outposts should be doable relatively early so long as you can find them. Only the turrets really require a high damage solution, ninjas themselves can be beating by weapons you'll have by month 3 like tommy guns. Though the annoying thing is that actually destroying an outpost isn't all the lucrative for you aside from the removal of a permanent monthly score drain.

  • The early airbus missions with nurses will land two more times if you abort. If you can, take the mission, capture a few nurses or grab valuable items like pocket laschargers/cattle-prods, and then abort. Then take the mission again and either repeat or finish it. If you do this once or twice, and sell all your starting hellerium and some junk, you should be able to afford another brainer within the first week or so, so buy that.
Very cool idea. Also gets you extra experience.
Immediately sell your two corridors and buy a brainer.
Selling starting vaults is also an option for more money. If you really run light then you'll not need more space between armored vaults and an eventual large quarters for a long time.

In terms of immediate research priorities, after The Pharmacist and Inspect Machinery, go for V8 as fast as possible, because ground vehicle races give great infamy.
Hmm. I found I very rarely actually win races with the V8. I'm not sure if races are biased towards spawning on the south half of the globe, opposite my starting zone, or if I'm just unlucky. I find a hunt party to be more useful as it lets you do sea missions and lets you strategically delay missions by having the hunt targetting them while you manage your airbus to do something else or arrive at the right day/night timing.

Also I think the craft battery research is essential to get ASAP after inspect machinery. You miss out on like ~1/3rd of missions without it and that can easily mean 250k a month between score and items. Worse if you miss a castaway girl mission. As long as I can hit all missions I find I usually don't need to buy brainers much if at all past month 1. If I do I end up badly in debt and selling down stuff like glamour to make ends meet.

By month three, you really want to have the 'Turn castaway gal into a brainer' tech, as it saves you a lot of money.
I'm beelining that immediately to get by month 2.

Generally try to maximise infamy with your research on the first month but make sure you get Uber Farming, and at the start of your second month, buy another brainer (potentially two if you have a lot of money) and two plantations. Plantations only need a month to pay for themselves when you sell them.

Honestly I usually ignore farming until I am making secondary bases but rushing it is an interesting idea.

One thing I've found out is that you can build plantations and then quick-replace them with hangars in only 9 days. So rather than either unlocking aircraft/finding weapons and then needing to spend a whole month building hangars for them, or the reverse where you build hangars that come in too early and do nothing for a whole month, you can build up the initial bases with plantations and then swap in hangars as soon as you're ready for the craft.

  • Camo paint is your best armour for a lot of early-game missions, so try to get it early. Warrior's okay for the other missions.
Definitely camo paint is the best shit ever for trivializing missions. I find scale to be much better than warriors thanks to the TU bonus, also lets you potentially use a shield if you acquire good 1 handed weapons (the spy pistol/suppressed pistol are very good early on). You also need Animal Skinning anyway for the monster hunt missions.

Don't do Ratman Rodeo missions for the first couple of months, it's never worth it.

You do need to capture the ratman lieutenant for highway house though. I find these missions generally easy-ish.

  • You need to have three overcharged radars completed by 1 July 2601 (as the first missile strike is a babby version). However...
  • You need five OC radars (and potentially the armoured vaults to hit as well) to stave off government crackdowns. I had an Iron Tribe one early on and it killed everyone in my base except two guys. You'll have to sell a lot of shit but I'd strongly advise getting five OC radars up before August.
That's incredibly expensive, I don't get how you could afford that by that point unless you're not brainer maxing. Are you doing that in all your bases?
 

Covenant

Savant
Joined
Aug 3, 2017
Messages
378
I suspect you're right about doing the outposts earlier, but at the same time, that does nothing to slow the spread of airfields. I would love to watch a video of Dioxine take on some of these missions, just to see what kind of strategies he thinks people should be using.

As it is, I think I'm just going to try an airfield with two tanks again, and maybe if I immediately move my tanks in between the bunkers, it'll reduce the chances of them getting spotted by the RPG guys. If that works, I'll rush to get Guardian Armour, which I can probably manage in the next month or so, and see if that's enough for me to maybe take out a firebase or even a fortress. I don't think I've actually seen a firebase mission before; they weren't in the game when I was last playing.

I don't know if it's just the airfields having become fortresses too quickly (having four fortresses and a HQ in August 2602 seems unlucky) or if it's me not getting some aspect of ninja-fighting, but I don't know what else I could have really done. Kinda frustrating because I've played a solid game otherwise. I shot down any outpost creation missions I saw, but didn't feel like I could actually tackle an outpost until very recently; to do so I'm having to use my very limited supply of laser ammo and platemail and still suffering losses and injuries.

What's your general strategy for doing outposts? Close ranged or long? Day or Night? What craft are you using?

This time around? I go in the day, partly because I absolutely hate spotter/sniper shenannigans. Everyone stays in the Hawk, then pops out to take shots at anybody who's getting close to my craft. An Unipuma/camo catgirl takes out the nearest mini turrets with an omega rifle one by one, then when the herd is finally thinned down enough I try to rocket launcher/EMP grenade the main turrets down. The hardest part (apart from reaction fire) is probably halfway through when you need to leave the craft and advance, because ninja camo makes it near-impossible to avoid walking into an ambush, and those kustom SMGs hurt. Nearly lost my Unipuma catgirl last time because she was advancing at the far edge of the map, a ninja walked into her FOV and she killed it with reaction fire, and then sniper/spotter fun resulted in a bunch of shots going her way.

Currently using lasers (primarily for assault ninjas and priority targets like engineers with D.C. mortars) and gyro-autoguns with PS ammo for the rest, though I'm just debating right now whether it's worth converting all my tokens to White Dragon ones to get ETAP autogun ammo. Part of what's gotten me losses in these missions previously is that I don't have weapons that will reliably take out a ninja warrior in one burst; getting ETAP is extremely expensive to say that's it not a huge upgrade in damage, but it might make the difference. Then again maybe I should just go for Super Shooty Guns instead. If I'd had better luck with Human Commandos earlier and gotten Advanced Rifle I would have been able to make a couple of Bossguns by now which would be way better, but it wasn't to be.

I don't disagree about ninjas themselves being able to be killed early, but if you're playing ironman, your luck isn't going to hold out long enough to survive playing without a lot of caution. Your gals can die pretty easily too, after all.

In terms of immediate research priorities, after The Pharmacist and Inspect Machinery, go for V8 as fast as possible, because ground vehicle races give great infamy.
Hmm. I found I very rarely actually win races with the V8. I'm not sure if races are biased towards spawning on the south half of the globe, opposite my starting zone, or if I'm just unlucky. I find a hunt party to be more useful as it lets you do sea missions and lets you strategically delay missions by having the hunt targetting them while you manage your airbus to do something else or arrive at the right day/night timing.

Also I think the craft battery research is essential to get ASAP after inspect machinery. You miss out on like ~1/3rd of missions without it and that can easily mean 250k a month between score and items. Worse if you miss a castaway girl mission. As long as I can hit all missions I find I usually don't need to buy brainers much if at all past month 1. If I do I end up badly in debt and selling down stuff like glamour to make ends meet.

YMMV I guess. For me it's rare I can't win the race if I already have the V8 ready to go, and it's definitely worth getting a magma cannon to stick onto your Little Bird. Sea missions are definitely not a priority for me, they're risky if it's the wrong enemy type, the infamy is typically low, and the item rewards, while awesome, are often stuff you won't be able to use till lategame, like simulacrum parts. I do agree about the battery research though, it's definitely something to pick up early.

By month three, you really want to have the 'Turn castaway gal into a brainer' tech, as it saves you a lot of money.
I'm beelining that immediately to get by month 2.

I used to do this, but now I think the extra infamy you get from doing other researches in January makes up the difference (plus, February's the shortest month, and you're not guaranteed to even have a castaway gal when January ends). Ideally I'll get two or three gals from the necropirate mission in early Feb, maybe one or two more from red light villas, and then I can convert two at the start of March and two at the start of April.

Don't do Ratman Rodeo missions for the first couple of months, it's never worth it.

You do need to capture the ratman lieutenant for highway house though. I find these missions generally easy-ish.

My thinking is that ratmen have high reactions and decent accuracy, so you're quite likely to take a nasty shot or two in doing this. Plus you have to watch out for the dogs, which means you can't just turtle. Given how having your gals wounded (or worse, dead) when you need them for a mission can start you on a death spiral, and with the rewards for the rodeo being relatively small, I personally wouldn't tackle it until I had either decently trained gals, some armour, or a better craft. Highway house isn't necessary at all IMO.

  • You need to have three overcharged radars completed by 1 July 2601 (as the first missile strike is a babby version). However...
  • You need five OC radars (and potentially the armoured vaults to hit as well) to stave off government crackdowns. I had an Iron Tribe one early on and it killed everyone in my base except two guys. You'll have to sell a lot of shit but I'd strongly advise getting five OC radars up before August.
That's incredibly expensive, I don't get how you could afford that by that point unless you're not brainer maxing. Are you doing that in all your bases?

In the first and second ones, yes. It's definitely expensive and you'll need some luck (or be willing to sell things you might not want to sell) to be able to get the last two ones before August. But you'll also make a lot of money quite quickly when faction shipping starts landing around your area.

Depending on how things are going, by the time I need to equip the third base I might have SAM sites, which are fantastic and something I try to make a beeline to after Back To School, albeit it's a very slow beeline.

A few other tips that came to me:
  • The Linux Mandrake SMG is really strong for how early you can unlock it, particularly with Slay ammo. Great for zombie and dark ones missions in particular, but also just generally useful. It was my go-to weapon for all the early ninja missions.
  • Crafts that you need elevators to board, like the Faust, Jellyfish, Hawk, are fantastic. Early zombie missions, monster hunt missions (without hunters), shambler missions, etc, it all becomes free reaction training as long as you have someone standing on the lift tile. Keep an eye on morale though.
  • The Faust in general is a good early replacement for your airbus, if you can get it early; give it a good pilot and a couple of 25mmx2s and it even has a chance of surviving wandering into an airfield's airspace unexpectedly.
  • The earliest pogroms with Humanists are certainly doable after your first month or two, just bring some throwing axes for the military police. If it's Spartans, I wouldn't bother.
  • You definitely want a couple of gals who are good at throwing. It's a great way of dealing with armour early on, and later, you can get a crazy amount of kills per turn, particularly with a crystal skull. One of my starting gals currently does 78-234 damage with sunblades. They're short-range and not great vs armour or anything with cutting resistances, but within those limitations, they're fantastic.
  • When the 'Ninja attacks Govt' missions start appearing, your best bet is likely to send a single gal in a holosuit and just to immediately run for the exit zone and abort. The penalty will be about -1.7k infamy, but ignoring it costs 2.5k, and beating the mission with nearly all the friendlies/reinforcements dying will still cost you nearly the same.
 
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This time around? I go in the day, partly because I absolutely hate spotter/sniper shenannigans. Everyone stays in the Hawk, then pops out to take shots at anybody who's getting close to my craft.

Try using the Airtruck, it's got a really good design for camping.

You can go at night and use flares to see the ninjas while remaining in darkness. Unfortunately Airtruck is internally lit but if you're in a corner and using it as cover it works.

The hardest part (apart from reaction fire) is probably halfway through when you need to leave the craft and advance, because ninja camo makes it near-impossible to avoid walking into an ambush, and those kustom SMGs hurt

Well, camo cats does actually barely outrange their vision. Only slightly in day but fairly substantially at night. And if you light them up you can see them like its daytime. Night Ops armor also outranges them at night. Especially if you have extra night vision from medals.

Nearly lost my Unipuma catgirl last time because she was advancing at the far edge of the map, a ninja walked into her FOV and she killed it with reaction fire, and then sniper/spotter fun resulted in a bunch of shots going her way.

Hit delete when you're done to clear all TUs so they don't reaction fire. Very important to do to all your team in mass spotter/sniper areas. It's so important that I bugged Meridian to give us a hotkey to clear TUs for the whole team (ctrl shift delete), though its not on the latest released version.

YMMV I guess. For me it's rare I can't win the race if I already have the V8 ready to go, and it's definitely worth getting a magma cannon to stick onto your Little Bird. Sea missions are definitely not a priority for me, they're risky if it's the wrong enemy type, the infamy is typically low, and the item rewards, while awesome, are often stuff you won't be able to use till lategame, like simulacrum parts. I do agree about the battery research though, it's definitely something to pick up early.
For underwater missions its mostly about the cash payout. The more I play Jack Sparrow the less I care about holding onto anything that I can't research in the next month or two. A box of gems is a cool 500k or w/e payday.

My thinking is that ratmen have high reactions and decent accuracy, so you're quite likely to take a nasty shot or two in doing this. Plus you have to watch out for the dogs, which means you can't just turtle. Given how having your gals wounded (or worse, dead) when you need them for a mission can start you on a death spiral, and with the rewards for the rodeo being relatively small, I personally wouldn't tackle it until I had either decently trained gals, some armour, or a better craft. Highway house isn't necessary at all IMO.

Ratmen have 15 NV 1 camo. A camo cat will spot them at range 17 while the ratman will spot them at range 8, a full 9 tiles of advantage. If you can go and land on the corner of the map it should be practically a free win. But then you say you do them once you have decently trained gals, for me that tends to be around mid month 2.5ish when I feel comfortable both with decent stats and tommy guns.

Highway house is often the only thing supporting my ammo stockpile while I'm trying to work towards renewable sources of bullets. For that a single highway house mission enables a dozen shootdown missions with all those rewards. As long as you don't have a really shitty map that is either too confined (stormrat surprises suck) or open (literally no cover vs. the gun), it tends to be pretty easy.

In the first and second ones, yes. It's definitely expensive and you'll need some luck (or be willing to sell things you might not want to sell) to be able to get the last two ones before August. But you'll also make a lot of money quite quickly when faction shipping starts landing around your area.

Depending on how things are going, by the time I need to equip the third base I might have SAM sites, which are fantastic and something I try to make a beeline to after Back To School, albeit it's a very slow beeline.

You're waiting till around SAM sites to start your third base? That seems really slow pacing for new bases.

  • The Linux Mandrake SMG is really strong for how early you can unlock it, particularly with Slay ammo. Great for zombie and dark ones missions in particular, but also just generally useful. It was my go-to weapon for all the early ninja missions.
It is pretty amazing. I'm kind of content hanging around with the tommy gun for volume of fire on reaction shots and training new recruits but the linux mandrake really steps up as a semi-long range weapon and for getting through the light armor of enemies like ninjas. The tommy gun already competes pretty well with rifles at mid range and the Linux Mandrake feels like it obsoletes everything other weapon category between shotguns and sniper rifles.

Crafts that you need elevators to board, like the Faust, Jellyfish, Hawk, are fantastic. Early zombie missions, monster hunt missions (without hunters), shambler missions, etc, it all becomes free reaction training as long as you have someone standing on the lift tile. Keep an eye on morale though.

Ehh, reaction is generally one of the easiest stats to train. My loadout for the 30 shootdowns a month of trash ruffians and civilians is police shotguns with rubber bullets who will cap XP for reaction and firing accuracy in a few turns. Just have a good sidearm for if you need to kill something.

On monster hunt missions if you already have good stats and decent armor (chainmail with shield would be the weakest I'd do), go in with melee and let them smack you around a bit from the front. Titles for both taking lots of hits and killing monsters in melee give armor bonuses and you can end up with some decent bulletproof-ness.

The Faust in general is a good early replacement for your airbus, if you can get it early; give it a good pilot and a couple of 25mmx2s and it even has a chance of surviving wandering into an airfield's airspace unexpectedly.

I really hate the random continent unlocks like this. Faust is probably the worst example of being held back hard given how bad the airbus is.

You definitely want a couple of gals who are good at throwing. It's a great way of dealing with armour early on, and later, you can get a crazy amount of kills per turn, particularly with a crystal skull. One of my starting gals currently does 78-234 damage with sunblades. They're short-range and not great vs armour or anything with cutting resistances, but within those limitations, they're fantastic.

Whip people lying on the ground and it'll train you up pretty well. Helps stop them getting back up and shooting you anyway.
 

Jaedar

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I don't know if it's just the airfields having become fortresses too quickly (having four fortresses and a HQ in August 2602 seems unlucky) or if it's me not getting some aspect of ninja-fighting, but I don't know what else I could have really done.
As I understand it, it's on a timer. X months after being created an outpost turns into an airfield, then X months later into a fortress.
In terms of immediate research priorities, after The Pharmacist and Inspect Machinery, go for V8 as fast as possible, because ground vehicle races give great infamy.
I'm not sure if races are biased towards spawning on the south half of the globe, opposite my starting zone, or if I'm just unlucky.
Ground races depend a lot on where your base is imo. The race can spawn in one of these places:
- [302.5, 302.5, 34.5, 34.5, -156, STR_BUENOS_AIRES]
- [289.375, 289.375, 33.375, 33.375, -156, STR_SANTIAGO]
- [316.875, 316.875, 22.875, 22.875, -156, STR_RIO_DE_JANEIRO]
- [28.125, 28.125, 26.25, 26.25, -156, STR_PRETORIA]
- [18.5, 18.5, 34, 34, -156, STR_CAPE_TOWN]
- [127, 127, -37.5, -37.5, -156, STR_SEOUL]
- [103.875, 103.875, -1.375, -1.375, -156, STR_SINGAPORE]
- [114.125, 114.125, -22.25, -22.25, -156, STR_HONG_KONG]
- [149.125, 149.125, 35.375, 35.375, -156, STR_CANBERRA]
- [145, 145, 37.875, 37.875, -156, STR_MELBOURNE]
- [115.75, 115.75, 32, 32, -156, STR_PERTH]

The numbers there are polar coordinates for the boxes in which the mission spawns. Ie, 3/11 odds of south america, 2/11 furthest tip of south africa, rest in south-east asia or oceania.

Every month for the entire game, there's a 43% chance to spawn one of these missions. Early months there's an additional trigger with 23% chance to trigger. So you're not even guaranteed to see a mission at all!
Is cali republic close enough to south-east asia/oceania to reach the missions there? I would guess yes, but only if you get lucky with the duration. I kinda knew those were the three places the missions could spawn, but I thought the odds in south america were better.
I do agree that getting a ground race win in month 1 is INSANE, +500 score, and a ground weapon with infinite ammo (it uses chemicals). It is kind of an RNG strategy though, you might get nothing.

I really hate the random continent unlocks like this. Faust is probably the worst example of being held back hard given how bad the airbus is.
I think it's great! One of the best things about early game xPiratez is that your strategy can change completely with the right casino outcome, or lootbox opening, or expedition research, or interrogation. I love that kind of dynamic, where your strategy should be flexible to handle both windfalls and shortfalls.

If you don't like it, start in germany and it's guaranteed :)
 
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I think it's great! One of the best things about early game xPiratez is that your strategy can change completely with the right casino outcome, or lootbox opening, or expedition research, or interrogation. I love that kind of dynamic, where your strategy should be flexible to handle both windfalls and shortfalls.

If you don't like it, start in germany and it's guaranteed :)
I'm fine with RNG. Sometimes I get my tommy gun in jan, sometimes I have to find something else to make do with. But I feel like more than just Germans should be able to figure out how to add doors to your ship.
 

Covenant

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This time around? I go in the day, partly because I absolutely hate spotter/sniper shenannigans. Everyone stays in the Hawk, then pops out to take shots at anybody who's getting close to my craft.
Try using the Airtruck, it's got a really good design for camping.

You can go at night and use flares to see the ninjas while remaining in darkness. Unfortunately Airtruck is internally lit but if you're in a corner and using it as cover it works.

Good to know, I don't think I've ever tried the Airtruck, but I'll give it a whirl.

The hardest part (apart from reaction fire) is probably halfway through when you need to leave the craft and advance, because ninja camo makes it near-impossible to avoid walking into an ambush, and those kustom SMGs hurt

Well, camo cats does actually barely outrange their vision. Only slightly in day but fairly substantially at night. And if you light them up you can see them like its daytime. Night Ops armor also outranges them at night. Especially if you have extra night vision from medals.

Nearly lost my Unipuma catgirl last time because she was advancing at the far edge of the map, a ninja walked into her FOV and she killed it with reaction fire, and then sniper/spotter fun resulted in a bunch of shots going her way.
Hit delete when you're done to clear all TUs so they don't reaction fire. Very important to do to all your team in mass spotter/sniper areas. It's so important that I bugged Meridian to give us a hotkey to clear TUs for the whole team (ctrl shift delete), though its not on the latest released version.

Sure, but then nothing stops that enemy just keeping on walking until he sees you, and then shooting you. You're probably safe with Unipuma, but definitely not with regular camo.

Generally I prefer day missions anyway; with night missions I feel like you're left very open to bad luck and sniper/spotter. I may be misunderstanding the mechanic, but if you hit a spotter, isn't it the equivalent of basically lighting you up to any snipers around (albeit with only a certain % chance of them deciding to shoot at you) for the next X turns? Even if you move? Seems very rough if you don't have cover of some kind.

YMMV I guess. For me it's rare I can't win the race if I already have the V8 ready to go, and it's definitely worth getting a magma cannon to stick onto your Little Bird. Sea missions are definitely not a priority for me, they're risky if it's the wrong enemy type, the infamy is typically low, and the item rewards, while awesome, are often stuff you won't be able to use till lategame, like simulacrum parts. I do agree about the battery research though, it's definitely something to pick up early.
For underwater missions its mostly about the cash payout. The more I play Jack Sparrow the less I care about holding onto anything that I can't research in the next month or two. A box of gems is a cool 500k or w/e payday.

Hmm, if you're getting decent payouts often enough to rate those underwater missions as profitable, perhaps I'm underrating them.

My thinking is that ratmen have high reactions and decent accuracy, so you're quite likely to take a nasty shot or two in doing this. Plus you have to watch out for the dogs, which means you can't just turtle. Given how having your gals wounded (or worse, dead) when you need them for a mission can start you on a death spiral, and with the rewards for the rodeo being relatively small, I personally wouldn't tackle it until I had either decently trained gals, some armour, or a better craft. Highway house isn't necessary at all IMO.
Ratmen have 15 NV 1 camo. A camo cat will spot them at range 17 while the ratman will spot them at range 8, a full 9 tiles of advantage. If you can go and land on the corner of the map it should be practically a free win. But then you say you do them once you have decently trained gals, for me that tends to be around mid month 2.5ish when I feel comfortable both with decent stats and tommy guns.

I wouldn't have the camo cats until midway through March, though. The research to actually recruit them is slow, and less of a priority than the Little Bird, Minecraft, etc. By the point I have cats who've been on a mission or two, sure, I'd have no issue taking the rodeo either with them or with gals. But a January or February one is an automatic no from me.

Depending on how things are going, by the time I need to equip the third base I might have SAM sites, which are fantastic and something I try to make a beeline to after Back To School, albeit it's a very slow beeline.
You're waiting till around SAM sites to start your third base? That seems really slow pacing for new bases.

Yeah, I don't prioritize new bases early on, they're too easy to lose (this game, every time I've made my third base, it's been targeted by a crackdown the very next month). Once my workshop and personal labs are set up, I'll probably start a second base in the second half of the first year, and then a third once 2602 rolls around. You can get SAM sites fairly soon into 2602, so it lines up well enough for me.

I don't know if it's just the airfields having become fortresses too quickly (having four fortresses and a HQ in August 2602 seems unlucky) or if it's me not getting some aspect of ninja-fighting, but I don't know what else I could have really done.
As I understand it, it's on a timer. X months after being created an outpost turns into an airfield, then X months later into a fortress.

Apparently it takes between 6-18 months, according to one of the Bootypaedia articles. Interestingly, from looking at XPedia just now, it looks like for JS (and JS alone) the missions that create airfields stop in month 22. There's a fair chance I'm missing something, but if not, I guess I'll be okay if I can work out how to stop any more of the existing airfields from upgrading.

I decided against splurging for the ETAP ammo as I realised I could just buy Asuka and Blackmarch rifles which were comparable if not actually better. Infamy is still dropping like a stone but I may have been thrown a lifeline, as a smuggler ship just gave me this.

screen295.png


In terms of aircombat, are there any ships you'd recommend for this point in the game that would be better than the Hawk or El Fuego? Ideally something where I can stick on the Gat Lascannon and Flame Cannon and be safe to take on Ninja Interceptors and Bombers. I'm considering doing so at the moment with a 46% dodge pilot and a dodger device in the El Fuego, but just one hit from a ninja bomber could potentially take me out (I'm guessing it's a large/v. large craft, per #53, but I'm not sure where that's actually displayed, if it is at all). Though apparently 'cautious approach' doesn't actually slow down the fire rate of the gatling lascannon, so that might help, if approach has any real effect.

And just to complain again about the way the mod is 'Here's something that looks cool but haha there's a crippling flaw so you won't actually use it'... 'Oh, great, I can use the Admiral outfit in the mansion mission that just popped up. Oh hold on, my highest rank non-wounded gal is a Mistress, so she'd be losing four freshness a turn. On a mission that might run for thirty turns'. I can manage it with cigars, sure, but hell if Dio doesn't manage to make so many things that should feel like a reward into an unnecessary pain. Next update that gatling lascannon will probably get a 1% chance each time it fires to accidentally blow up and take out your own craft, I'm sure.
 
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Generally I prefer day missions anyway; with night missions I feel like you're left very open to bad luck and sniper/spotter. I may be misunderstanding the mechanic, but if you hit a spotter, isn't it the equivalent of basically lighting you up to any snipers around (albeit with only a certain % chance of them deciding to shoot at you) for the next X turns? Even if you move? Seems very rough if you don't have cover of some kind.

Yes. They do only have half the accuracy when attacking you (same as your attacks on things outside of LoS). But relying on odds like that is just asking to get people killed. And when it comes to throwing it feels to me like they have perfect accuracy anyway.

The main benefit of night is that regardless of sniper/spotter they still can't reaction fire you from out of sight. Doesn't matter much for your 175 reaction god tier snipers but for average soldiers vs. ninjas that's a big deal.

Also any kind of AoE damage will not trigger spotter, unless a projectile is directly hitting the scout (e.g. if you target them with the grenade launcher rather than the ground next to them). For this reason mortar spam should be very effective once you have it available. If you have umipuma to spot then you should be pretty much golden as long as you can set up in a corner somewhere.

I wouldn't have the camo cats until midway through March, though. The research to actually recruit them is slow, and less of a priority than the Little Bird, Minecraft, etc. By the point I have cats who've been on a mission or two, sure, I'd have no issue taking the rodeo either with them or with gals. But a January or February one is an automatic no from me.

Ahh, right, you aren't starting with the cats. For me its just camo right after survival. Though you can get scale armor similarly quick and use that with a pistol/one handed smg. You'll be quite tanky to their attacks (remember their flintlocks have a 40% penalty to getting through armor) and the weaker smgs still massacre ratmen and dogs.

Hmm, if you're getting decent payouts often enough to rate those underwater missions as profitable, perhaps I'm underrating them.
It's generally good for about 100k in loot + 50k in points, but higher is definitely possible if RNG smiles on you.

And just to complain again about the way the mod is 'Here's something that looks cool but haha there's a crippling flaw so you won't actually use it'... 'Oh, great, I can use the Admiral outfit in the mansion mission that just popped up. Oh hold on, my highest rank non-wounded gal is a Mistress, so she'd be losing four freshness a turn. On a mission that might run for thirty turns'. I can manage it with cigars, sure, but hell if Dio doesn't manage to make so many things that should feel like a reward into an unnecessary pain. Next update that gatling lascannon will probably get a 1% chance each time it fires to accidentally blow up and take out your own craft, I'm sure.
Yep, I thought the same looking at that item. Useless if most of your high ranked units aren't gals (mine are usually cats). And DIo specifically disabled the manual promotions option that could have saved this.
 
Last edited:

Jaedar

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While we're sharing tips, I think a very good place for your second base is the northern tip of scandinavia. This counts as being arctic rather than europe, saving 325K in upfront cost to establish the base while still providing radar coverage over almost all of europe (and the arctic, which is not irrelevant). In addition to that, if you have Aspect:Daydreamer from your choice of captain type, it also triggers an event the next month where you get a chest of coins worth 350k (and some random knicknacks that won't be relevant for at least a year and don't sell for much) and +300 infamy which is another 100k. You also avoid the monthly europe event that gives -50 infamy. The location of the base should also make it pretty unlikely to be spotted by ufos looking to attack a base.

That's a very cheap base for what you get out of it. I think it is also a strong contender for first base, as it counts as both arctic (+450 score first month) and nordfederation (+5 young ubers, onsen preq).
I think it's great! One of the best things about early game xPiratez is that your strategy can change completely with the right casino outcome, or lootbox opening, or expedition research, or interrogation. I love that kind of dynamic, where your strategy should be flexible to handle both windfalls and shortfalls.

If you don't like it, start in germany and it's guaranteed :)
I'm fine with RNG. Sometimes I get my tommy gun in jan, sometimes I have to find something else to make do with. But I feel like more than just Germans should be able to figure out how to add doors to your ship.
Every ship has doors though?
Generally I prefer day missions anyway; with night missions I feel like you're left very open to bad luck and sniper/spotter. I may be misunderstanding the mechanic, but if you hit a spotter, isn't it the equivalent of basically lighting you up to any snipers around (albeit with only a certain % chance of them deciding to shoot at you) for the next X turns? Even if you move? Seems very rough if you don't have cover of some kind.
I prefer night missions early game against non-beast enemies. Late game there's too many high tier enemies with night advantage (and it only takes a single stray laser or plasma shot to light you up) so I prefer day missions. I also prefer day missions against sniper/spotter races, at least until the next engine update happens.
Yeah, I don't prioritize new bases early on, they're too easy to lose (this game, every time I've made my third base, it's been targeted by a crackdown the very next month).
I think this game I learned that none of the early base attacks are random. There's always some scouting ufo you can shoot down to prevent the attack. Dogs with landmines also do a great job of defending. I'm in late sep, and I've had 2 base assaults total (both from academy, because their airbuses are too fast for my incomplete interceptor grid). You are obviously totally vulnerable for at least the 14 days it takes to build an outpost though.
In terms of aircombat, are there any ships you'd recommend for this point in the game that would be better than the Hawk or El Fuego?
I really like the shark jetbike. At 2 million it's pricy, but +35% dodge is invulnerability against most craft weapons with a good pilot. It's also ridiculously fast.
 

Covenant

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378
Yeah, I could marry the Shark Jetbike. It works wonders with a gauss cannon. But sadly, no heavy weapon slots. And dodge-tanking has apparently been nerfed recently, so even a jetfighter can get lucky enough to hit you fairly frequently (1 in 4 fights, for example). Last time I checked the absolute max dodge you could get would be with a Shadowbat with two Spatial Displacer Xs, which would be fun, but I don't love missile slots as a main weapon; they're expensive/time-consuming to keep topped up.

Are get one free protected topics just added to the normal pool, or are there any additional probability adjustments? I grabbed a Guild Rep but don't want to bother researching her now if there's only a 1/19 chance I'll get her secrets from doing so, and I'm not sure to what degree my memory is mixing up the current version with back in the day where interrogation was a manufacturing process and made a separate 'Broken ____' that was guaranteed to give their secret topic.

About 5 mill worth of stuff from the mansion invasion but I lost two fully developed cats and a great peasant. Particularly salty about one of the cats; you'd think that hitting a Guild Rep with a zapper would be fairly safe considering their dismal reactions, particularly given it's a two-dice roll and that half the damage goes to TU. But no, instant 180 noscope on my catgirl with a heavy shotgun. Brutal.

Also, make that five fortresses (plus a HQ), there was one on the tip of the Cape of Good Hope which I hadn't discovered. If that 'no more airfields after October 2602 thing' isn't right then I'm completely fucked.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Are get one free protected topics just added to the normal pool, or are there any additional probability adjustments?
Afaik, it's the same chance to get them as anything else.
interrogation was a manufacturing process and made a separate 'Broken ____' that was guaranteed to give their secret topic.
There are a handful of subjects that are interrogated this way in the current version. With things like guild rep you just have to interrogate lots of them, preferably after you've cleaned out as much as possible of their potential topics (by researching them normally or interrogating the lower ranks).

I also noticed another bad thing about JS runs. Around may 2602 you start getting monthly crackdown missions, which have about 25% chance to be crewed by mercs or star gods. I don't think you're likely to be able to defeat either at that point in the game, nor shoot down cruisers as they come in for landing. As long as they don't hit your main base it's probably surviveable at least. Feels like a pretty extreme fuck you to get sectopods attacking your base at this point, even on lower difficulties.
Each lower level of difficulty delays the start of these missions by 4 months.
 

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