have the mechanics changed? you could always carry heavy shit and be overweight, it just drained energy and max tu limited
Yeah that's how it works, but low level ratlings have fuck all for strength I think, I'm surprised they can carry those and fire. Maybe it's intentional, like they can move or fire but not both.
Big update time!
So I ran another beach mission, but Sister Francesca may have, slightly, commited a war crime by gassing some civilians. Oops. We thought they were already dead, we swear!
Body Farm, it turns out, is another facility that can provide cloning functionality. It's way cheaper too. The catch is that it needs a 2x2 space, doesn't provide healing, and requires 50 life support, which I doubt we have at the moment anyways. Still, might want one of these at some point. Unlimited zombie juice could be very nice for making consumables and, presumably, turning people into zombies. I forget what exactly we needed for that. Oh, and it creates zombie defenders in a base defense! Neat.
This confuses me. Does this mean we can now revive anyone, even if they didn't get stasis pod'd? That would be... insane. We could revive Cleve! Really excited to get that cloning facility online.
Sadly, this tech didn't unlock Astral Warpgates or whatever like I thought it might. Just a decent chainsaw. I don't really like these though; they're no good in melee because they're technically guns with 1 range. So they're basically good for tearing up walls, but not as good as a crowbar in the hands of someone really strong and fast.
This is... surprisingly good. Like, the damage is better than the vibro sword, albeit shit vs armour instead of piercing it. If it counts as stone age I totally want one, we could chop up some werewolves with it no problem.
So, these guys are popular this month I guess.
After ~130 rounds from the quadcannon at 6 damage each, blown to pieces. Like I expected.
So I went to finish the one next to it off, and after 130 rounds.... it crashes? Of course this one was over water, because I figured they couldn't crash. Apparently it's a random chance. Good to know.
I'm sure this won't lead to a nuclear disaster of any kind.
Well, the nuke stuff I expected, but we can make UAC clips too? That's kinda nice...
Not what I was expecting afer the description from matter compression tech. Ugh. I could throw it on the highway star to make it even faster but... why even bother?
Crab deployed as a transport. It's not terrible, has a single door and no windows, and it's got a ramp so that helps vs melee enemies. Still, not going to be using it like this I expect, unless I need a 6 capacity craft for a mission. Inside has too many vulnerable parts.
MORE DAKKA.
Ooh, that sounds nice. Should be a personnel weapon.
Damn, most of this stuff was lame but HVAP for custom sniper and vulcan are crazy. With ~150 accuracy, custom sniper has effectively 110 attack power, times 2 shots. Vulcan got beefed up a lot too.
Turns out this needs a lot of supplies to make. And it's a quarter million a pop! Geeze. Still worth it though, assuming it's refillable like medkits.
Behold! SHIELDs. And free ammo. Definitely going to shoot down more little nuisance ships from now on.
Only lost 3 shields a 5 rounds of bioplasma to take out a patrol chaser. Those are wimps anyways, but it beats spending missiles or needing 2 days of repair with our old fighters.
Full loadout. We've got 24 armour, 500 shields and 450 hull, the basilisk can punch for 120 damage to bypass armour on big targets and the projector has enough ammo to stay in a fight forever. Targeter is just 10% more accuracy, which bother weapons could use.
The prospect of getting free infamy passively is pretty nice. Is that what those reticulan ships we saw before were doing? They were also trade missions that spawned after we made contact.
The production is pretty easy. Finally a use for scrap metal, and chems are free. If we were to sell the plastasteel, it'd be 3x more profit per runt than selling chemicals. However, since durathread is about a third better than even that, and it was profitable to use plastasteel that way even while buying it, durathread is still our moneymaker. But this will make things way more efficient, since we were previously losing half our profits having to buy steel. It'll make the supply chain complex, but I'm sure I can get months worth of ore from robbing excavators.
Time to take our crab out for something a bit more exciting. The guild has been running 'secure freight' missions. These are guarded by 3 fighters. I actually tried to back the crab up with our transport ship, but apparently I timed it wrong because it wasn't in range. Whoops. No big deal though; this is an easy fight.
In the end, we took down 2 fighters, one escaped because I was trying to conserve ammo, and we shot down the freighter itself of course. I think they managed to scratch us slightly, but it was trivial damage. Burning through 30 basilisk rounds is more anoying, but we can make them much more cheaply now that we can make our own plastasteel.
Thats a lot of xp for just 3 ships. Maybe the amount of shots fired or class of ship matters?
We got like ~1500-2000 infamy for this as well. Nice.
And 3 crash sites to loot!
Turns out the fighters are thrashed; a shame, I wanted their engines.
They're each defended by a pair of marsec operatives.
Gauss weapons are sitll a little spooky, but nothing some ninja shenanigans can't handle. Even took this guy prisoner with the neural whip.
Well, no engines but more slave AI is always nice.
Time for the real prize. The heavy freighter is... quite large.
It's also defended by a bunch of G.O.s with shitty weapons, apparently. Though the HEAT rounds for this shotgun are nasty. Did we get those at some point? Hopefully they aren't using them.
They've got some security too, but weak laser weapons are nothing to us at this point.
Ooh... that could put a dent in someone though.
Luckily, unlike our tanks, theirs only have like 65 hp. Still, not worth risking lenneth trying to carve it up, so we'll have her come back.
...and there's a second tank behind us. Well okay then.
Figured I'd try a few swings since it's right there and has it's back turned (and has all of 20 reactions) but no dice. Cutlass is too shit vs armour. Definitely dropping it for the vibro sword or force blades after I get that 5th level of traditional.
Well, this is handy. The tanks, thankfully, don't have sniper or spotter, and only 12 NV. Time to put that vibro spear to work. We're sadly short on anti tank weapons, and weapons in general really, because I swapped ships for this mission and my saved loadout wasn't as all purpose as I'd thought. Not that I expected tanks from a crashed freighter to begin with.
Hmm, 2 spear jabs... we're hurting it, but too slowly.
And we found a third tank on the way back. Lovely.
I did give it a third stab first though, and it's pretty weak now.
Glad I waited for the custom snipey gun to arrive before starting this.
Well, that did the trick easily enough, and the next turn the tanks split even further apart.
Next one goes down to the sniper gun immediately. That was vs the side armour too. This thing is a beast. Ignores 30% armour too.
Spotted the end of the freighter... I hope some of it's engines survived. Seems to be in mostly good condition at least.
Ah fuck! I forgot to bring Lenneth back in!
Thankfully, was just a scratch.
Seems we got hit with a rail rifle. They're decent (~70 damage), but nothing compared to a heavy gauss.
This fucker survived what the tank could not. Jesus. 2 ~100 damage sniper shots with 48 minimum damage each. We rolled very, very badly here.
We pick off a few more. The north tank is staying put, so I leave Modron out here for better sniping chances. One ammo clip down. I really should have sent more with the gun.
Slut is running out of freshness.
Nothing 5 cigarettes can't fix though. I suppose if I can't knife her to test regen, this works too.
Sure enough, back to full health next turn. I did it again the next round too. Note to self: send more smokeys with the supplies. 2 packs seems like a lot, but slut and Maria use them up FAST.
Lenneth came out to snag an operative that got too close, and spied half a circus out here. There's even a bodyguard in power armour.
This crystal skull is crazy. Definitely want to try it out with a catgirl in grav boots. The only limiting factor is energy.
Lenneth had just enough to sprint back inside. She's using dragonfly armour, but grav boots on a catgirl could do this like every 2 turns instead of once every 5 or so.
Modron is tanking hits like a boss. Took a wound somehow, but it's nothing. I love this armour.
The tank up here stayed still so long Maria had time to go from ~200 energy to 500. 6 stabs should be plenty.
Sadly, our rolls were shit so 6 stabs was just barely enough. And then the tank exploded, revealing our position! Fuck. Apparently stabbing doesn't prevent that, but normal bullets do? Seems backwards.
At least we're far from most of the enemies.
Time for Slut to finally fill her role as a (now literal) meat shield.
Bring it on!
Dang, they actually took a chunk out of her.
Might have been the grenade, but she was far from the centre so seems unlikely.
Ah, maybe this. They probably have the good ammo clips.
More grenades incoming. Modron is even tankier than Slut though, just lacking the regen.
Speaking of regen... works like a charm! 24 health back in one turn when you factor in the wounds.
Morale on the expendables is getting pretty low.
Modoron has burned through another clip. We're down to the last one, and it's the normal ammo, not the good shit. Should still be plenty for anything short of a tank though.
The elite dudes are a lot harder to shake up. Still, even they're starting to get shakey.
I throw Slut back out there to draw out some more enemies. We've thinned them out plenty by now, at this point it's harder finding them than killing them.
Ah, well, we definitely found some of them. No time to finish the battle though, I''m off to work. She's probably fine though...