Azira
Arcane
Probably
No. I thought so as well at first, but it's not. The first revival tech you get simply requires that the soldier at some point got ko'd before death so they get the commendation for that, this tech works on anyone with an assigned stasis pod and a recovered corpse.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.
first power armor i saw, thats probably the lootHeavy freighters are weird.
Guess so, the enemies might be the real treasure. Same with science vessels I guess.first power armor i saw, thats probably the lootHeavy freighters are weird.
Or come back as ghosts?Well shit, guess I'll put these two back in the recruitment pool.
Some trainings just do this for whatever reason. The research description should mention it.The fuck? Lenneth got her storm armour outfit replaced with castaway? Did the training do this? Why?
ah thats the loot tooWell, we snagged the rep. And the flight plan too? Not sure if this is useful.
sandbags weight 128, do eeeeeeet! give her a plasma daggerSlut actually tanked a full on battlecannon shot and didn't even get a scratch. This armour is bonkers.
i think some training might even destroy armor,The fuck? Lenneth got her storm armour outfit replaced with castaway? Did the training do this? Why?
That's an option but... the ghosts kinda suck. So much of the game relies on your equipment scaling up, and the ghosts can't use any. At best I could bring some back and use them as pilots. The image of the ghost of Echidna flying around murdering people for us is amusing one... but she'll never match the stats of an elite living pilot, sadly.Or come back as ghosts?
The casino is great. 6.7 million income every month means you can skip so many missions and still be completely fine. And you'll finally get to use your best coupons.ITZ HAPPENING!
I never got this, event cool. I used shark jetbike a lot, which has +35 dodge, and the claw ship seems like a pretty decent upgrade to that. Still wouldn't want to send it against most serious ships though, risk is a bit too high.Ooh, another nice event. I've been meaning to bitch about the fact we never got a single hero in our male focused run, but I'll take an ace catgirl for sure.
Peacemaker suit micromissiles are cool. Not very strong, but very cool.The other suit she came with is neat too. Seems to boost melee rather than firing? And shittier armour.
But imagine when you loot one of these, this interrogation will have saved you 5 million in thieving brainer expenses.Guild rep interrogation was a huge flop. Grr.
Remember the refund ability, you'll probably need it later on...Dang, I'd want this thing even if it wasn't story related. Like the hypercomms, it's a struggle to find a good spot for it. However, since it replicates a lab, and we can't make labs, I think putting it in codexia would be silly. Unless we need this + mainframe for something. ARGH. At least we could refund it to get the parts back, apparently.
The layout of this ship is so fucking bad. Also good luck having enough soldiers to fill 24 spots!
You're supposed to cram slaves and Workers to replace Storages.Researched this too. Going to be awkward finding a place for it; there's so many functionalities in the various facilities I don't want to throw this in some random base with room and miss out on a tech that needs like, space comms + gambling + cloning or some stupid shit like that. I'm sure I'm already missing some stuff like that by playing blindly, but I'm doing my best to stack things in codexia and avalon mostly. Neither has room for this though, especially since avalon is doubling as a production facility.
You can put a few big tanks in the biggest transport ships instead. Works well too.The layout of this ship is so fucking bad. Also good luck having enough soldiers to fill 24 spots!
What storages? I've got 3 across all the bases combined, and they're mostly there for the flak cannon built into them. I've actually got a ton of slaves already, I should make a tally. Workers are a bit more annoying, but I suppose I can afford to hire more now.You're supposed to cram slaves and Workers to replace Storages.
Think I'll go for the Rimriders first. Nicer weaponry, no tanks, more cool aliens we haven't captured and they have a ton of hellerium, which I could use with the fuel guzzling space ships.booooooooooooooooooooooring! merc base NOW!
Yep, progress feels so much better now that I've got 50 brainers instead of 15.Very eventful research and events this update. Steadily approaching the endgame.
Lets be real, we both know if I find one I'm hoarding it in case it's a component to build a giant golden throne or somehting.But imagine when you loot one of these, this interrogation will have saved you 5 million in thieving brainer expenses.
Discovered something weird here; almost none of these ninjas were visible until AFTER I fired the shot. No way they were in darkness so... what gives? Weird. At any rate, the minigun on the roof gave us some gal of steel titles for sister francesca at last. Good stuff.
I haven't mentioned it before, but this craft has one major flaw in regards to using tanks- once they exit, they have no way to get back inside if you need to abort the mission.
Not usually an issue, but this is a merc supply ship we shot down, and I don't fancy my odds of winning it in 10 turns.
We are getting a bit more intel on them though. Seems they're also quite weak to psi attacks. When we tackle the merc base, I'll be sure to bring all 3 of our cybermages, along with some wands of pain and those neural whips.
Fuck, I could have sworn these were at least like 12 or 15 turns. 10 is just way too short.
...and they have a tank. I was actually kind of stoked to try and take it out, but the fucking thing ran away right after being spotted. No way in hell we win this map in 10 turns now. Note to self: bring an extremely strong chem weapon to deal with these fucking things. Fingers crossed EMP works on them too, but chem is the only thing I know of to bypass this shit right now. Maybe daze was the other? *Checks notepad* yep daze too. So we either need to disable the shield (and emp burns down red shields, so probably not these) or bypass them with chem. Not sure what to use for that inside a base though... painbringers aren't really up to snuff, canister guns only have 1 AoE, chem grenades are too weak and slow. I need an acid rocket or something. Maybe the custom blunderbuss with chem rounds? There's got to be something... or we just overwhelm it with like, the vulcan and HVAP rounds. 30x80 damage is... 2400? Even at 25% that'd be 600 damage vs the shield...
These fuckers just threw like 4 grenades in a single turn. I was kinda hoping there was a small infantry presence because they have the tank, but clearly not. Hard to see them in this terrain too, especially at night with their camo.
Apparently I tried for possession a bit too much and Lightbane decided to go for a walk. Luckily nobody seemed to have spotted him because he didn't immediately get lit up with heavy gauss weapons or grenades. Note to self; bring the ratmeisters along for the merc base raid, both for sensing and for sacrificing to gauss tanks.
I really wanted to snag some loot before we left, but Lightbane is a big liability now and the nearest bodies are... not near.
Hmm, seems being inside the ship doesn't count for this craft, we need to be in particular spots. Another flaw.
Hah! I think this is the last of the big 3 engineering techs.
Ooh, those all look real good. Fuel capsules might be lame, but it might also be a prerequisite for craft that use them.
Took another look at these; apparently they require rocks. Fuck. That means we'll need to set up a mine. Or get a base blown up by missiles. I'm gonna try for the mine.
The lascannon variant of the gnomedisc doesn't replace the launcher, it gets the cannon AND the rocket launcher! Sick!
Ripper cannon turned out to be a light weapon. It's actually really, really good, aside from the annoying ammo being in batches of 50. But both the cannon and ammo are easy to manufacture, and this thing is way better than gauss cannons, let alone the 50mm we got on the speedy rat. I could totally see us setting up one of those nightmares with a pair of these and backup missiles for scary targets.
Gah, of course the cannon takes a lot of parts to make too. I can actually just buy MOST of these, but not the intergrated devices. Those are actually quite hard to get, we can't even dismantle stuff into them like we can for optronics or these other parts.
Between the crab and our new fighter, I decide it's time to stop letting those bombers do whatever they want. Took them down pretty easily. That's a big shift in our favour.
Damn it feels good seeing pilot exp reports.
Ah, so this is what those weird dildo looking things were. Seems they lack the ammo variety of a proper mortar, and they don't get the massive kneeing bonus either, so no 150% accurate shots into the fog from across the map. OTOH, we could easily stuff one of these in a backpack and get to a decent position with spare ammo, or even stick it on a flier to shoot from the air without risk of hitting a tree. Might use this after all.
Dunno why, but we can FINALLY research minilaunchers. Honestly, it's so late I'm not even that hyped for it anymore. Mini emp bombs and stun grenades seemed awesome like.... 30 weapons ago. Now they probably won't scratch our targets.
Seems the vehicle lascannon needs clips too. Mildly annoying.
Assault transport lives up to it's name with a full 4 weapon slots. Slightly more room than our current transport too, but also slightly slower. Maybe worth it if it has a nice layout, but I think we want to see that heavy transport first.
Something weird happened this time when I tried to send a pair of craft out to take down an eridian dominator (it's surprisingly weak!) I can't seem to get the speedy rat to act as a backup escort for the crab. It's faster, so it stays right on top of it...
But when combat starts it's not pulled into the fight. I thought this was because it is a transport, but I then had similar behaviour with the Claw. I managed to get them both in the fight later by having them both target the enemy ship, but then the claw was in front because it's too fast.
Damn, that's a beefy cannon. 50% armor pen as well. And yes, we can make the fancy advanced ammo packs for it. Stoked to try this out.
Craft lascannon is a bit less impressive, certainly less powerful than the ripper. But it's respectable for an ammoless option.
The real prize there is that it unlocked more research. I hope laser battery is a battery OF lasers and not a battery FOR lasers. If I can replace those sam sites we could open up a lot of space in our hideouts while remaining fairly safe from assaults and missile strikes. Particle weapons is also obviously very promising.
Hunting down supply ships for enemy bases now, and trying to figure out the weird escort behaviour. This was actually a flub; the supply ship landed and then we got ambushed on the way back home. Thankfully that ripper cannon did enough damage to kill both fighters before the transport exploded. The claw has been good for chasing down some random transports and such too. We're racking up a ton of infamy now just from craft battles.
Are you ready to be terribly disappointed? I know I am!
Yep. That's both tickets. I suppose we could roll the slots another 1000 times. There's got to be somehting decent in there. Kinda saving jack tokens for that plasma blades option he has though. We're rich, but not quite 'spend 30 million dollars to get 3000 tokens' rich. Yet.
Ah. Well this looks like a nice source of tokens. Time to give that gnomedisc a workout!
The layout of this ship is really amazing. Speed can be fixed since it has 2 utility slots.Last of our transport options. I kinda want this thing for base raids I think. 36 troops is a bitch to manage, but it'd help a ton for overwhelming the initial area around the spawn point. Too slow for normal missions though. I guess I could use it for certain ones if I wanted to bring like 5 tanks.
This is why you should always save your ship loadout, then when you try to load it the game will tell you everything that is missing.At least we kept the armour. I couldn't recall how that works. That downgrades this from absoluete disaster to middling inconvenience. Largely because I won't even remember all the shit I need to replace now. Healing supplies, environmental gear, weapons, ammo, grenades, stun tools, stealth gear....
You can build integrated devices from optronics, but I can't remember if it requires some super special tech.Fuck, I don't even have the parts to remake some of this shit. The only things I know of that drop integrated devices are academy nerds.
u knew the base is defended...the enemy attacked us as we were leaving
cause u r bit late...Enemies appear to be laughably undergeared as well, thankfully.
m e r cmilkrun
You really want to see the whole squad get annihilated by gauss tanks, huh?m e r c
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36? Christ. You're meant to use tanks yep, or be insane enough to train almost four dozens of guys. The endgame ships have this problem. The issue is that you can't use vehicles against bases for "reasons", darn it!Last of our transport options. I kinda want this thing for base raids I think. 36 troops is a bitch to manage, but it'd help a ton for overwhelming the initial area around the spawn point. Too slow for normal missions though. I guess I could use it for certain ones if I wanted to bring like 5 tanks.
Use the ship loadout feature.At least we kept the armour. I couldn't recall how that works. That downgrades this from absoluete disaster to middling inconvenience. Largely because I won't even remember all the shit I need to replace now. Healing supplies, environmental gear, weapons, ammo, grenades, stun tools, stealth gear....
Isn't Battle Bros turn-based though?I fucking hate this shit, it's why I stopped playing battlebrothers and mount and blade
The mods that automate production stuff are amazing, there was one that I dunno if it works anymore.You can build integrated devices from optronics, but I can't remember if it requires some super special tech.
It's kind of like xcom, in that the battles are turn based, but there's an overworld map that operates in real time. You can be strolling through the woods when spiders or zombies show up and you technically have time to run away... but it's a fucking reflex test to see if you can issue the order in time.Isn't Battle Bros turn-based though?
Yeah yeah. I should just change the hotkeys for it. It won't really help now because it's outdated; it'd recall a bunch of old shit I forgot but leave out new shit I'll forget instead.Use the ship loadout feature.
To be fair, you can easily build a base with 50 training slots and let some peasants stew there for half a year, and then bring them as fodder.You're meant to use tanks yep, or be insane enough to train almost four dozens of guys.
Yeah, micromanaging production kinda sucks.I've been slacking on the manufacturing too, just make chems instead of durathread at one base. Still wildly profitable, but we could be doing better. I'd rather just run missions and sell shit though.
That was one of my plans initially, but the base got blown up like 3 times in a row. At this point power armour and tanks are a lot more appealing that giving 30 orders a turn though.To be fair, you can easily build a base with 50 training slots and let some peasants stew there for half a year, and then bring them as fodder.
Oh definitely, it's why I've been putting it off largely. Elec won't work well for them, but neural whips and poison will be great, so I'll bring cobra staffs as well. Should be fun times, provided we don't get annihilated by tanks or something totally new. Since the rep hit is trivial, I'll probably just bail if we get a bad spawn or a chance to capture an engineer or VIP quickly.Merc base will be interesting. Remember to bring tools for live captures.