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Bugs found during base-to-base item transfer

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zenwolf:

--- Quote from: "Zenerka" ---That is the way current RF system works, and that is expected. You "reserve" 7TU for single RF shoot or 14TU for multiple RF shoot, and additionaly your soldier uses the amount of TU when shooting (per shoot type).
--- End quote ---


I refer to the TUs required for ONE snapshot, which is different for each weapon.  When the TUs required for one snapshot is not eight, the amount reserved drops to seven TUs, regardless of the actual requirement.

Just last night, I tried reserving for single snapshot even with an 8 TU snapshot, and it only reserved 7 TUs.  Therefore, if I spend all TUs not reserved for the snapshot, I find my unit 1 TU short of getting off any shot at all, whether I take the 'cap' off to shoot during my turn, or leave him to reaction-shoot for the alien's turn.

Voller:
I think you're talking about different things here:

The buttons is not there to reserve TUs for your current round, but to enable your soldier to take a reaction shot during the opponent's round. This is a very different system from the one used in x-com.

Zenerka:
Yep, exactly. The RF button is not to "reserve" desired amount of TU, but to "enable" Reaction Fire shoot during opponents time.

zenwolf:
Oh.  So then why does the button deduct from available TUs if the amount reserved isn't going to correspond with the TUs normally needed for snapshot?

blondandy:
your round N: You spend seven TUs in your round. You then get all TUs back at the end of your round/beginning of enemies round.

enemy round N: That seven TU has bought you the right to spend TU on a shot in your ememies round.

your round N+1: In fact the TU for shooting are spent from your next rounds budget.

You can think of it as your soldiers having to creep around slowly being observant. The converse is they could move much further without using RF, but are are likely to get caught with their pants down in the enemies round.

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