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Machine gun / Autocannon Discussion

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TrashMan:
Not to mention that argument is not correct, but this thread currently deals with high-power anti-armor weapons vs. aliens in armor.


--- Quote ---Their armor is exactly why an 5-alien landing party is a threat to national security.
--- End quote ---

Don't you even realise how silly this statement is? Armor being really amazing and all, durable, light, etc... OK. But to this extent? Common sense and physics kinda go against it.
Even with just standard lighter weapons several humans can throw an amazing ammount of force at an alien. Action and reaction. The size, weight and power requirements of an armor limit it's defensive capabilities.
After all, those alien armor don't have some magical shields powered by miniature fusion reactors.

At the end of the day this IS a game, so the heaviest of aliens surviving a rocket hit - oooooooook, I can swallow that. But it should be barely alive after that. Like 95% health lost.

sirg:

--- Quote from: Sophisanmus on July 01, 2008, 08:11:18 pm ---So durable enemies  that take teamwork to dispatch are arcade-y.  And running around blowing everyone else up with a rocket launcher isn't. 

--- End quote ---

There isn't such a thing as "durable enemies" unless you want to take out the realism from the game. You can't just hit someone (even an alien) with a rocket, and expect to behave the same way, the only difference being in lost hit points. That's arcade. When you shoot bitmap sprites with rockets and bullets until their hitpoints reach 0.

On the other hand, in a more realistic game you have entities which are affected by splash damage, critical hits, or get crippled. I'm not sure what the devs have decided, but I'm against enemies which are only a sum of moving hitpoints. Any hit should affect the target in a way and it's ability to fight. Ofc, you might have hits which are absorbed by armor or deflected, but I'm not talking about those.

In X-Com, aliens could panic or get crippled. They dumped their weapons and ran or froze in terror.

More options you have to kill or impair your enemy = more tactics, more varied gameplay, more lifespan for the game.

Sophisanmus:

--- Quote from: Sirg on July 02, 2008, 01:27:58 pm ---Any hit should affect the target in a way and it's ability to fight.
--- End quote ---

I agree wholeheartedly.  That effect, however, should not be death in all circumstances.  Stages of damage.  Penalties, penalties, penalties.  Reduced accuracy, reduced movement, reduced reactions, gradual health loss, increased future damage, forcible relocation, confusion, panic, unconsciousness.  I want to see the effects of these weapons wearing down the aliens, taking them apart.  I do not want to see the heavy aliens going down from an HE rocket.  An AT direct hit, maybe, but not an HE.  That is a human anti-infantry weapon, and the aliens are supposed to be sufficiently advanced that human anti-infantry weapons are ineffective by our standards.  Instant death would qualify as "still effective".

BTAxis:
Soldiers already are penalized for being injured. A soldier with less than 50% health gets an accuracy penalty.

Don't expect anything more sophisticated than that, though.

blondandy:
in case anyone is interested the equations used. (and plots of the curves as gifs) are here

http://sourceforge.net/tracker/index.php?func=detail&aid=1922164&group_id=157793&atid=805244

the mind stat helps soldiers cope with wounds better.

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