General > Discussion
Weapons jamming
BTAxis:
--- Quote from: eleazar on March 12, 2008, 09:22:05 pm ---IICR, you will need to save as many TUs for reaction fire as it would normally take to fire the weapon.
--- End quote ---
That's correct.
shevegen:
I think Jamming could be fun and should be part of the game, although at a very low rate ;)
And I think secondary weapons outrule primary weapons except on tough aliens and difficult maps >:)
Ankheg:
Maybe it will be more actual to add overheating, not jamming?
Yes, when weapon wlll be overheated it will be as disabled as in jamming case, but that will be more pedictable and less nervous.
Serrax:
@eleazar:
--- Quote from: eleazar ---Secondary weapons already have a use.
--- End quote ---
As they are so useful - why don't have every soldier one?
--- Quote from: eleazar --- First they can be used when the primary is out of ammo,
--- End quote ---
If I waive a secondary weapon - I can carry more ammo for my primary weapon. Which is generally more powerful, accurate and reliable.
--- Quote from: eleazar ---or for close fighting when the primary has an area effect (bazooka, grenade launcher).
--- End quote ---
Secondary weapons for the 'special weapons' squad aren't news and hardly the topic. But for example the grenade launcher is often integrated in the primary weapon - like the M203.
--- Quote from: eleazar ---More importantly They generally require fewer TUs, and thus can be used when low on TUs and will be a much better reaction fire choice with the new reaction fire rules.
--- End quote ---
At first, you need to draw the secondary weapon. Imho the use of two weapons isn't punished (yet) in UFO, as the rocket launcher is the only weapon you need to drop on the ground.
cu
Ildamos:
I let my medics carry SMGs though.
Those are secondary weapons right? Haven't checked back in a while; vidcard got fried a week now.
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