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Author Topic: Snipers, and some questions  (Read 10250 times)

Dusty

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Snipers, and some questions
« on: February 21, 2009, 07:27:56 pm »
Wonder how many of you use an all 8 snipers team

I use in general 6 snipers and 2 heavy, or 7 snipers and 1 heavy

Some questions;

How can i build vehicles? like light tanks?, or is a feature not implemeted yet?
The skills of the soldiers have something to do with the country from they come?

Oh and my first post, salutes!

Offline vedrit

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Re: Snipers, and some questions
« Reply #1 on: February 21, 2009, 07:46:00 pm »
Wow...you have a VERY sniper-heavy team. Why not diversify a little?

Building vehicles, no, I dont think thats implimented, aside from aircraft or ammo for the UGV that you buy.
Im preatty sure the skills are random.

And hello!

Dusty

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Re: Snipers, and some questions
« Reply #2 on: February 21, 2009, 08:16:09 pm »
Yea :)

I think it was because in one mission my team was ambushed by tamals, they killed 4 out of 7 ...all them with rifles :(, the lizards are very nasty also

So i just moved to snipers, and found they were very effective, or best fitting with my platstyle

Sadly there is not other effective sniper weapon, other than the sniper rifle, since the bolt rifle is not that effective

But yes i think is should add some rifles, but for that are the 2 heavy weapon rambos :)

odie

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Re: Snipers, and some questions
« Reply #3 on: March 12, 2009, 07:15:41 am »
Wonder how many of you use an all 8 snipers team

I use in general 6 snipers and 2 heavy, or 7 snipers and 1 heavy

Some questions;

How can i build vehicles? like light tanks?, or is a feature not implemeted yet?
The skills of the soldiers have something to do with the country from they come?

Oh and my first post, salutes!

OOooo, Dusty, u met another of ur kind.
Mine is usually full sniper team. Recent dev 2.3, i use 7 snipers, with the 8th carry the Rocket launchers (I love em!). Out of the 7 snipes, 4 would be full time snipers. 3 would carry the stun rods for moving in close (these usually have excellent or good close combat).

Otherwise, i would just snipe all i could, lure enemies to fire at me (from far away and me proned). Then i would surround the bugger and kiss his arss tata.

Offline BTAxis

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Re: Snipers, and some questions
« Reply #4 on: March 12, 2009, 10:39:27 am »
You know, the fact that there are such different play styles out there (some people swear by grenade launchers, others take flamers, you people take snipers, etc) makes me think the balancing is at least a little in the right direction.

Offline Captain Bipto

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Re: Snipers, and some questions
« Reply #5 on: March 12, 2009, 10:00:00 pm »
I never used snipers when I first starting playing this game...i don't know if it is 2.3 or what but snipers appear to be more useful now than when I was playing 2.2.1.

When I do use snipers I try to produce coilguns and bolters ASAP. Before I would tech/produce laser rifles and pistols, then the heavy weapon.



odie

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Re: Snipers, and some questions
« Reply #6 on: March 21, 2009, 05:45:28 am »
You know, the fact that there are such different play styles out there (some people swear by grenade launchers, others take flamers, you people take snipers, etc) makes me think the balancing is at least a little in the right direction.

Yupz yupz. I thnk the current balancing are quite nice for the assault, snipers weapons - as i have been so active on em. I also still believe in all rounded weapons.

The onli ones i feel out of balance are the close combat and the long range high explosives.

This might be out of topic, but i ma placing it down, so shift this thread if need. :D

1) Close combat - i feel that as a real life semi auto weapons specialist (i was in army 2.5 years and still in reservist yearly), the close combat weapons are critical to me. I enjoyed my SAW and is trained to use em. But i would not want to engage this weapon if i am forced into FIBUA. One good game to illustrate this is Operation Flashpoint.

I feel that current close combat wpns take up too much TU. Simply stated.

2) Long range / Explosives - by far, i am also trained as an Armored Pioneer (my vocation). And well, i deal with all sortas explosives..... which are far more devastating in real life than in UFOAI. lol. Maybe its the non-destructive landscape that makes it feels less potent. Aniwae, i feel that this could too, be better balanaced. :)

Offline BTAxis

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Re: Snipers, and some questions
« Reply #7 on: March 21, 2009, 09:12:21 am »
Maybe you have a point with the close TU cost, but I want to be very careful with the explosive damage. I tuned it down once already because they were too powerful, particularly the grenade launcher. I certainly don't want to touch this until the armour arsenal fills out, and the grenade bouncing is fixed.

Offline Lew Yard

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The map?
« Reply #8 on: March 22, 2009, 12:15:38 am »
Surely load-out choice depends upon the map?  I can't see a sniper-heavy setup being optimal for clearing building interiors, compared to gas grenades, lasers, or going PlasmaWoo.  Whereas going PlasmaWoo on maps like the dam is probably a pretty bad idea.

Offline Captain Bipto

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Re: Snipers, and some questions
« Reply #9 on: March 22, 2009, 07:01:14 am »
Excellent point about the map determining load out. Are there any plans to allow the players access to pre-mission intel such as a sneak peak of the map via satellite photos?



Offline BTAxis

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Re: Snipers, and some questions
« Reply #10 on: March 22, 2009, 09:47:39 am »
Sort of. We intend to use mission briefings that tell you a little about the map, which can give you a clue about what weapons to use. No preview, though.

odie

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Re: Snipers, and some questions
« Reply #11 on: March 22, 2009, 01:57:00 pm »
Maybe you have a point with the close TU cost, but I want to be very careful with the explosive damage. I tuned it down once already because they were too powerful, particularly the grenade launcher. I certainly don't want to touch this until the armour arsenal fills out, and the grenade bouncing is fixed.
Yupz, i understand that this should be close to last stage of game execution - at balancing and fine tuning.
I am alrite with that. :) A point though, GL (AGL - automatic grenade launchers if ever on UGV), they should be just good enough like grenades. But rockets? Hmmm, i recommend they be more potent. Lol.

Oh yar, i did not exactly understand the armour vs wpn strength algorithims. But if its a armour points that requires minus and stuff, perhaps that could be striped off abit in the case of rockets.... that way, its significantly more powerful than that of the GL but not yet not enuf to overwhelm. :D


Surely load-out choice depends upon the map?  I can't see a sniper-heavy setup being optimal for clearing building interiors, compared to gas grenades, lasers, or going PlasmaWoo.  Whereas going PlasmaWoo on maps like the dam is probably a pretty bad idea.

Ah ha, the current issue is that there are no loadouts preplanning possible based on maps.... why? Cos there is no mission briefing screen. I believed that this is under planning. Look out for that. :) Hence, when we have at least an idea (like in FIBUA or Wildlands fight), we would be better able to plan our strategy.

For now, its functionalities that the folks are working on fast and furious. :P

odie

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Re: Snipers, and some questions
« Reply #12 on: March 22, 2009, 01:57:55 pm »
And oh, until then, i am sticking with my sniper super squads with my usual rocket specialist and perhaps 1 or 2 machine ultraman. :P

BigFan

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Re: Snipers, and some questions
« Reply #13 on: March 26, 2009, 06:42:43 pm »
G'day again all

Imo i found that an all snipers team made this game too easy, apart from being unlucky and eating 2 or 3 long range shots from the aliens, having a all sniper team wouldnt give the aliens any chance at all.. now i know some will think "isnt that the point, to snipe your enemy b4 they have the chance to do the same".. ill have to agree.. but for the sake of enjoyable gameplay and not overkilling i prefer to use a setup like/but not restricted to...

2 snipers (1 with standard sniper rifle the other with Particle Beam Rifle.. ive also noticed a very big difference with the 2 in accuracy.. but the particle rifles discription states it has a lower accuracy)

4 Assult  (being a bigfan of UFO: Enemy Unknown, i decided to play with the plasma rifle's.. 2 of these will be my main pushers and will do the grunt work of hunting out and killing all the aliens, i have recently givin them stun-rods so i can capture some live aliens due to the fact that i forgot to do it when i was first notified about the new propsals.. i have also replaced thier plasma nades with flashbangs to assist with stunning... the other 2 will be close support for my 2 snipers which i will postion in the best highground spots i can find, map dependant, basicly these 2 will watch the snipers backs if there is no cover already..

this seems to leave a challange in the game that is lacking with an all sniper team.. but again.. this is only my opinion ..

BigFan

Offline Valis

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Re: Snipers, and some questions
« Reply #14 on: March 26, 2009, 08:27:30 pm »
I just do not know how do you guys take on cleaning the big ships without assault or heavy guns.

Snipers take up to half of my teams weapons sometimes as they are reliable with their long range but to manoeuvre in short, curvy corridors you have to have a rapid fire gun. You take then something with smaller range but bigger fire power. For taking ships also one flame-thrower is nice.