General > Discussion
Initial equipment
Bandobras:
Thanks! Anybody else?
--- Quote ---5 rockets for the rocketlaunchers
(1 loaded + 1 in belt + 3 in holster),
--- End quote ---
I think ammo load time is the same regardless of equipment slot. Can you verify? And the RPG man needs really badly an SMG in his holster, since he is helpless at close range, expecially after shooting his rocket...
HaJo:
--- Quote from: "Bandobras" ---RPG man needs really badly an SMG in his holster, since he is helpless
at close range, expecially after shooting his rocket...
--- End quote ---
So he should avoid being at close range :)
and instead move out of sight behind some cover.
Changing weapons + shooting needs at least 15 TU
(1 drop to floor + 2 move to hand + 12 shoot).
After firing a rocket (3+12 for moving into position + shoot),
that does not leave enough time for anything else,
as I rarely get men with more than 30-31 TU.
So he is best used from the rear, just shooting + reloading.
Bandobras:
As you wish. But this is not possible in close-quaters maps (rare, right now, but still). And when you start turn after firing a rocket in the last turn, and you spot an alien close and have the option to reload rocket or wield SMG, shoot and still manage to take cover...
What about reload TU cost? Is it constant or not?
P.S. Oh, sorry, it is not constant, as opposed to XCOM1. so carrying rockets in the holster (what an absurd! :) ) makes sense. BTW, do you like it that way?
HaJo:
--- Quote from: "Bandobras" ---What about reload TU cost?
--- End quote ---
Reload rocketlauncher with ammo from belt or holster: 14 TU
Reload from floor: 15 TU
Reload from backpack: 18 TU
HaJo:
--- Quote from: "Bandobras" ---it is not constant, as opposed to XCOM1.
BTW, do you like it that way?
--- End quote ---
it seems logical: reload-time for weapon + time to move ammo into hand
As defined in weapons_human.ufo :
* rpg ... reload 12
and inventory.ufo :
* inventory belt ... out 1
* inventory right ... in 1
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