General > Discussion
Coilgun best weapon in Close Quarter Combat - human cqc weapon?
Viento:
Hiho!
I'm later in the game (2.3) and have researched all weapons (heavy needler is the last one). The choice of weapons in most maps is clear (lots of coilguns, small snipers and a few attackers with stun grenades + PB-launcher) but sometimes you need to get into ufos, which means deadly close quarter fighting.
I should point out right here that I am no fan of using alien weapons (I just think they are made for aliens). I love to use the ones developed by humans (using alien technologies) or even standard weapons.
Observation + Problem: I realized that the best weapon for close quarter combat is the coilgun because it is the only weapon that stands a chance to kill the enemy with just 1 shot. If aliens are allowed to fire (at this close range) my soldiers are almost always killed. I find this frustrating because my soliders have 60+ skill and I don't like to lose many of them. I didn't care about losses at the beginning but after a long time I can't just let 3 of them die in a terror ufo. I retry. Retry. And quit quite often.
Personal Opinion: It just doesn't feel right for the most powerful, huge, bulky sniper rifle to be the best close quarter combat weapon in the game.
Consequence: I think we are missing a human close quarter combat weapon that takes the described function of the coilgun. The sniper skill should not be the most important inside a ufo. I expected the assault and close quarter skills to be important but there are no human weapons that are suitable in this phase of the game (laser rifle + pistol are just ridiculous against medium armour mutons).
Or am I missing an existing human weapon that is well suited for active close quarter fighting (+ deadly reaction fire) against muton + sheevar in medium armor?
Andy
Kildor:
please, try flametrower and grenade launcher :-)
Viento:
Grenade launcher is fine. :) (but not very useful in cqc, I find. Too much damage for myself with PB grenades)
Flamer: good idea. Never even tried it. :)
Still: Something like a human short assault rifle or a machine pistol that does decent damage would be great! ;)
Andy
Destructavator:
Yes, I've noticed the machine pistol and the SMG in some cases do about no real damage at all, sometimes even with a full-auto spray up close where every shot hits, far too weak... (in 2.3)
Viento:
Since machinepistols, shotguns and all the laser weapons are nicely balanced in the first part of the game (before aliens have medium armor I used most of them) but become useless later on, I would suggest the following:
After the medium armor is researched, Phallanx realizes that some of its weapons have almost become useless.
Consequently they improve them... (new research options)
Just my ideas that sprang to my mind:
> new kinds of ammunition for the standard weapons specially designed to be armor piercing. One could for example use alien material to make the bullets (which would give "alien materials, 3 credits" some importance in the game) or rebuild the weapons with alien material, so that they can stand more stress.
> better energy source for the laser weapon => more power => more damage. Plus a good opportunity to make the heavy laser a bit stronger. :) It's too weak compared against the machine gun in 25 round burst.
Just a few ideas that came to my mind after I read Destructavator's posting.
Andy
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