General > Discussion
And now for my next trick, I will eat a Nuclear warhead.
Rockwolf:
Started up a new campaign with the most recent build.
One of my starting soldiers had a pretty high skill with explosives, so I decided to give the grenade launcher another go. I must be just getting really lucky with her, because she's already racked up 12 kills in 5 missions. A couple times there were aliens right next to each other when she turned the corner at the start of her turn, and yeah... a 3 round airburst later, and they were done for. She's also been a pretty useful soldier in the 'check out the crashed ufo' missions where your soldiers spawn around the dropship, with as many as 5 aliens surrounding them with guns leveled and at the ready.
I've hit restart so many times on those kinds of missions, it makes me sad.
Rockwolf:
--- Quote from: Destructavator on January 23, 2010, 01:59:23 am ---I've had similar and just as appalling results with the rocket launcher, which IMO needs to be beefed-up in stats considering it's size, lack of multiple shots, and inconvenience, not to mention accuracy (you would think it could be guided somehow, at that size).
--- End quote ---
I don't bother with the rocket launcher at all. You get one shot, and the next turn you have to reload, so their max rate of fire seems to be every other round, maybe you can squeeze off a shot a round if you don't move.
Would be nice if the rocket launcher had a very minor guidance system. As long as you have a line of sight to the target, and the percentage indicator claims a 5% chance or better to hit, then the rocket will weave around the partially obscuring obstacles, lock onto the target, and blow him away. Considering the cost of ammo, and the inconvenience, without some better hit calculations for a rocket launcher, it's only purpose, as I can see, is to sell it and all of its ammo to make a few quick credits at the beginning of a new campaign.
theotherhiveking:
Uh, i never really had a problem with accuracies.
I can tweak the numbers and the rocket launcher a bit. Maybe the devs will be ok with a small buff.
However, i think that it would be better to boost the accuracy stat influence instead.
ovvldc:
I agree that the chance to hit at range is pathetic for many weapons..
My feeling is that it should not be too hard to hit an alien in plain view. When crouched and using a sniper rifle with an aimed shot at 15 squares, fired by a supposedly elite soldier. Maybe the bugger will be too tough, and respond by toasting said sniper to a crisp, but a shot like that should have a decent chance to hit.
I remember cloaking devices in XCOM:Apoc. That made things more difficult later on.
Destructavator:
--- Quote from: ovvldc on January 25, 2010, 09:09:42 pm ---I agree that the chance to hit at range is pathetic for many weapons..
My feeling is that it should not be too hard to hit an alien in plain view. When crouched and using a sniper rifle with an aimed shot at 15 squares, fired by a supposedly elite soldier. Maybe the bugger will be too tough, and respond by toasting said sniper to a crisp, but a shot like that should have a decent chance to hit.
I remember cloaking devices in XCOM:Apoc. That made things more difficult later on.
--- End quote ---
Many of those "buggers" are tough in the beginning against starting weapons. I've hit Tamans square in the face on normal difficulty with the rocket launcher, and in some cases they just take it, not going down, not even panicking.
Against some enemies I've also found the basic SMG to be useless, with a full-auto spray not doing much even if every shot hits.
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