General > Discussion
New to UFOAI have some questions / critisisms / suggestions
Gantoris:
Did seem a tad odd :)
I strongly feel it should be impossible regardless of weapons involved to walk in front of someone who is set up with RF and take a shot without being shot first, the person on RF is ready the alien wandering around the corner is not. As it stands we have situations where 4 soldiers are knelt covering a door and an enemy can walk into the opening, take aim, fire and then get back under cover. No one will ever convince me this is possible even with a pistol vs a machine gun.
--- Quote ---except that, afaik, the evil devs want to motivate players to use as low tu shots for reaction fire as possible.
--- End quote ---
I don't have a huge problem with this, being limited to snap shots or 5 round bursts on machine guns would be fine as long as you can at least rely on your RF troops to do something.
I know i must sound like a broken record but i do strongly urge people to look into other turn based/squad based games and you will see that reaction fire is not over powered and any problems are simply balance issues for individual weapons. In Jagged Alliance 2 for example when you soldier gets an interrupt he can perform any action at all that he still has action points to perform including throwing grenades, dropping prone or running away. The idea that this is over powered is kinda laughable when you consider it is one of the hardest games i have played, its also worth playing simply cause its a great game :)
homunculus:
--- Quote from: Gantoris on June 09, 2010, 12:02:57 am ---[...]interrupt[...]The idea that this is over powered is kinda laughable when you consider it is one of the hardest games i have played, its also worth playing simply cause its a great game :)
--- End quote ---
did anyone say it was overpowered?
btw, i am already starting to have a feeling that there is... an inconsistency... in this:
--- Quote from: homunculus on June 08, 2010, 11:23:55 pm ---every tu spent by soldier B, except for tu spent on shooting that involves recoil, counts double (or maybe triple) for triggering rf of soldier A.
--- End quote ---
DerKobold:
This whole topic bothered me enough to register :D
To be honest I was very upset too going from 2.2 to the 2.3dev build, about the way Reaction Fire changed (meaning basiscally not working at all).
But after a while I realized that my tactics really changed a lot due to the change in RF, that I use now many more different weapons than before and to be honest reaction fire starts to work again after your soldiers have enough experience after a few months game time.
It is not on the same level as before, but reliable enough then. IMO before 2.3dev I was using the basic "Advance under cover" approch basically all the time, which really got boring. Nowadays my tactics varies depending on the map type and available weapon types and are much more variable. Sometimes very catious, sometimes really rushing at the start of a level.
So, just my two cents about RF...
Kobold
BTAxis:
Does anyone know what is actually wrong with the RF system? And I don't mean a description of what it doesn't do and what it should do. I'm asking about what is WRONG with the system itself.
DerKobold:
I am not sure if there is anything WRONG in the meaning of faulty with it. In my opinion it is just that the soldiers are not good enough at the beginning to use it at all. This is partly true also for aliens, but as I said that changes as soldiers get more experienced. And nowaday I think it makes for more versatile gameplay, as I said above, so I kinda like it actually.
Kobold
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