General > Discussion
Accuracy, Sniping and tactics.
Charlie:
Having advanced in the game I still think sniping should be far more accurate than it is, if realism is what you're going for.
H-Hour:
A lot has been said about this and the weapon balance in the past and, in your defense, it's spread across a lot of threads so its not easy to find. But in short: the battlescape represents a dramatically scaled-down version of any real battlefield. Much of the rebalancing going on in 2.5 is an attempt to bring more tactical mechanics into the game, but this will not correspond to any reasonable sense of "realism" in a world where most assault rifles are accurate out to 300 metres (30x the distance of most of our maps).
Triaxx2:
2.5's rebalance really helped. I know that if I try a 60% shot in 2.4, I'd miss three out of four times. In 2.5, that same shot is going to hit three out of four.
krilain:
Maybe another way to satisfy people is to improve the hit rate when player at good position and filling best conditions of sniping (crouching..etc) but to lower in general the sniping damage rate, at least for strong aliens, spiders (who have not really a visible head..etc.). One other thing could be to introduce an action named "find and aim alien's head" that would cost a lot of TUs. Or we could also ask for a reload at each turn (one turn on two). It is realistic according to the fact that it is the rule in UrbanTerror FPS with a sniper riffle named SR-8, lethal but slow, and that require reloading often.
Triaxx2:
Trouble is that as long as you penetrate the armor on the spider, it's going to do all sorts of nasty things to the unprotected internals.
DO NOT CHANGE THE RELOAD RATE. It's impossible to fire and reload on the same turn as it is. That would mean that like the Rocket Launcher the sniper rifle would go from being a situationally useful weapon, (Due to the high fire cost triggering reaction fire) to being a shoot once, drop it weapon.
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