Technical support > Feature Requests
IR-goggles
Charlie:
What range do IR goggles currently have?
If I'm facing north when I click on them, and then I turn east, will they still uncover aliens behind walls to the east?
Do they work for more than 1 turn if clicked just once?
I did try using them many times but could never get them to work as in a video I saw on youtube - I'd have a few soldiers stand in front of walls and use them but nothing would show up, then during the aliens' turn they'd appear out of nowhere and kill me. Tried this a few times on a few maps.
homunculus:
the ir-goggles used to be like weapons (in hand), and using them was like shooting, even with targeting and max range.
so, the effect is instantaneous, and reveals aliens that "get hit".
the range is bit more than flamethrower, as far as i remember, probably in the .ufo scripts somewhere.
so, when you use the goggles and turn around, the aliens will be visible only in the direction you were facing previously when you used the goggles. you need to use the goggles again after you turned around to see the aliens in the new direction.
the range is small enough and the scanned area is not clearly identifiable (some goggle applications will probably overlap if you need to be sure), so scanning a somewhat large map with tunnels and things can be quite confusing with "zillions" of applications of ir-goggles before you finally find the stuck aliens.
this is one of the problems i suggest to alleviate by giving more vague data about the sum of distances to aliens that lets you figure out the general 'warmer-colder' direction all over the map.
Anarch Cassius:
The limitations on the IR googles seem appropriate and interesting. Since a combat round is only a few seconds spending 1/2 to 1/3 of that carefully scanning your field of vision with a device is reasonable. This might be a good area for a Perk type ability where a scout character could reduce that cost but overall I think it's a nice system.
Still we've got one headgear item. I can't see how introducing alternatives has to take away IR Googles. I would certainly take both along as the detector is of more use is larger areas while the googles are good for tight spaces with low visibility.
Also is there a density limitation on the googles? Like how coilguns can pierce a bit of wall but not thick concrete? Or is it purely range based?
Triaxx2:
I admit, I'd love to have more head choices. At the moment it's IR, Armor, then I arrange the other things.
I'd love to be able to say, swap them out for goggles that enhance the hit chance depending on how many people have a sight line on the alien. So if the entire squad has them on, it's 8-16% increase in hit percent. Doesn't seem like much when it's applied to an Assault Rifle, but if it's applied to Rocket Launcher or crouching sniper making an aimed shot...
H-Hour:
More options are planned, but no solid plans exist. Almost certainly headgear will be used when we implement psionics. I've also considered some kind of accuracy-enhancing headgear (gun-mounted camera that feeds an image to panel in front of the eye for a special scope, for instance). But all these things require new capabilities programmed into the game so are not likely to happen soon.
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