Technical support > Feature Requests
IR-goggles
Triaxx2:
Hurry up then. Snipers need all the help they can get. ;)
Delvonshi:
You know as silly as this sounds.. when I first started playing I thought IR-goggles were a one time use per mission item only. Perhaps adding ammo to them would allow them to remain a stable form of flushing out an enemy.. or not going in blind without allowing them to be used all the time. 1-2 uses would mean 8-16 uses per mission and in the missions where you really need them, subway, harvester ships, any mission with lots of tunnels, you tend to use them more.
You can justify it with the fact that no known power source can sustain that level of imaging more than 1 or 2 times while keeping the IR goggles lightweight enough for tactical use. Just my 2 cents on the matter.
Anarch Cassius:
Does kinda figure if the modern version needs a truck that these would have limited power. Still at 12 TU to use and limited range I haven't felt they are terribly overpowered, it's just the lack of alternatives to compete in that slot.
Triaxx2:
As of 2.5, the most useful map I've found is the one bunker map. Just for the sheer miscellany of tunnels and the tiny, tiny entry points.
Charlie:
I still haven't managed to spot a single alien using IR goggles. I position guys around a UFO, use headgear, the charging sound plays but no aliens show. I do this about 4 times per turn using different soldiers, twice per soldier if enough TUs looking in different directions. Nothing. Click end turn. Aliens appear and kill me.
Please document the IR Goggles, explain how to use them, what the range and field of view is and how long the effect lasts.
Would be nice if some form of indicator was drawn over the tiles covered by the goggles.
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