General > Discussion

Again on reaction fire

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Anarch Cassius:
It seems that a defender can and will shoot first if their TU cost is equal to or less than the acting character's and the aliens use this a lot. If the defender isn't winning ties they probably should (so an active player firing a weapon will fire after a reactor firing the same attack) but I think they do.

Really I think the issue is more that the aliens are more accurate and have lots of TUs, so we see them killing our people with RF but green soldiers can't do the same. With advanced troops I can bet on a small squad gunning down an alien coming out of cover before it can fire.

Another slightly cheap trick. Flash bangs are quicker to draw and throw than nearly any RF attack in 2.5. If you have only one enemy or they are clustered you can disable them and fire at will. Flash bangs also don't cause friendly fire so you can do this at very close quarters. I fear the day the aliens develop flash bangs.

ShipIt:

--- Quote from: Anarch Cassius on November 30, 2012, 11:19:26 pm ---I fear the day the aliens develop flash bangs.

--- End quote ---

I fear the day aliens start to use their plasma grenades again.  ???


About reaction fire, you should take into account that a change will affect the player and the AI the same way.

Maybe we could take the stats/skills into account. Based on the current system, a high minded (=good situational awareness) soldier with a high speed stat who is proficient in his weapon skill should be able to fire his weapon quicker than a rookie, lowering the TU costs for his reaction fire.

Maybe, if we could have critical hits implemented, we could also give the reaction fire a higher chance there.

Triaxx2:
Unless something has changed since the nov 1 version, they still should be tossing nades. They do in mine at least. Unless we've gotten lucky and the aliens are penalized by the weight system as well, and no longer carry them. Which would be awesome.

Wolls:
  The only time I've seen the Aliens toss a plasma grenade was my first time on the Dam map, my soldiers all grew beards (even the females) in the time it took me to cross.  I'm still not sure if the aliens ran out of ammo, or were so thankful ( it was a hot day and my snipers were fanning them from across the map ), but one threw down its weapon and ran, when I finally closed it appeared in a doorway and tried to toss a plasma at me.   The grenade hit the door frame and blew up the tossee.

  It would really make sense that a person with RF engaged, watching an area would benefit from a critical hit.  I'm leery of the aliens stats though, if they get critical RF hits I am going to develop some serious 'avoidance' issues.

  On flash bangs, it would be nice if there was some kinda indication of whether or not you hit or failed to hit the alien with the splash radius.  The stun rod and tazer (and gas grenade?) use 'stun' damage, while the flash bang uses 'shock' (I think..heeh).  So there's no animation for the damage type.  Seeing as its my number one move to disable alien RF, its me hawk-eying my flash lobs and counting squares.. usually I toss 2.. if I'm unsure (and I think I am).  Better then thinking, well maybe and getting blasted (to death).

Anarch Cassius:
That's odd. The only time I saw an alien draw a grenade it also blew itself up.

I've seen this once in over 90 completed battles in 2.5. I think something is discouraging them from trying, possibly the blowing themselves up :)

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