General > Discussion

2.5 sucks completely

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Merlin:

--- Quote from: H-Hour on June 04, 2013, 10:46:00 am ---No, you're misunderstanding this. RF is simply enabled or disabled, and doing so doesn't use any TUs. When you select a RF firemode, you're not spending those TUs, but telling the game which firemode to use. The firemode TUs are reserved this turn, which prevents you from accidentally spending them doing other actions, but the TUs are only spent during the enemy's turn when reaction fire is taken.

The threshold -- the amount of TUs an alien must spend in view of your soldier before that soldier will take reaction fire -- is equivalent only to the cost of the reaction firemode. So, if you have set reaction fire to a snap shot that costs 8 TU, the threshold is 8, not 16.

With this in mind, go back and look at the image I attached earlier in the thread. It should make more sense now.

--- End quote ---

Semantics. Sure I didn't spend the TUs during my turn but unless I turn off RF, I can't use those either. Hence the word cost. It Costs the soldier that much TUs to use RF rather than say move, change gear, heal, etc.


--- Quote from: ShipIt on June 04, 2013, 11:19:00 am ---.

--- End quote ---

Now see that explains it far better.


--- Quote from: kurja on June 04, 2013, 03:55:19 pm ---perhaps you can now see why some like to have those smg's and shotguns combined with tu's spared for rf?

--- End quote ---
Only if it kills something which in my practice of firing at the alien at close range on my turn, I end up needing another shot. So hoping for the Alien to not kill me on their turn so I can shoot back isn't viable to me.

Reaction fire is still clunky to use and hopefully more to the point, this shows just how confusing it is to some people. Sorry I'll take my chances for a kill on my own turn thank you. Even if the aliens get enough TUs to do everything and still RF.

H-Hour:

--- Quote from: Merlin on June 04, 2013, 08:28:49 pm ---Sorry I'll take my chances for a kill on my own turn thank you.

--- End quote ---
So, now we've learned that you didn't understand how reaction fire works when you became frustrated with it. And we've gone through quite a lot to explain to you how it does work. And you're not even going to try it out?!

Visitor:
Don't worry, we do appreciate your effort, H-Hour. But if guy doesn't like how the whole RF works, then even the best explanation, with the best intent in mind won't help. I do understand his disappointment somewhat - you basically freeze action of your trooper, on the off-chance he will perform it during enemy's turn, after said enemy will get into line of sight and spend some TUs and even then it may be that enemy will fire first making the whole setup more useless than rushing in possibly could be or RF won't kill the alien and phalanx boys will get a mouthful of hot, hot plasma anyway.

Funnily enough - I find some things needing adjusting when aliens travel great distances or shoot with uncanny accuracy and I do find them when there are issues with balance like this one.. but I cannot recall me being really annoyed by RF, despite informations of it being (at least uspposedly) overpowered for aliens/of little value for Phalanx.

kurja:

--- Quote from: Merlin on June 04, 2013, 08:28:49 pm ---Semantics. Sure I didn't spend the TUs during my turn but unless I turn off RF, I can't use those either. Hence the word cost. It Costs the soldier that much TUs to use RF rather than say move, change gear, heal, etc.

--- End quote ---

No!! Not a matter of semantics. An 8TU snapshot as reaction fire costs 8TU, not 16, no matter how you turn it. If you have 40TU, spend 32 walking and shooting so you have eight left, you can activate RF and the 8TU shot will then happen on the alien turn (if conditions are met). 8, not 16!

As it is, reaction fire sure isn't suitable for sniper overwatch or similar as you've noted but it still has it's uses. I use it extensively.

H-Hour:

--- Quote from: Visitor on June 04, 2013, 10:08:51 pm ---I do understand his disappointment somewhat - you basically freeze action of your trooper, on the off-chance he will perform it during enemy's turn, after said enemy will get into line of sight and spend some TUs and even then it may be that enemy will fire first making the whole setup more useless than rushing in possibly could be or RF won't kill the alien and phalanx boys will get a mouthful of hot, hot plasma anyway.
--- End quote ---
RF is much more than just a shoot now or later choice. If you can shoot at an alien safely and move into a safe position during your turn, you should almost always do it. Reaction Fire is for all the other times when you can't quite kill an alien and need an alternative solution.

Consider a situation where you have an alien at mid-range spotted by two soldiers with laser rifles. You estimate that a burst shot has a good chance of hitting with one round at this range and two hits are enough to bring down this alien. However, one of your soldiers already used many of his TUs. If he fires a burst shot at the alien, he won't have enough TUs to move into a safe position, so any other alien can walk into the open area and fire at him.

Instead of taking the chance and hoping to get lucky, you can move your soldiers behind a nearby building and put one crouched in front of the other. Now they only have enough for a snap shot, but at this range they're almost certain to hit. The alien is almost certainly going to come around the corner and fire at one of your soldiers, so with their 8 TU snap shot they'll get their shots off first. Now you've traded one likely kill for an even more likely kill, and added on the bonus that your soldiers will be in a safer position.

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