General > Discussion
2.5 sucks completely
Sarin:
If you are facing alien and can't outmaneuver him before shot, drop a flashbang or smoke grenade instead.
H-Hour:
--- Quote from: Quizer on February 14, 2013, 07:21:08 pm ---the information about how it works really, really, should be available in-game.
--- End quote ---
We're planning to add a section to the ufopaedia for basic game concepts like reaction fire, wounding, etc.
Sarin:
Bleeding and stun seem to be funny statuses. I had a situation in my game just a while ago where alien, apparently injured and shaken by the crash, got hit by machinegun fire, bled a while, this stunned him, then he awoke, the bleeding stunned him again, he awoke again, and then died.
The stun mechanics from crash are interesting, I haven't used any stunning weapon yet and I have 8 live aliens+2 who died before I researched alien breathing apparatus.
Quizer:
--- Quote from: H-Hour on February 14, 2013, 09:36:32 pm ---We're planning to add a section to the ufopaedia for basic game concepts like reaction fire, wounding, etc.
--- End quote ---
Good to hear. :)
--- Quote from: Sarin ---If you are facing alien and can't outmaneuver him before shot, drop a flashbang or smoke grenade instead.
--- End quote ---
Flashbang is really the only one you have a good chance of getting off without much risk, since it takes only 6 TU to throw unlike other grenades. By the way, does it matter whether the flashbang explodes in the target's field of vision?
As for reaction fire, I usually find it worthwhile to use for fire modes that use 8~12 TU. More than that is only really worth it if you have good cover and / or distance to work with. Is there some kind of accuracy threshold you have to hit for soldiers to bother to fire, though? Or doesn't it matter as long as that alien walks around in your field of vision?
Sarin:
I'm not sure about the chance of hit.
Flashbangs have area of effect similar to other grenades. It doesn't matter if it explodes in front or behind alien, as long as he's close enough.
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