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2.5 sucks completely

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jcjordan:
As to #1, I do think there's something wrong with all the factors that involve a solider taking a shot that something might need to be changed somewhere. From what I can gather some of the things that can determine if a soldier takes a shot are having RF set, enough pts left to do it & intelligence skill but there may be other skills/factors. There's a wargame I play & in it, there are so many die rolls to do something that inevitably the result is failing to do anything which wouldn't be the case in real life but the AI doesn't go by these rolls whereas the human player does. I have had several missions where I've had 2-4 soldiers on RF all looking at the alien & the alien walks/runs 8-10 spaces to behind one of my soliders & then shoots him in the back but none of my soldiers shoot but should've???

Are we seeing the same thing as in the other game where there are too many die rolls to do something that the result is nothing is done?

H-Hour:

--- Quote from: jcjordan on February 05, 2013, 12:27:25 am ---Are we seeing the same thing as in the other game where there are too many die rolls to do something that the result is nothing is done?

--- End quote ---
No. RF is extraordinarily simple in terms of calculations and there are no die rolls involved. Please, everyone, search the forums before spreading false speculation. The RF mechanism has been explained many times and these ill-informed comments only spread misinformation.

Sarin:
Speaking about that, how is RF actually working in these two cases:

Plasma blaster. I noticed that aliens sometimes use ball mode, sometimes single shot for RF, based on distance. Do they choose their RF mode during their turn, or is it actually selected in the moment RF triggers?

Hovernets/combat hovernets (and maybe bloodspiders, but I never had bloodspider actually get into such situation): I noticed that their firing doesn't trigger RF unlike all other aliens, how is that, do they have some special TU calculation for their fire modes?

H-Hour:

--- Quote from: Sarin on February 05, 2013, 11:33:19 am ---Hovernets/combat hovernets (and maybe bloodspiders, but I never had bloodspider actually get into such situation): I noticed that their firing doesn't trigger RF unlike all other aliens, how is that, do they have some special TU calculation for their fire modes?

--- End quote ---
I have RF'd against hovernets and bloodspiders before, exactly as I'd expect. Nothing in this game treats the type of alien differently (ie - the AI isn't aware of what type of alien it is, as far as I know). Two possibilities for your perception that hovernets don't cause RF. First, when a soldier loses sight of an alien for a moment, the RF counter must start over. Hovernets are very mobile. I frequently catch sight of hovernets, then lose sight, then catch sight again. Second, I find hovernets are more likely to stay at and fire from long range. Soldiers will not RF unless there is a reasonable chance of hitting the target, so they rarely respond to fire/movement over long distances.

Triaxx2:
Okay, so correct me if I've messed this up, but as far as I can tell, RF works as follows:

Soldier sights enemy. Enemy moves, using up (x) TU. If (x) is equal to or greater to the number of TU reserved for the reaction shot, then a reaction shot is fired. The chance to hit must also be reasonable.

So part of the mis-conception is the early game when plasma pistols take only 4 TU to fire, compared to 8 for the Assault Rifle. So the aliens get two free shots to your one but only if you're facing the right way.  It really makes the early game frustrating because one mistake in placement costs the whole team.

Does facing of the aliens matter for flashbangs?

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