General > Discussion

2.5 sucks completely

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H-Hour:

--- Quote from: Quizer on February 14, 2013, 09:50:17 pm ---Is there some kind of accuracy threshold you have to hit for soldiers to bother to fire, though?
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Someone did some tests recently and found RF would not activate under a certain accuracy % threshold (maybe 25%?). This may account for a lot of the perception that it "doesn't work", especially if people are routinely trying to RF at distance with single-shot firemodes. We're considering reducing or eliminating this threshold.

krilain:

--- Quote from: H-Hour on February 14, 2013, 10:54:16 pm ---Someone did some tests recently and found RF would not activate under a certain accuracy % threshold (maybe 25%?). This may account for a lot of the perception that it "doesn't work", especially if people are routinely trying to RF at distance with single-shot firemodes. We're considering reducing or eliminating this threshold.

--- End quote ---
Can I ask some question about a thing that intrigates me, so that I would sleep better this night? How comes that there is a need for testing to learn about the RF threshold (which I'm sure is existing because RF is sometime erratic) ? Wouldn't it be easier to read the code at the section dedicated to RF? It is a 2 cents question I suppose, but I'm not a coder so pardon my ignorance.

Triaxx2:
My guess is that the accuracy might change from tile to tile and angles might reduce the accuracy. So if the alien comes straight on, you might get to 25% accuracy farther away, than if they come from an angle. Or perhaps the point at which they've used enough TU to trigger reaction fire isn't the same point at which they're over the threshold.

It also might not be possible to read an exact number from the code. It might be in a different format than what the game reports.

---

I'm finding myself loosing 1-2 soldiers per mission. It's making it a little awkward to try and do multiple missions. I've reconfigured loadouts so I can have everyone in armor, but it's not helping.

Also, I've got a Firebird landing at the mansion, but the Map is very badly messed up. Restarting the game and computer both failed to help. Where do I upload the save for you?

krilain:

--- Quote from: Triaxx2 on February 15, 2013, 02:03:01 am ---My guess is that the accuracy might change from tile to tile and angles might reduce the accuracy. So if the alien comes straight on, you might get to 25% accuracy farther away, than if they come from an angle. Or perhaps the point at which they've used enough TU to trigger reaction fire isn't the same point at which they're over the threshold.

--- End quote ---
That sounds very possible.

--- Quote from: Triaxx2 on February 15, 2013, 02:03:01 am ---It also might not be possible to read an exact number from the code. It might be in a different format than what the game reports.

--- End quote ---
Maybe, but thus it means that something has been coded for behaving very basically, and however some unexpected things have occured in real implementation. Is this what you mean?

--- Quote from: Triaxx2 on February 15, 2013, 02:03:01 am ---Also, I've got a Firebird landing at the mansion, but the Map is very badly messed up. Restarting the game and computer both failed to help. Where do I upload the save for you?

--- End quote ---
It has been reported . For my part I've met mansion as the first map of my last launch concerning last version. So I figured it was a direct effect of some bugs. With the gentle help of H-Hour, a ticket is opened about this in the 2.5dev bug section. (in campain, not skirmish - in skirmish I test 2 maps and crashed for twice)

Triaxx2:
Actually I was saying that since the hit chance displayed by the game itself is only a general estimate of the actual chance to make a shot, due to the calculation necessary for an accurate estimate being more complex than can be done in a timely manner, 25% could represent several specific numbers only some of which might over lap with those high enough to be able to trigger reaction fire, thus introducing a minor random element. Thus a high 25 might trip reaction fire, where a low 25 might not.

So run it as an auto mission? No problemo.

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