General > Discussion
2.5 sucks completely
H-Hour:
No, just share the text in the forum or via PM.
solbu:
--- 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 ---
Since this is discussed, I thought I'd think out loud with an idea that crossed my mind when reading this post just now.
Is it possible to have this as an option, so those who like the reaction fire the way it is can still have the threshold?
I have no idea on how complicated or dificult it might be to create the option, just thought I'd share the idea.
Telok:
--- Quote from: solbu on February 23, 2013, 04:46:21 pm ---Since this is discussed, I thought I'd think out loud with an idea that crossed my mind when reading this post just now.
Is it possible to have this as an option, so those who like the reaction fire the way it is can still have the threshold?
I have no idea on how complicated or dificult it might be to create the option, just thought I'd share the idea.
--- End quote ---
Having checked the RF code linked above I've found ambiguities. What I have found that isn't ambiguous is that the code simulates 100 mock shots for each RF. Apparently if any shot hits an enemy and fewer than 5 (or more, there's code for morale and possibly mind control in there) shots hit allies then the RF is a go.
This explains why full auto RF is more likely to happen than single shot RF and why you get more RF on clusters of close enemies than on single targets. The more ammo you send downrange the more likely you are to hit an enemy.
Patupi:
I'm glad I'm not the only one who has had issues with RF. I admit I'm not sure whether it's better or worse since 2.4, since I didn't play that version through very far and the aliens didn't get beyond plasma pistols. At that level whether 2.4 or 2.5dev it seems still challenging at times, but not impossible. later game, as soon as the aliens start using plasma rifles, it becomes a nightmare. I've sent guys out to check to make sure the zone is clear around a cover spot, gone to cover, then had an alien move, what must have been twenty squares, walk right by about six guys, all on overwatch with a variety of weapons, walk by them, still in view (I spread the angles of my guys) turn and kill 1 to 2 of them with auto fire before anyone fights back.
It just seems rather extreme, plus whether using bullets or captured plasma weapons, the reptilian aliens (forget their name off hand; Sheeva?) seem a little over powered. They have tons of TUs, have enough armour/hps to withstand bullets or plasma damage from numerous hits (a little less from plasma, but not much), carry heavy weapons and are bright enough to flank and ambush. In reality I'm sure this is what anyone planning such invasions would go for, but in a game don't you want to balance things? Have some aliens with high move rates but limit either weapons load out or have them light on armour/hps? It just seems a heck of a leap from Tamans to these guys. That with the RF issues make some maps pure hell. Sometimes I can't get out of the Firebird and position for one or two turns before getting half my team wiped out.
H-Hour:
--- Quote from: Patupi on April 06, 2013, 11:46:33 pm ---I've sent guys out to check to make sure the zone is clear around a cover spot, gone to cover, then had an alien move, what must have been twenty squares, walk right by about six guys, all on overwatch with a variety of weapons, walk by them, still in view (I spread the angles of my guys) turn and kill 1 to 2 of them with auto fire before anyone fights back.
--- End quote ---
AFAIK, the visibility check occurs on a per-soldier basis -- this means if an alien walks out of view of a soldier at any point, the RF counter resets for that soldier. So even if the alien was in view of at least one of your soldiers at all times, he was likely dropping in and out of view of the different soldiers, which caused their RF counter to reset. The aliens actually seem pretty smart in using this against the player -- not sure if that's built in to the AI or just a by-product of some other calculations.
The Shevaar's drawbacks will become more apparent as you go further into the campaign. Some maps are pure hell, yes. We hope to address this better in the future. In the meantime, use a lot of smoke on those maps to stay safe(r).
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version