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Few things I want to tell

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Internecivus:

--- Quote from: Seerorin on August 19, 2014, 05:53:07 pm ---I meant more firebirds so you can go to more missions with more teams... My english isn't perfect so sorry for this...

--- End quote ---

To have more firebirds you need to build more hangars.


--- Quote ---
For sidearms... They are relatively useless. Only one with decent range+damage is micro SMG. Wich will never ever hit anything from not point blanck range. Also not really TU effective. After that came the plasma pistol. Wich is quiet TU effective and least can hit target. But for me it's not working in reaction fire mode when I have other weapon in the other hand(maybe a bug?). Cause while you don't have enough plasma rifles you have to rely on plasma pistol as you go into a building(tried bringing multiple "types" of soldiers most of them ended up useless...). So there is a single class of weapons wich is good behind close range and is light. It is the AR. but especially early in the game it's not realiable so you have to spray it... So you will need most of your people carry an AR. But it's useless if you have to go into a building. Where you need an SMG or sidearm(weight limit is acceptable I was able to bring this many weapons...). But then you have take a weapon out of the packpack. Put the rifle in the backpack, so instead of a 4-5 TU of fast switch you end up with a whole round only to switch weapons. Wich maybe you won't even use. Would be better if you just have a reliable sidearm get SMG out of the picture or make it really strong in close combat so ppl can use it(probably rise the ammo to mentioned 50 rounds not 30 like now). So in mission transition for ranges is pretty much non existent. AR will never stop an alien. Nor will pistol. A small SMG neither do trick cause it will not even hit. Normal SMG do a 75 wound if all bullets hit. Still not enough but at least you have a chance of that maybe it's at least hurt that alien a little bit to shoot down your soldier...

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Once I gave soldier laser pistol and medikit. In few month it turned out that he had the best accuracy of all my soldiers (4 TUs per shot, almost no spread, although less kills). Later I gave him plasma blaster (which is also close combat) and turned him into deadly killing machine.

And AR is capable of killing any alien if you researched /spoiler alert/ technology. Of course, it won't be as deadly as particle beam rifle, but consider 30 bullets and 90 damage per bullet against 12 and 110 respectively. In the meantime, machine gun is better in damage but lose in accuracy and weight. Anyway, it is up to you what to choose, personally I prefer plasma blasters inside buildings.

Seerorin:
I would also prefer plasma blasters there. Also I know there is that ammo upgrade. Also with that you simply do a lot of damage. 90 damage make most aliens think twice before shooting. Also if I got it correct the amount of TU-s needed for a few actions decreases as your soldiers get better, or just penalty is applied if they are bad. But still HMG can shoot 5 bullets for nearly the same time units and worse accuracy than AR. That was a bit not convincing. Just 2 TU diference from AR full auto. MG full auto is like a shotgun. So I just realized the same soldiers with more reloads using assault rifle on full auto would be not so strong at close combat but would not be hardcore handicapped at medium to long range combat. I can't see the worth of a heavier weapon wich needs more stats to just simply carry if it's weaker than it's smaller easy to carry counterpart. It's entirely balanced against the heavy weaponry. The game is in reality just fully balanced towards the AR+alien equivalents+plasma blaster in midgame. Later on maybe coilgun. But that's again not so good. Only if you have good snipers. Wich you won't have cause laser rifles are so accurate you don't need snipers anymore. They are easily on par with sniper accuracy. Some overhaul to the accuracy system would be welcome I think. :)

Internecivus:
Experienced assault soldier with MG and EP bullets is very often an instakill. Anyway, my squad's soldiers and(or) weaponry always depends on the type of mission. I usually spend some time to carefully pick the right soldiers and the right equipment to ensure I won't have any losses. Of course, it's hard to do that at the beginning or when you don't have enough good soldiers.

Seerorin:
How can you accumlate "good" soldiers? Also weapon choises aren't really choises. There are a few wich is useful, and others wich is simply not. Like basic sidearms. All of them are useless maybe someone said he used micro shotgon(don't even know if that's a side arm.). I have used SMG-s a few times before I transitioned to plasma pistols cause they are one handed. Didn't used them except a few shots. After that gone for plasma rifles. So no highly close skilled soldier in my pool. Laser weapons just got into play but started with rifles. Cause in desperate need for more hitting power from afar. So probably will still to plasma pistols for close combat. Cause to have a soldier with some dedicated weapon like plasma thrower. It would be nice, but with no skilled soldiers. I don't think it's worth it. Maybe I will bring plasma rifles for close combat missions so I will simply use full auto. Not so powerful reaction fire. But cause the lack of early options I don't have a trooper who should be reliably hit with it. Also I would need at least two ppl. Also frag, smoke,and flash is always there. Maybe I will use more of the flash+frag combo. I have a skilled grenadier, she could carry a full inventory of grenades easily with nanocomposite armor.

If you can hit with the 14 TU shot of the MG pretty good you will hit even better with the 16 TU shot on AR it's more accurate. If you can hit the full auto on the HMG. Hmm that's other case. Maybe one more option for long range sniping, cause they say anti matter rounds for railgun can one shot kill anything. Even armored ortnoks. So why could you need a HMG if you can use a weapon wich can fire through walls? Doesn't really sounds logical to me. But maybe that makes it an ok weapon lategame. Still early in the game there are really no choises. So what you have stuck with early game you have stick to late game cause of skill increasing accuracy. If I got this wrong please correct me. :)

MonkeyHead:
Regarding sidearms:

Early game, I use them a LOT. Rookie troops often are recruited with not enough strength to carry what I would call a typical loadout (IR goggles, armour, medkit, knife (which I have actually used on more than one occasion to get useful kills in when ammo runs dry or low on TU), flashbang, smoke grenade, 2 frags and 2 incendiary grenades, plus primary weapon and ammo) so will go into combat with the SMG (if decent accuracy skill, to pepper aliens from range), or Microshotgun if they lack accuracy as it is hard to miss with it from close in. Troops with high explosives skill get an automatic pistol and a grenade. I do notice that as a result, early game, I get to capture lots of stunned aliens - I can fill the 10 slots in a containment in 3 months or so. Snipers , Grenade Launchers and Rocket Launchers get the best sidearm they can carry as their weapons are not always practical - nobody else really needs one (so starting at the basic pistol, working up to the SMG). After the first month or two though and I have plasma pistols and their ammo in abundance, all sidearms get sold and swapped for the plasma pistol. By the time I get laser pistols, they replace the plasma pistols wholesale. Late game, PB pistols will replace the laser pistols for soldiers with decent accuracy, if I have enough ammo. Regardless, all sidearms are a great way of skilling up the close combat skill - these troops will be the ones who tend to die the most for me, so skilling them up to be strong enough to carry a plasma blaster (if decent accuracy) or flamethrower (if not so accurate) is always on my mind. The shotgun is a very useful defensive weapon with solid reaction fire , but lacks the range to be useful in anything other than mad suicidal rushes into rooms.

Regarding Snipers:

Despite skill increases, snipers are invaluable late game for a few reasons. Firstly, through wall kills. Secondly, late game, armour and a sniper weapon is beyond the strength of most new recruits. You simply have to skill up snipers and keep them alive from early game.

Regarding HMG:

Nothing is better than the EP HMG for mowing down groups of enemies. Nothing. Taking down 3 or maybe 4 enemies in a group for 20 TU is glorious. I have never managed multi-kills of that nature with anything else (not even anything explosive), and late game, with 12 or more enemies on the map, you will need that kind of stopping power. I see the standard HMG as a weapon for harassment saturation fire at range - use it to wound enemies, then finish them off with other soldiers who have been closing in. I have seen armoured Taman take a full burst of standard AR full auto fire and keep on coming - a full burst of standard HMG though will put them down. That, and sheer volume of fire makes it more likely that you will get one or two hits, even at range. Considering the effects of wounds on TU, this is still useful.

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