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Why is this so goddamn hard?

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ShipIt:

--- Quote from: MonkeyHead on September 09, 2015, 07:42:35 pm ---In ... blaster.

--- End quote ---

I agree with most of your observations. In mid game the CQ combat options are basicly gone. Upgraded ammo for the shotgun/microshotgun, like the "needler flachette" would be a nice solution imo.

My opinion about Plasma/Particle Blaster is different, though. I simply cannot imagine those heavy and chunky weapons to be good for short range combat, where fast reaction and quick movement is required. Also, the splash damage of the Plasma Blasters ball mode conflicts with it to be used for short distances.

Rodmar:

--- Quote from: ShipIt on September 10, 2015, 12:22:27 pm ---Also, the splash damage of the Plasma Blasters ball mode conflicts with it to be used for short distances.

--- End quote ---
I'd thought that it was the alien version for the flamer, which has splash damage too (AoE at least).

MonkeyHead:

--- Quote from: ShipIt on September 10, 2015, 12:22:27 pm ---I agree with most of your observations. In mid game the CQ combat options are basicly gone. Upgraded ammo for the shotgun/microshotgun, like the "needler flachette" would be a nice solution imo.

My opinion about Plasma/Particle Blaster is different, though. I simply cannot imagine those heavy and chunky weapons to be good for short range combat, where fast reaction and quick movement is required. Also, the splash damage of the Plasma Blasters ball mode conflicts with it to be used for short distances.

--- End quote ---

Define short distances. To me, short distances covers anything under about 8, up to point blank. Yes, the blasters ball mode will hurt the shooter from 2 tiles or less, but still is safe for very close combat of range 3 to 5 tiles, where is outclasses the shotguns, but probably not the flamethrower, thanks to accuracy issues. If it is supposed to be a "cumbersome" weapon, then maybe upping the TU's for its use from 8 to 14 or 16 would nerf it a little - making it more "difficult" to use in terms of TU's than a rifle, keeping the shotguns and flamethrower a pair of attractive options for longer, doubly so if they get some kind of upgrade or human based plasma flame tech parrallel - possibly derived from plasma balde tech? The high TU cost of the particle blaster reflects this clumsy nature and high weight, sure. Do we need to come up with new alien CQ weapons, to keep CQ relevant as sniper tech, explosive tech, and assault tech leave it behind?

Gary Bonn:
You find it hard? I play with experts and die first every time. I'm good at dying, indeed I'm probably exceptional.

TBeholder:

--- Quote from: MonkeyHead on September 09, 2015, 07:42:35 pm --- Despite the incredibly short range of the Flamethrower, it is potentially a better choice on maps with little open space as it does not suffer from the highly erratic accuracy of the standard shotgun.

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With the crappy Close skill yes, though at least it doesn't eat too much TU.
Generally, flamethrower is much better in a "maze of twisted passages, all alike", while shotgun's range is better for zifgzagging between the barns, inside buildings with corridors, or split by aisles or machines, and so on. Hard to choose - the former is what happens in ships, but otherwise the second is encountered more often. I choose shotguns, because enemies usually crawl out of mazes on their own.


--- Quote from: ShipIt on September 10, 2015, 12:22:27 pm ---I agree with most of your observations. In mid game the CQ combat options are basicly gone. Upgraded ammo for the shotgun/microshotgun, like the "needler flachette" would be a nice solution imo.

--- End quote ---
Or better nuke AM slugs. If proportionally destructive (as in, volume of slugs vs. AR bullets), it would be blaster-grade overkill.

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