Technical support > Feature Requests

Smoke on higher difficulty settings

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tembero:
"it all depends on the map and start positions" - I agree with this sentiment to a degree, but on some of the really small maps you land the shiip right smack bang in the middle of the aliens, you are surrounded and flanked from the offset. If the aliens have the ability to shoot at you in smoke you are gambling that your shots on the first turn are all successful, and then thats the map complete, win or lose, on to the next one...

If the idea of aliens being more 'informed' to deal with smoke is in the pipeline I still believe that a more steadfast visual counter measure would be prudent in the first 2 turns.

Can there be 2 types of smoke:-

                                              1. A lighter canister of smoke for troops, semi translucent to aliens
                                              2. A skyranger countermeasure, deployed on landing obscuring a couple of tiles around the skyranger, totally opaque, to Aliens and Phalanx combined.

A Skyranger smoke countermeasure would also make a plausible "bolt-hole" for civilians evading terror. It may also play a part in skyranger/interceptor evasion of other airbourne hostiles.

ShipIt:
Smoke as is right now is basically a cheat. The solution should not be even more cheating.

tembero:
at least allow typing "MILLION" when a soldier is in smoke to give 1,000,000 credits on the geoscape.

hwoarangmy:
IMHO, smoke is ATM the only way to not loose every soldier in some missions. I remember a mission in 2.5 with an Heracles dropship and an Ortnok with a needler and direct vision in front of the entrance. I even loose soldiers trying to launch the smoke grenade (because of reaction fire).

For me, without smoke, the game would be unplayable because aliens too many TU and they can snipe from a distance even with close quarter weapons or rifles. It would be very unlikely to have a soldier reach a high level...

ShipIt:

--- Quote from: hwoarangmy on September 25, 2015, 07:05:18 pm ---IMHO, smoke is ATM the only way to not loose every soldier in some missions. I remember a mission in 2.5 with an Heracles dropship and an Ortnok with a needler and direct vision in front of the entrance. I even loose soldiers trying to launch the smoke grenade (because of reaction fire).

For me, without smoke, the game would be unplayable because aliens too many TU and they can snipe from a distance even with close quarter weapons or rifles. It would be very unlikely to have a soldier reach a high level...

--- End quote ---

You´re right. That was the reason why we introduced the smoke 'cheat'. 
But instead the Herakles should have side doors to allow more flexibility when disembarking, the map selection should take the number of actors into account (large maps for many aliens, small maps for fewer - requires a major rework of how and when the teams are assembled), the maps should in general provide more cover. As we are unable to change the ammo in a weapon when on the battlescape, we cannot even use the different ammo types we have, ...

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