General > Discussion
thx
Damyen:
--- Quote from: kingchaos on February 12, 2017, 12:39:55 pm ---The hovernets dont got any reaction fire, why?
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Hovernets do have reaction fire, but the problem is that, after a while, aliens tend to stay in (weird) positions that prevent them from using reaction fire => Aliens should always try to face the Phalanx troops (or the place they are supposed to be), not facing a wall, a corner, or borders of the map.
--- Quote from: Norby on February 12, 2017, 11:42:44 pm ---I never know where they looking due to the circular model
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Use the radar (shortcut: "R", if I am not wrong... Hum... Check shortcuts too :) ); the radar is more usable in v2.6 anyway. Your idea of giving them circular fire could be a nice touch to them.
--- Quote from: kingchaos on February 12, 2017, 12:39:55 pm ---Its very hard in the beginning to take down the ufos
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Personally, I hardly try to take down UFOs because you do not get advantages doing so (ex.: aliens are not wounded after the crash when you start the mission); so I wait for the UFO to land somewhere, and start the mission... and winning is more profitable (ex.: undamaged UFOs earn you more credits when you sell them).
--- Quote from: kingchaos on February 12, 2017, 12:39:55 pm ---Too easy is getting out of the fog/smoke and "scouting enemies out" and go back into the fog/smoke to kill them.
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--- Quote from: Norby on February 12, 2017, 11:42:44 pm ---Yes, a big penalty to aim out of smoke would be good imho.
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Another idea could be: aliens should shoot random shots in smoke (with needler for example). Against another player, I would do so.
DarkRain:
Re: Hovernets and reaction fire
They do have RF enabled, but there was a bug preventing them (or any robotic character) from using RF, you're playing 2.5, I guess the fix probably didn't make into the release.
Re: Flashbangs
Currently flashbangs have 3 effects: They instantly deplete the TUs of any unit affected, they disable reaction fire for the unit as well (and the default AI doesn't know how enable it again) and they apply the "dazed" status to the unit, any unit that is dazed at the start of its team's turn won't have their TUs refilled for that turn.
Do note however that flashbangs only work if the unit can see the explosion, if the flashbang goes off behind their backs or even to their sides they won't be affected at all. Also IIRC robots are immune.
kingchaos:
i have further more questions.
1. the flashing range of the flashbang is what?
2. what influence on the rank and the promotions has the number of soldiers in the homebase?
3. is it influencing the mind/brain levelup to switch the weapons for the soldiers?
4. why isnt there a final "base" to take? :)
i was some kind of disappointed, to have 28 colonels and no more final fight where i can use them ^^
Norby:
--- Quote from: kingchaos on February 14, 2017, 07:21:20 pm ---1. the flashing range of the flashbang is what?
2. what influence on the rank and the promotions has the number of soldiers in the homebase?
3. is it influencing the mind/brain levelup to switch the weapons for the soldiers?
4. why isnt there a final "base" to take? :)
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1. This page say 5.
2. I think the number of kills count.
3. No, based on the info here.
4. The list of maps in skimrish refers that there is one. Are you researched a Bomber ufo?
ShipIt:
--- Quote from: kingchaos on February 14, 2017, 07:21:20 pm ---... have 28 colonels ...
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8)
--- Quote from: kingchaos on February 14, 2017, 07:21:20 pm ---4. why isnt there a final "base" to take? :)
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Because there are not enough poeple contributing. Simple as.
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