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Messages - Triaxx2

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46
Discussion / Re: Plasma Blaster
« on: November 14, 2012, 07:34:21 am »
Agreed. I picked them up, thinking they were Heavy. Once I realized how useless they were at that, I dropped them for Plasma Rifles. Better mobility, better damage, and if I turn a corner into something I have the guaranteed kill of 8 shot full-auto mode.

47
Discussion / Re: Accuracy, Sniping and tactics.
« on: November 12, 2012, 07:13:17 pm »
2.5's rebalance really helped. I know that if I try a 60% shot in 2.4, I'd miss three out of four times. In 2.5, that same shot is going to hit three out of four.

48
Hotwhat now? ;)

Seriously, I looked and didn't find one, but I might have over looked it. The list is fairly long and not broken up. But that's a UI thing, so it's neither here nor there.

49
Tactics / Re: Picking up alien weapons
« on: November 11, 2012, 01:23:02 pm »
Deep breath. The line reads left to right: Types/all #1/#2.

50
Tactics / Re: I <3 Smoke Grenades
« on: November 11, 2012, 01:21:18 pm »
Cool. I also fixed the hot tip while I was there, and rebalanced the Dragon.

I'll give those two a shot.

51
Tactics / Re: I <3 Smoke Grenades
« on: November 11, 2012, 01:32:26 am »
I'll give it a shot. Do I need to remove the .pk3 file so it doesn't over-write the file changes?

52
Tactics / Re: I <3 Smoke Grenades
« on: November 10, 2012, 02:00:18 pm »
Got an example with all the necessary properties defined I could use as an example?

53
Tactics / Re: Harvesters and AI Pathfinding
« on: November 09, 2012, 09:27:24 pm »
I know, but this is the tactics forum, and this tactic works well also. I'd like the aliens to be able to leave as well, but until then that's my tactic for dealing with their stupidity.

54
Discussion / Re: length of effect for objects
« on: November 09, 2012, 09:25:06 pm »
Yeah, mine beats that and if I toss a smoke grenade the mission becomes unplayable above ground. Underground is okay though for some strange reason.

55
Tactics / Re: 2.5 dev combat
« on: November 09, 2012, 12:34:28 am »
I had a full squad load out of Plasma Pistols, had a base assault, and lost all the pistols.

In any case, the Pistol is perhaps the most awesome side arm of them. Yes, the Machine Pistol only takes 3 squares and the SMG holds 50 shots, but the Pistol is just plain awesome up close. At 4 TU a shot, you can out shoot anything and not trip reaction fire.

Plasma Pistol is more awesome because of the improved damage. Pity I lost those.

56
Tactics / Re: Harvesters and AI Pathfinding
« on: November 09, 2012, 12:29:41 am »
If it's landed in just the right spot, it's possible to splash those in the upper compartments with grenades. The windows on top are breakable. I like a 'Nade Launcher to break the windows, then I toss regular grenades in to get the aliens. Do it right and it bounces over the console and lands in their lap.

57
Discussion / Re: Help us out: how many scientists do you have?
« on: November 07, 2012, 01:36:22 am »
@Lynol: Sniper Rifles work for a long time. Two to three shots will still flatten even an Armored Taman. I haven't run into a Sniper Rifle replacement yet though.

58
Tactics / Re: 2.5 dev combat
« on: November 07, 2012, 01:31:16 am »
Warning: Plasma Blaster Ball Mode WILL kill the firer if you're too close. Unfortunately, if you're very far away, it won't hit anything.

Single shot mode works quite well though.

Finally ran into an alien with a Plasma Grenade.

59
Tactics / Re: 2.5 dev combat
« on: November 06, 2012, 01:34:21 am »
The way to deal with that is ambush tactics combined with sniper rifles. Ambush the alien around corners where it's your reaction fire not his, or if you come around a corner and see one, duck back and bounce grenades in his face. Or use a cannon fodder with a rocket launcher.

I don't have any experience with needlers yet, but I really like Plasma Rifles with Full-Auto.

60
Tactics / Re: 2.5 dev combat
« on: November 05, 2012, 11:25:35 pm »
Auto-mission. ;)

Actually I went with auto-mission because it takes forever to load the map and I got my team wiped out by a bad spawn. (Shevaar on the balcony with a Plasma Blaster. Snipers couldn't hit over the railing, grenade launcher couldn't get close enough to arc over, cover seemed to do nada.

Some of the maps seem a little weighted against the player. Like the Street map. You'd better have at least two exceptional snipers, or you're in deep trouble. I crashed a UFO and found myself fighting two Shevaar, two Taman, and THREE Hovernets. Fortunately the Hovernets go down in one-two shots of the Sniper Rifle. The Machine Gunners I brought were useless. (Plasma Blasters not actual MG's)

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