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Messages - Triaxx2

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121
Feature Requests / Re: Accuracy/skills model
« on: August 30, 2012, 07:41:10 pm »
Sniper Rifle with sniper skill is indicative of the skill for the primary fire mode of the weapon. IE a Sniper Rifle is intended for use in Aimed Shot mode. That it's also capable of a snap shot is irrelevant because it's meant for aimed shots.

Similarily, Assault rifles are Assault Skill weapons, because the majority of their fire modes fall under assault.

I'm not sure which modes are considered heavy though.

122
Feature Requests / Re: Reaction fire & TU reservation
« on: August 30, 2012, 07:20:01 pm »
I do use both, though not always at the same time. For example, if i had a sniper and had both a snapshot reaction and a reserved Aimed shot, most of the time I don't have any TU's left, and that shooter is effectively paralyzed.

It's more helpful with a shotgunner, or flamethrowerguy, who needs less TU.

However, using the shot reservation, means that I don't have to calculate how far I can move with my sniper. I can just tell them to move and know that I have points enough to fire waiting.

Or if I need to move up and fire a rocket, I can be ensured of not making a mistake by a single TU and finding out that I'm completely screwed because I lost one all important TU and can't fire and so instead of having one or more dead aliens, now I have a rocket launcher and soldier standing out near angry aliens, who will hit and kill them.

123
Feature Requests / Re: Reaction fire & TU reservation
« on: August 30, 2012, 02:59:40 am »
There are actually two reservations. One for reaction fire under the fire menu, and a separate one for reserving fire for movement. It's helpful to use both of them, though there aren't often many left for moving with the stiff requirements to fire.

124
Bugs in older version (2.4) / Re: Fuel Dump Unfinishable?
« on: August 19, 2012, 04:21:02 am »
Huh. I figured Bombs were one of those unfinished things in the game. A place holder if you will.

125
Feature Requests / Re: IR-goggles
« on: August 19, 2012, 04:19:20 am »
Hmm... True. Wouldn't bother flashbangs though, which are what I always throw, presuming I can get it through the bloody door...

Ahem. You're right, it would hamper shooting unless you just spam rounds through the wall.

126
Feature Requests / Re: IR-goggles
« on: August 16, 2012, 07:52:27 pm »
Wouldn't help much. That's about the inaccuracy of grenades.

127
Discussion / Re: New wound and healing system on 2.5-dev
« on: August 12, 2012, 07:33:27 pm »
I've always considered that Medikits are something like a box of those square white bandages, with a built-in stimulant ampule, that dispenses when you slap it on. Which means that while they might be 'saved' with a medikit in the field, once all the aliens are defeated and you're not being shot at/in fear for your life, you can focus and pay some more proper attention to various wounds and injuries.

So you might triage in the field, but once you've got them back to the dropship, you have some slightly more potent recovery tools at your disposal. Not a full hospital, but something like an ambulance, so it's not 'only what can be done with what I have'.

128
Feature Requests / Re: Hidden soldier traits! (but revealed later)
« on: August 12, 2012, 07:25:16 pm »
I don't know. I mean if you're say... hunting an enemy, like a bear, you're going to learn more about it, learn just where to shoot to kill it the quickest, and how to avoid getting hurt by it. It's more that 'I hate this foe type, so I'm going to learn my best about how to kill them. Perhaps:

Alien Hunter: Has learned about a particular alien menace with considerable enthusiasm. Is more likely to hit and does more damage by aiming for vital organs. Minor penalty against non-favored targets.

So if the Alien Hunter has studied Ortnoks, he'll be less capable against Bloodspiders.

129
Feature Requests / Re: IR-goggles
« on: August 12, 2012, 06:29:59 pm »
Perhaps something like showing everything living, but as indistinguishable boxes. Keeps it from being a magic foe finder, but lets you see: Room Empty, Room Full. So you don't have to individually search each room, which is particularly annoying on maps like the Med, and the Manor.

130
Offtopic / Re: Possible game related fraud on Ebay
« on: August 10, 2012, 04:23:22 pm »
I'm surprised you guys didn't think of it first...

131
Feature Requests / Re: Fix for when aircraft don't fight back...
« on: August 07, 2012, 03:42:43 am »
Stupid question. Make sure the craft has ammo loaded.

132
Discussion / Re: Research Time
« on: August 07, 2012, 03:37:31 am »
I think it'd be easier to get research moving if we got new recruits a little faster.

133
Tactics / Re: Where/why/how many bases do you build?
« on: August 07, 2012, 03:30:33 am »
I'll give that a shot.

134
Tactics / Re: Where/why/how many bases do you build?
« on: July 26, 2012, 09:06:37 pm »
I'm in 2.4 and frankly it's not the missile cost, but the fact that I'll send the interceptor after one target and get ambushed by a second and lose it because they're universally faster. Or the drop ship is on it's way to a target and get's wiped out.

And I don't know why, but I never get the option to sell crashes, only landings.

135
Feature Requests / Re: Suggestion - Player Guided Soldier Level Ups
« on: July 25, 2012, 04:25:07 am »
True and frankly if training gets implemented that would work similarly. In X-Com interceptor, you could send pilots for training to boost their skills. It'd be pretty useful.

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