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Messages - Seerorin

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46
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 17, 2014, 11:21:06 pm »
Don't you know how much speed they have? Cause I have an average of 26-27. Now my troops have 31-32 TU without emcumbarance.

47
I wanna ask a few questions:
Shooting is CPU or GPU calculated?
Is there actual physics in the game or only gravity?
How grenade launcher hit is calculated(based on it always lands right on target)?
Is it possible to for a weapon to fire multiple shots with just one shooting calculation(same trajectory, same speed, etc)?
If there is. Is there a way to use 1 ammo to fire multiple shots?

Example use for this: Cannons/rockets/grenades/launchers: If it is possible then they can actually have made to be more realistic e.g.: They could have a direct blast wich is explosive damage and "cloud" of shrapnel wich is a chance to hit normal damage. The impact hit weapons also could have an extra impact damage type on them.

I don't if shooting is slow on cpu's or no, or what method you are using. If it is then I have a few ideas wich I don't want to post until I don't know how things works cause they could be pretty stupid...

48
Tactics / Re: Is there really any point in equipping armor?
« on: August 17, 2014, 01:35:43 pm »
I think there is a point of equipping at least in 2.5. My squad was in only about 9 missions overall(early game). Even with losing and replacing a few goons my weakest man has a strenght of 39. My sniper is the best man on the squad 41 strenght,45 accuracy and 52 sniper skill no way he could be outsniped by anything. He can hit for 70% when shooting aliens for whom other troops with similar assault stat would only hit for about 20%. So I think transition to EM rifles will be smooth. Even thinking about bringing a secondary sniper into the team. Grenade launcher is something witch is nice but I don't really like that the grenadier is getting cheerleader and finishing off anything with little to no XP for others. He needs to became pretty tanky. So my only concern is that I have to rely on alien plasma weapons cause I didn't got any lasers. Also have to take UFOs apart and I don't have money for a secondary base. But on the topic most of my team(six man). Are from my basic team. They are pretty much good to go soldiers all with a 40+ skills in their own speciality. Able to carry any weponry what is needed. So I don't think weight/emcumbarance is really a problem if you are choosing your basic troops right and they live for a little time. My only concerns will be secondary teams... Dunno how I would be able to fill them with good ppl. I have only this 8 good soldiers and not really into rotating them. New recruits are really weak compared to then in any aspect...

49
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 17, 2014, 01:03:51 pm »
I'm working with a team witch has 37 strenght the least. XD They can carry a sh*tload of weaponry but right know I just use plasma. I don't have lasers so I have to stick with all plasma lot of stun and smoke nades. Even thinkin about dropping out my plasma guns for more grenades on all soldiers. Thinking about giving some extra weight to them somehow. Inventory space is a big trouble for me right now. I think it will be always really scarce anyways. TU's on the other hand get to be more. I don't know how much it increases not so much at the moment but if it can reach a treshhold of 37-43 for the 80-100 range of speed atribute then it would be apriciated. That would make heavy wepaons not so obsolate mid game... Also this cloak thing isn't a bug? I mean it's really looks like an exploit to me...

50
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 16, 2014, 11:25:11 pm »
Ok problem solved itself. I didn't know smoke is the ultimate weapon. It is insanely strong as it is right now. I put it down. Sit in it and one man goes out. Others shoot, the alien he goes beck into smoke. Aliens don't even seem to know what hit them... Smoke works like cloak at least on medium...

51
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 16, 2014, 11:22:21 am »
Thanks with the TU help. For sidearm I don't use sidearm. I use SMG-s as secondary in backpack and change weapons when I go in my man can easily carry the wait and sidearms looks really weak and inefficient for TU also SMG uses tons of ammo still perform pretty deadly up close and even a little further. But then maybe micro smg? It's the only other thing witch seems to do decent dmg. I have a few plasma pistols but they are scarce for ammo only 8 clips. Micro shotgun looks good but I do not know what to expect from it in combat... I have a scatter of 5, and only 15 range. Could I use these as only options for combat? Kerrblades are out of question I think. Large and don't really want to be even closer to enemy team. I use flashbangs and have smokes with me don't really knwo how smoke works so didn't used it yet. For sidearms I see it like this: pistol: you can't carry shit go with this shit, micro smg: you can carry weapons but you are using this crap to try to shoot something with it(ridicoulusly low dmg), micro shotgun: ok this packs a punch up close and personal but nothing more, Submachine Gun: ok this is what really good for close/medium engagements but ok made so it can't be used but only as a main weapon... Plasma would be good be good but I will need a lot of ammo(low skills for close) and even spare guns.

52
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 16, 2014, 01:38:58 am »
Hmm thank you. I'm using, the large SMG + assault rifle(needed the weight to train soldiers). How can I dissamble UFO-s? Cause there is only an option to destroy them what isn't giving me material what I would need+antimatter also a only come from them...

53
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 15, 2014, 09:29:52 pm »
Oh I mean on similarly equipped soldiers what effect the TU when they aren't encumbered. Nearly same strenght too.

54
Tactics / 2.5 Early game builds+what effect the amount of TU's?
« on: August 15, 2014, 08:52:19 pm »
I have playing 2.5 and I have only one problem. I don't have the money to cover, the whole planet so I only downed 1 scout and attacked a landed scout. After that I met a horde of aliens on the metro station or something like that map. I would need suggestion for early game builds. Assault rifles are ok but dunno how to make a proper build. I'm triing to go with assault rifle+submachine gun combo(my guys can carry them without problem with basic armor) so how to organize it? I have trouble with carriing this weaponry+medkits+smoke and flash grenades. I think maybe the backpack is a bit small... Cause I cant place a rifle+4 grenades+medpack in it... Maybe there could be a dedicated rifle slot for holstering rifles(what should not work for heavy weapons). Or something...

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