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Messages - Lew Yard

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31
Tactics / Re: UFO Yard not getting any!
« on: December 13, 2010, 05:55:11 am »
By the way, since we're here already, why not ask something else, right? I searched the forums and read about weapon loadouts and such. My questions is: in UFO:EU, Plasma was definately the best weapon in game, but apparently in here, Plasma is not all that great and Lasers are actually pretty good. Is this correct? Also, I'm rather fond of my snipers; should I start training them to use heavy laser rifles instead of sniper guns proper? I wish there was a laser sniper rifle, tho. Seems to me a shame I'm to drop my snipers because their weapon of choice will become obsolete.

It's situational -- depends on how likely you are to hit (the shorter the distance and the less cover the target has, the less important the weapon's spread is...), how quickly you need 'em dead, and what armor they're wearing.

Some random notes:

- A few weapons can shoot through walls (at reduced damage).  These are the sniper rifle, coil gun, bolter rifle, and minigun (MP only).  This means that you can *kill* enemies whom your shooter can't even see.   These weapons also make it easier to kill civvies for the same reason.

Sniper rifle ammo is available cheaply from the beginning and isn't particularly hard to stockpile, so it's not very expensive to engage in a long-range sniper duel with 'em.  DF carts are less available but still purchasable.  Coil gun ammo is bulky and significantly much more difficult to stockpile, meaning that you can less afford to take an iffy shot with them than you can with the sniper rifle.

- Lower-power ballistic weapons (e.g. the SMG) do almost nil damage to enemies wearing medium armor.  The /maximum/ possible damage you can do with a 15-round burst through medium armor is... 15.

- Lasers tend to be highly accurate but fairly low damage.  Against well-armored opponents, heavy lasers are substantially more efficient in terms of damage/TU than laser rifles; however, they're slower to fire, making it harder to use them for reaction fire.

- Plasma pistols are nastier than your average human sidearm; each hit will do ~10-20 to a medium-armored alien (or 30-60 for a 3-rd burst).  For comparison, a stab with a combat knife should do 0-40, a stab with a monomolecular knife should do 40-76, and a thrown monomolecular knife should do ~33-63.

- Plasma weapons generally are higher damage/much lower precision, making them nasty at close range and worthless at long range.

- Particle beam weapons are nastier at damage than plasma, and somewhat more accurate.  A particle beam pistol shot will do 19-39 through medium armor or 57-117 if a 3-rd burst entirely hits.

The particle beam rifle is inferior to the sniper rifle for sniping --
An aimed shot with a particle beam rifle will be less accurate than an aimed shot with a sniper rifle (crouched v. crouched, the spread values are 0.7 each X/Y vs. 0.45 each X/Y; compare with plasma rifle standing up = 1.0/1.0 or 1.9/1.9 for plasma rifle burst fire standing up).  The sniper shot would do 83 pts to an alien wearing medium armor; the particle beam rifle shot would do 53-73, with much harder to get ammo.  (...and the coil gun is as precise as the sniper rifle, would do 122-194 per hit).

The needler, fired crouched, is not quite as precise as the sniper rifle (0.6/0.6), and would do less damage (73-83).

...and the data file for the heavy needler looks badly bugged; it looks like an aimed shot with it would do far /less/ damage than the regular needler.

32
Discussion / Re: Hi all, general feedback and more proposals
« on: December 11, 2010, 03:13:55 am »
I'll just note that as the number of actors grow, the larger a problem you have with either

(1) artificiality imposed by serial actions -- i.e. actor A moves slightly, sees enemies, spots for other actors who use TUs to kill them, A moves a bit further w/o additional TU expenditure as if his teammate's firing was simultaneous, even though it was predicated on his own previous actions... or, say, A kills enemy B, which results in a clear line of sight to allow A's teammate C to see and shoot a second enemy D...

...as well as 'actor A moves, is in sight of enemy B, but B 'reacts' by instead shooting actor C, who hadn't yet been given orders for the turn and was at full TUs'

vs.

(2) simultaneity ala Combat Mission wego style -- preplotting orders to be executed simul, which results in extreme Degrees of Fun writing a TacAI that can override preplotted orders in a sane fashion (e.g. not shooting somebody who's already dead, not blithely strolling in front of a newly noticed enemy, firing his machine gun at the kerrblade-wielding enemy who just popped around the corner instead of a previously targeted one, et al).


Also, UI design will be increasingly important -- e.g. esp. giving feedback like "hey, you might have a 50% chance to hit the enemy... but you also have a 30% chance of hitting an ally and a 10% of hitting the civvie" or the like, or highlighting which actors should be moved first as a result of the reaction-fire system (namely, those already with LOS to known enemies, compared to actors who don't).


33
Linux / Re: Download
« on: December 10, 2010, 03:35:32 am »
An Ubuntu derivative.  'k, see if you can get 'playdeb' installed for simpler access to the getdb respositories.

http://www.playdeb.net/

(Mint 9 appears to be based on Ubuntu 10.04), so try

http://www.playdeb.net/updates/Ubuntu/10.04#how_to_install
http://www.playdeb.net/software/UFO%20Alien%20Invasion

34
Linux / Re: Download
« on: December 09, 2010, 08:19:08 pm »
I seem to have missed the part where you specified what distribution you are using.

35
Tactics / Re: What's your loadouts?
« on: December 07, 2010, 09:15:21 pm »
If memory serves, the flechettes -- like the flamethrower, although they use different damage types -- is implemented as multiple weak shots, so the damage of each shot is reduced by the relevant armor value.  Unless the damage type is something against which armor is weak, the flechettes will do poorly against e.g. alien medium armor.

36
Discussion / Re: how do u make money in this game
« on: December 07, 2010, 09:08:42 pm »
I could see the world cost for goods only available after research (both buy and sell) being reduced once you've actually built something and sold it rather than keeping it -- the reasoning being that you've now provided engineering samples for others to figure out how to manufacture on a larger scale.

37
Tactics / Re: Storming harvester
« on: December 07, 2010, 05:53:53 am »
Haven't searched the changelog, but I thought I'd note that I seem to be seeing more AI usage of plasma grenades inside the harvester in 2.3.1 vs. 2.3.0.   It's dangerous to both them (own-goaling does happen) and you (since the entranceways are very conductive to bunching up, making you quite vulnerable to mass casualties from the grenades).

38
Tactics / Re: What's your loadouts?
« on: December 07, 2010, 05:48:57 am »
Ortnoks tend to be willing to engage at very long-range, with plasma rifles (and later plasma blasters), standing up.  This is a duel that they'll lose if you've got a team set up for long range fire, since all the plasma weapons are very imprecise compared to what you can field from the beginning of the game so while if they /do/ hit it'll hurt, they're not at all likely to hit.   And if you hit /them/, they frequently go berserk and march towards targets completely ignoring cover.

A sniper rifle (available at start, good accuracy when firing crouched, pretty high damage, cheap and not particularly bulky ammo, *can hit through thin walls*) or laser rifle (three techs required -- continuous-wave weaponry, laser rifle, DF cartridge -- *extremely* accurate, low-ish damage, high rate of fire)  is /far/ more dangerous than a plasma rifle for across-the-map duels unless the guy with the plasma rifle is an incredibly good shot.   And none of the weapons the aliens use can penetrate walls, IIRC (it's a fairly rare trait; last I looked, it was confined to the sniper rifle, bolter rifle, coilgun, and -- in multiplayer only -- the minigun), giving you a nice edge if there's even a bit of cover.

Close-up, the flamethrower is very, very lethal for the TU and space requirements -- good for ambushes at doorways.

39
Discussion / Re: crouching down
« on: November 04, 2010, 10:36:34 am »
Spread affects all shots, and crouching reduces the imprecision -- meaning that you'll probably deviate from the 'perfect' shot less.

Spread affects the how much each shot is likely to deviate -- in angular terms.  Take the error in angle terms, add the range to target, and that affects how far you've actually missed by (if the shot makes it without being stopped by an obstacle).  Missing the center of the target by a tiny distance might mean that you actually hit.  OTOH, at extremely long ranges or against targets mostly behind cover (*), even a small angular deviation may mean a bad miss.

Burst fire tends to have a higher spread, and therefore the expected deviation of each shot is higher -- but you can still be spot on, it's just less likely.  Aimed-shot fire modes have lower spreads than snap shots, but you pay with higher TU cost.  Per-shot damage is also per fire mode, so it's technically possible to e.g. model a hit from an aimed shot as more deadly on average (reflecting better placement, say).  The flamethrower is actually modeled as a weapon that fires many, many shots... individually low-damage shots, but so many that you're likely to do a fair bit of damage unless your target has armor that's suitably fire-resistant, even if you're not especially skilled.

IIRC, the code supports the possibility of a weapon's fire mode having a bias (a tendency to fire too high, say) -- that'd introduce systemic inaccuracy into that mode.  That could be used to simulate e.g. badly controlled muzzle climb -- not only might the spread by high but the (expected) center of the burst might be slightly above the target.

(*) Should be noted that cover can be penetrated, to a limited degree (limited number of walls and at reduced damage), by certain projectile weapons (IIRC, the coil gun has the best 'throughwall' factor of any weapon available in the campaign mode).

40
Discussion / Re: crouching down
« on: November 04, 2010, 04:59:23 am »
Taking a .50 BMG rifle supported by a bipod, in good condition, firing at a stationary target with good technique may result in precise and accurate fire.

Take the same rifle, damage the sighting equipment so it's badly off, and attempting to squeeze off a few shots may result in a reliable, tight grouping in the wrong place.  That's precision combined with inaccuracy.

Loading a sawed-off open-choked shotgun with birdshot and firing it at a target 100 yds away may result in highly accurate fire (if the shooter and target are both stationary and good technique is used) but the individual pellets will likely be spread over quite an area at that range.  That's imprecise.  The same would go for firing smoothbore muskets at range w/ 1800's-tech-level powder and ammo.

41
Discussion / Re: how do u make money in this game
« on: November 02, 2010, 02:10:15 am »
It's easy not to notice the Alien Breathing Apparatuses piling up -- you don't need that many and they're mostly useful to sell.

42
Feature Requests / Re: Partial Visibility
« on: November 02, 2010, 02:03:32 am »
File under 'nice to have if done well' but 'massive can of wyrms'.  For instance, there are obvious questions of how to make this work with AI; how long to leave various contacts visible; when to merge contacts as 'evidently' the same (whether correctly or not...); and so forth.

43
Discussion / Re: completing this game
« on: November 02, 2010, 01:57:18 am »
Does this thread have a point except to complain that an in-progress project is still in progress?

44
Discussion / Re: crouching down
« on: November 02, 2010, 01:56:20 am »
Last I checked, there's a per-weapon modifier that is a multiplicative factor for weapon spread.   In other words, it affects the precision of your shot.  Quite a few weapons have their spread halved, IIRC, but some receive lesser or no bonus.  I recall no other effect on weapon firing (e.g. it doesn't affect accuracy, just precision; nor does it affect speed of use).

There are weapons that should probably receive *penalties* (largish slashing weapons would be more awkward to use, for instance) but none that I recall.

And yes, TUs to move go up from 2 to 3 per square.

It should also lower your silhouette, making you harder to hit in various situations, but I haven't really checked on that.

45
Discussion / Re: Weapon Ideas?
« on: October 21, 2010, 10:35:59 pm »
That's why I'd like to see some alien or alien armor that is immune to laser damage. It could deflect the laser beams to a random direction(or fitting angle) for bonus points. This would force players to have a weapon mix in their team.

Moddable.  Just make alien armors give higher damage reduction to the laser damage types.   It's an absolute reduction (subtraction), not relative.

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