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Messages - DanielOR

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46
Offtopic / Re: Happy 4th
« on: June 30, 2008, 10:07:52 pm »
Happy 4th, everyone!  I am glying to China on the 4th to do some traveling there (with the wife).

47
Feature Requests / Re: Flares or Flashlights
« on: June 30, 2008, 06:47:34 pm »
Lord Valdez,

this has been discussed before.  The weapon-mounted lights may require serious changes to the game engine - movable, directional light source, cone of ling (ling?  wtf is ling?  i meant "light") that tracks with the way soldier turns, plus you need a way to turn it on and off.  I will let the devs answer as to how hard that is to code.  Maybe the engine has some like that already.

Another vote "con" was due to tactical issues: while a barrel-mounted light is OK for clearing houses, for moving in relatively open area at night it is a nightmare - blinds the user to things outside the cone and givesa away position.  Would be great for enemy snipers, I imagine.

48
Discussion / Re: 2.2.1 building aircraft / using hangar for aircraft
« on: June 30, 2008, 06:37:33 pm »
cool!  thanks!

49
Tactics / Re: Riot Shotgun/flechette - useless? (2.3)
« on: June 30, 2008, 06:32:57 pm »
Liked the description.   ;D  I suppose that happens to the best of us - was too busy staring to shoot the bastards.

Flamethrower in-base - man, the cleaning staff must hate that...

50
Tactics / Re: Your Tactics
« on: June 30, 2008, 06:23:05 pm »
I believe the wiki describes how stats grow...not 100% sure what of all that is omplemented, though.  Should let the devs answer that

51
Tactics / Re: Blades
« on: June 30, 2008, 06:18:44 pm »
well, "dying from RF" works for me - they are allowed to do that.  ;D

52
Discussion / Re: Crouching Too Cheap?
« on: June 30, 2008, 06:14:32 pm »
Ah!  Noooooo!
I guess all soldiers developed arthritis suddenly.  Actually, having crouching take 1.5 the time it takes to take one step is not bad. 

53
Discussion / Re: 2.2.1 building aircraft / using hangar for aircraft
« on: June 30, 2008, 06:12:29 pm »
w plane per SMALL hangar, is it?  ANd two + per large hangar? 

In other words, in my HQ, let's say I need a dropship + 3 interceptors there...what sort of facilities will i need?  Will I need to elave one empty in order to produce the planes?

54
Discussion / Re: Dual Wielding Pistols?
« on: June 30, 2008, 06:07:27 pm »
I am starting to get a feeling that we are getting WAY to sophisticated for a feature that will be used very infrequently.  Aside from Terminator, very few humans should have a need to fire assault rifles one-handed.  As an oddity, I might *once* load a freakishly strong soldier with a MG in each hand, just to watch him stroll down the field.  Maybe rename him "Arnie". 

Oh, and reloading while holding two assault weapons - that ought to be a hoot.  Same goes for selecting fire modes.  Seriously, is all this worh it?

55
Discussion / Re: Machine gun / Autocannon Discussion
« on: June 30, 2008, 06:03:46 pm »
Please, please let us not start another discussion of miniguns - it has been beaten to death multiple times...

As for MG - I am with Opeth666 - I find MG useful from start to finish, almost.  Love that thing.  I replace them with heavy lasers, somewhat grudgingly, only because of the low spread.  However, considering numebr of rounds fired, the jury is still out. 

Btw, HL is the only weapon that needs more than 1 reloading on a typical mission.  That thing just goes through cartridges...

56
Discussion / Re: Nordenfelt guns
« on: June 30, 2008, 05:52:15 pm »
Wow.  could you provide a link or some more info, plz?  Looks like an amazing weird gun.  Who makes that tripple barral bullpup?

57
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: June 28, 2008, 01:09:12 am »
Yup, that is reasonable and consistant.  Than the sniper rifle will be a slow-firing, far-reaching weapon that will be naturally eclipsed by something that does a better job of same...

58
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: June 28, 2008, 12:45:53 am »
Another solution is a (small ?) change to game mechanics.  Remove the headshot entirely.  Instead, every weapon has a chance to "critical hit" - hit a vital part.  The closer the target, the easier it is to hit vital bits, hence probability is higher.  If an alien is super-armored or has no singularly critical bits, probability is zero.

An innacurate weapon, like a SMG, has a very low critical hit probability, but fires many rounds.  A sniper rifle has a significantly higher crit hit rate, especially at short range - put that round right ...up...into the left rear nostril on the end of the lower middle testi tentacle.

Another elegant idea was in UFO: Aftermath - skill called "alien anatomy", which of course requires at least an otopsy of that type of alien.  The higher the soldier's skill, the likelier they are to hit a vital point.

Just throwing thoughts out there...

59
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: June 28, 2008, 12:02:29 am »
Really?  The goal is that by final mission ALL human weapons are obsolete?  I am with Sirg here - a full-on sniper rifle is hard to wield, heavy, slow to fire...but if it hits - it hits. 

Maybe, a compromise - some aliens are so tough, even a sniper rifle won't kill 'em in one shot.  Especially if they have no head to speak of.  I would say, for any humanoid alien not wearing complete, all-inclusive armor, a head shot (can be neck shot) is instant death.  That leaves room for robots with distributed and highly parallel CPU or tough aliens with multiple brains or aliens wearing some serious armor.

Far as helmets stopping a round - OK I will buy that a helemt is so tough, it won't even dent.  But transfer of momentum still takes place.  That's some vicious whiplash there.  Imagine, it would break whatever passes for a neck there.  No way vertibrae should withstand the impact...


60
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: June 27, 2008, 10:23:32 pm »
The sniper rifle, when used properly, is indeed a devasating weapon with "one shot, one kill" capability for anything remotely human.

The reason to use/research more tech is to have other options.  Sniper rifles are not the most useful weapons for clearing rooms, for example.  I suppose they can be adopted to that, if one moves very, very slowly.  For example, in a highly urban setting my sniper on the roof can often see an enemy, but not hit it.  When moving cover-to-cover, a sniper may not have enough time to find the target, shoot, and cover.  In other words, sniper is a designated killer who needs support, at the very least in shape of scouts who id the targets. 

All that being said, maybe I will stry a game with a team of 8 snipers only, just to see if it can be done.  Off the bet - capturing anything alive would be very tough with a team like that.

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