UFO:Alien Invasion

General => Tactics => Topic started by: anonymissimus on August 26, 2014, 10:21:11 pm

Title: Flashbang tactics
Post by: anonymissimus on August 26, 2014, 10:21:11 pm
So, I see them recommended often but I almost never use them:
-There is no way to know whether it worked.
-It does not work against the most dangerous enemy - Sheevar. (Is this a bug ? Testing situations are rare, but I had it at least once that I was sure it should have worked.) I see them working against Taman and Ortnoks in 2.5.
-How near does it have to explode ? In any case, it needs to explode in the target unit's cone of vision or it will not work.
-The throwing unit mostly should or needs to move to the target unit to match the previous point, which should be expected to trigger reaction fire together with the time units needed for throwing/rolling. Often enemies are just too far away.

So, it's only useful in an emergency. If possible, always use smoke which has 100% chance of eliminating reaction fire.

Additionally, it seems to work against civilians but not against Phalanx soldiers, which doesn't make sense. (Is this a bug ?)
Title: Re: Flashbang tactics
Post by: DarkRain on August 27, 2014, 06:12:17 am
Well they *should* be working against shevaars (It all is very weird as shevaar supposedly don't have eyes and see in IR, but of course that's just fluff, they actually see the same as any other unit)
Something that always has bothered me is that only the 'flash' part seems to be working while the 'bang' part isn't (which is btw the way the fluff explains it working on shevaars) I've been toying with the idea of making them work partially even if the hit out of the target field of view... but maybe they'd end being overpowered that way? (Well, at least that would be an alternative to smoke spamming, I guess? :-\ )

Your team mates being unaffected is by design... I suppose that your soldier is shouting 'flashbaaaang' (or whatever military types usually shout for those occasions) and your well trained soldiers can prepare for it
Title: Re: Flashbang tactics
Post by: Seerorin on August 27, 2014, 08:34:50 am
The grenade works exactly like in reality. At least from what I have experienced. One of my friends is military personel. I was able to get into a demonstration. Flashbangs do rock... Even if you don't get directly hit by the flash. That's not even so bad, or at least not the way you expect it. It's not makes you fully blind. But it's just feels like you get hit really hard on the head. Some people started to vomit after a not so near flashbang explosion. Even trained soldiers was just able to get on the ground fast. You can't get directions and hard to move I fell two times in ten minutes. Wich is pretty dumb thing to do on plain terrian. My hands where shaking. Trained soldiers needed about 5-10 minutes to fully get out of the effect. So I don't even know wich is worse, de sound or the flash. They say that it's simply wrecks your ability to balance yourself. I can say that is true. It's pretty damn strange to even rise one of your hands cause that little movement can cause you lose balance.

Sorry for bad english!
Title: Re: Flashbang tactics
Post by: MonkeyHead on August 27, 2014, 10:41:23 am
I use them for a couple of scenarios, which tend to fall into the same general grouping - when an alien stops in the open, in view in range of at least 2 of my soldiers who do not need to move to flashbang them (to avoid getting reaction fire via moving), and appears to crouch or at least not fire as much as I would expect - this suggests they have saved some TU's. That, or either if I spot an alien through a wall/floor with IR and have enough TU to round the corner/stairs and kill it safely if I can ensure it will not shoot back. All of my soldiers carry a flashbang in their belt, so taking it out and rolling/throwing it costs less than 8 TU's, meaning it will not cause reaction fire for anything other than a plasma pistol, which after the first few months tend not to be used by aliens in combat save for a few rare possibilities. The alien can then be gunned down with ease. I try and get them as close to the feet of the alien, or closest alien in the case of a group. I have enjoyed some success with this method, especially with Taman. I don't bother against HoverNets or Bloodspiders (robotic enemies, HN NEVER reaction fire, bloodspiders being melee only). I have less experience using it against Ortnoks due to seeing far fewer of them. With Sheevar, I suspect they have enough TU's to still have enough remaining to get off one reaction shot after a flashbang if they saved enough the previous turn, but someone who knows the games internals more than me could probably shed light there. As for not knowing if it works, I don't mind that - I like the ambiguity of there still being a risk, but I can see why some may like some kind of "dazed" status indicator.

Oh, and this is with the 2.5 release version.
Title: Re: Flashbang tactics
Post by: Internecivus on August 27, 2014, 11:53:15 am
Well they *should* be working against shevaars (It all is very weird as shevaar supposedly don't have eyes and see in IR, but of course that's just fluff, they actually see the same as any other unit)

From UFOpedia:

Quote
Also, although blind, Shevaar possess balance organs that are affected by the sound of our flashbang. It will achieve similar results on them as it does on humans.
Title: Re: Flashbang tactics
Post by: anonymissimus on August 27, 2014, 08:15:32 pm
so taking it out and rolling/throwing it costs less than 8 TU's, meaning it will not cause reaction fire for anything other than a plasma pistol, which after the first few months tend not to be used by aliens in combat save for a few rare possibilities.
...
Oh, and this is with the 2.5 release version.
Taking out + throwing/rolling needs 8 time units. I already got reaction-shot by a plasma rifle when consuming just 8 TUs so I have to conclude I should get reaction-shot too then. Unless you let them start with the grenade in hands.
It's safer to "record" enemy positions (in memory), throw a smoke grenade into the line of sight by some unit currently out of enemy sight, and kill through or out of smoke, which will protect from the next enemy turn too.
Title: Re: Flashbang tactics
Post by: MonkeyHead on August 28, 2014, 12:02:31 am
Taking out + throwing/rolling needs 8 time units. I already got reaction-shot by a plasma rifle when consuming just 8 TUs so I have to conclude I should get reaction-shot too then. Unless you let them start with the grenade in hands.
It's safer to "record" enemy positions (in memory), throw a smoke grenade into the line of sight by some unit currently out of enemy sight, and kill through or out of smoke, which will protect from the next enemy turn too.

I admit I am not 100% certain about my sums here - I thought that it was 1 TU for out of belt, and 6 TU's for lobbing. I might be missing something.
Title: Re: Flashbang tactics
Post by: DarkRain on August 28, 2014, 05:16:47 am
@Internecivus: I know what the UFOpaedia says, that's the weird thing — the falshbang still has to land in the shevaars 'field of view' towork... despite they supposedly not having eyes!
Title: Re: Flashbang tactics
Post by: anonymissimus on August 28, 2014, 06:37:31 pm
the falshbang still has to land in the shevaars 'field of view' towork... despite they supposedly not having eyes!
Well if they see in infrared they still need some kind of eyes. Infrared electromagnetic waves behave mostly the same way as visible ones, just that they're not visible. Look at infrared cameras. Some animals can see infrared.
Thus they also must have a field of view. And they don't work, as I said.
Title: Re: Flashbang tactics
Post by: Internecivus on August 29, 2014, 01:08:00 pm
Btw, inspected team_aliens.ufo

For shevaar, bloodspider,  bloodspider_adv, hovernet, hovernet_adv we have "shock 0".

"Shock" is the damage type caused by flashbang. I'd expect that at least for robotic aliens flashbang won't work and thus to be equal 999, just like for UGVs.
Title: Re: Flashbang tactics
Post by: MonkeyHead on August 29, 2014, 04:40:08 pm
Did some sums, and Taking a flashbang from belt and lobbing it takes 8 TU's. Did some testing in skirmish mode, and in around 50 flashbang lobs at Taman armed with everything from pistols up to particle rifles I never got a single instance of reaction fire back, either the instant before my trooper threw the flashbang, or after it was lobbed. It was also pretty clear that if an alien had saved some TU's (not the easiest thing to determine unless you can observe thier entire move), the flashbang wiped the reserved TU's out. I did not expect to get any fire after the lob, but expected to get some fire before the lob, just as how reaction fire occurs before you shoot at an alien. Could this be down do how events are queued up and executed within a turn? Things seemed very, very similar for 25 tests on Ortnoks.

Repeated with about 25 attempts at a Sheevar, and things were inconclusive. I never had any reaction fire returned at me by expending the 8 TU's in the equipping and throwing of a flashbang, but as above it was hard to tell if the alien had used all its TU's or not. In any case, the Sheevar appeared to have a standard amount of TU's the turn following being exposed to a flashbang. Tests with Bloodspiders and Hovernets showed a similar pattern the the Sheevar, as supported by the .ufo file info above. I am not 100% sure that relates to flashbang though, and could be related to the electrolaser, most possibly how much resistance each has to electrical damage.

Of course, the easiest thing to do would be to play as Sheevar and have flashbangs thrown at me, but the AI was reluctant to do that. Lobbing them at my own alien troops did nothing, unsurprisingly.
Title: Re: Flashbang tactics
Post by: DarkRain on August 30, 2014, 04:58:20 am
Well if they see in infrared they still need some kind of eyes.
<snip>
Thus they also must have a field of view. And they don't work, as I said.
IIRC the lore says their IR sensors are inside their skulls, but most importantly it says it is the sound that affects them and currently no one shevaar or otherwise is affected by the flashbang's *sound*....
Anyway, since its only a minor issue and I seem to be the only one bothered by it... let's forget about it for now
And they do work in master... I tested:

Btw, inspected team_aliens.ufo

For shevaar, bloodspider,  bloodspider_adv, hovernet, hovernet_adv we have "shock 0".

"Shock" is the damage type caused by flashbang. I'd expect that at least for robotic aliens flashbang won't work and thus to be equal 999, just like for UGVs.

All that doesn't even matter! Internally the game sets the damage of the flashbang to 0 in G_SplashDamage (no, it's not a typo that's a zero) armour and natural resistance doesn't matter, despite that, anyone hit by a 'shock' attack which isn't of the same team as the attacker and isn't a robot (which are filtered in G_Damage) receives the full effect: reaction fire is disabled including un-reserving TUs, the actor's TUs are set to zero and finally the 'dazed' status is added, which prevents them from receiving TUs their next turn... those mechanics have been in place since 2.3 IIRC
Also in master I can pin shevaars in place for multiple turns by continually lobbing flashbangs at them... the only thing I can think of: maybe the shevaar were mistakenly classified as robots in 2.5?

Did some sums, and Taking a flashbang from belt and lobbing it takes 8 TU's. Did some testing in skirmish mode, and in around 50 flashbang lobs at Taman armed with everything from pistols up to particle rifles I never got a single instance of reaction fire back, either the instant before my trooper threw the flashbang, or after it was lobbed.
I don't know the details of your tests but what I know is: Before the throw they have used the TUs needed to grab the flashbang, buuut RF is only checked on moving and shooting (or throwing) so (un)crouching and inventory management won't count to trigger RF unless you have already moved or used a weapon in the alien's sight this turn (which causes the alien to add your soldier to its RF targets list, and even then, RF won't trigger until you try to move or shoot again....), after the throw — if successfully flashed— the aliens no longer have neither RF enabled or the TUs to fire...
Title: Re: Flashbang tactics
Post by: MonkeyHead on August 30, 2014, 03:50:39 pm
Quote
Before the throw they have used the TUs needed to grab the flashbang, buuut RF is only checked on moving and shooting (or throwing) so (un)crouching and inventory management won't count to trigger RF unless you have already moved or used a weapon in the alien's sight this turn (which causes the alien to add your soldier to its RF targets list, and even then, RF won't trigger until you try to move or shoot again....), after the throw — if successfully flashed— the aliens no longer have neither RF enabled or the TUs to fire...

This is valuable info - thanks!
Title: Re: Flashbang tactics
Post by: anonymissimus on August 31, 2014, 01:20:56 am
Well it doesn't seem they need to explode very precisely or close to the target. I just had a situation where it obviously did work and the distance to the explosion was 4 fields.
Title: Re: Flashbang tactics
Post by: DarkRain on September 01, 2014, 02:57:48 am
This is valuable info - thanks!
You're welcome :)
Here's another info bit, I don't think it's very useful (and probably you already know) but... the AI only enables RF at the start of battle, flashbangs disable RF, so if a flashed alien somehow manages to survive the two turns or you using it as target practice, it won't RF anymore...
Of course it still can move and fire normally on the alien turn, and has the TU that would have been reserved for RF available to do so, so you really are better killing it while dazed

Well it doesn't seem they need to explode very precisely or close to the target. I just had a situation where it obviously did work and the distance to the explosion was 4 fields.
Flashbangs have a splash radius of 5, it is shown while aiming, isn't it (of course grenades have a tendency to bounce away form the impact point), the view field for all actors is 120º IIRC

BTW for those playing on master: I just made some changes that will make a hurt sound play for anyone hit by splash damage (like the ones played when being hit by a direct shot) including successfully flashbanged units, feedback welcome on this regard
Title: Re: Flashbang tactics
Post by: anonymissimus on September 01, 2014, 04:07:03 pm
Here's another info bit, I don't think it's very useful (and probably you already know) but... the AI only enables RF at the start of battle, flashbangs disable RF, so if a flashed alien somehow manages to survive the two turns or you using it as target practice, it won't RF anymore...
Of course it still can move and fire normally on the alien turn, and has the TU that would have been reserved for RF available to do so, so you really are better killing it while dazed
Just that I get this right - a flashbang disables RF not only for the current and the following turn, but all following ones, basically ?
Title: Re: Flashbang tactics
Post by: MonkeyHead on September 02, 2014, 11:11:03 pm
BTW for those playing on master: I just made some changes that will make a hurt sound play for anyone hit by splash damage (like the ones played when being hit by a direct shot) including successfully flashbanged units, feedback welcome on this regard

Ideally, a status icon showing a unit to be suffering from the effects of a flashbang would be nice - like how a unit has that spirally symbol when stunned. The audio cue sounds like a great idea though, not just for flashbangs but for all explosive weapons.
Title: Re: Flashbang tactics
Post by: anonymissimus on September 03, 2014, 01:57:15 am
The audio cue sounds like a great idea though, not just for flashbangs but for all explosive weapons.
I wonder whether it can be heard at all though, since flashbangs, grenades, plasmablaster ball and such cause a sound anyway when they explode. Should often be louder than the get hit sound, for instance,  for flashbangs.
Title: Re: Flashbang tactics
Post by: DarkRain on September 03, 2014, 05:01:58 am
Just that I get this right - a flashbang disables RF not only for the current and the following turn, but all following ones, basically ?
Yes, that's correct, its basically the same effect as turning RF off in your soldiers, but the AI never turns it on again... mmmm I guess that if the alien becomes shaken afterwards it would enable RF again....

Ideally, a status icon showing a unit to be suffering from the effects of a flashbang would be nice - like how a unit has that spirally symbol when stunned.
Unfortunately a) I am not good at creating art assets and b) I have no idea how such an icon would look like

I wonder whether it can be heard at all though, since flashbangs, grenades, plasmablaster ball and such cause a sound anyway when they explode. Should often be louder than the get hit sound, for instance,  for flashbangs.
It's also my fear that the sound will be drowned, specially for things like rockets, I did ask for feedback after all.... on the other hand, we play such sounds for firearms and IMO some guns are louder than the flashbang (In-game at least)
Title: Re: Flashbang tactics
Post by: Daikataro on September 18, 2014, 05:22:35 pm
In my experience, flashbangs are about as useful as a pee-filled balloon. I have seen them work as intended exactly twice, and that because they blew up right in front of an ortnok, as in, point-blank range; other than that, they have done little else than annoy whatever I throw them at, and that's when they don't just get a "return to sender" courtesy of the soldiers' poor aiming with throwables in general.

IMHO flashbangs need a complete overhaul to be an actually viable weapon because, as they are now, there is no real reason to use them instead of the later-plentiful plasmas or the plain, old frags. Concretely I see they need:

-First of all, make them actually work.
-Larger effective radius, with diminishing returns past point-blank range (for example, past 5 tiles units lose 5 TUs less per tile away from the explosion).
-In later game stages, add a research that projects an EMP from the grenade, so it affects robotic units. If testing deems it too overpowered, make it two separate grenades, one flash, one EMP.

As they are now, flashbangs are just a notch above picking a rock off the ground and throwing it at the aliens.
Title: Re: Flashbang tactics
Post by: anonymissimus on September 18, 2014, 09:20:47 pm
Much more important, make them work against Sheevar. If they should work then that's a severe bug.
It's okay that they don't work against robotic aliens, since these are less dangerous in other ways: They don't use grenades or plasma blades, so you can count on a certain amount of time units spent for your reaction fire. 12 TUs shot of plasma rifle or laser rifle is usually enough to kill combat hovernets.
Title: Re: Flashbang tactics
Post by: MonkeyHead on September 19, 2014, 05:41:03 pm
Much more important, make them work against Sheevar. If they should work then that's a severe bug.
It's okay that they don't work against robotic aliens, since these are less dangerous in other ways: They don't use grenades or plasma blades, so you can count on a certain amount of time units spent for your reaction fire. 12 TUs shot of plasma rifle or laser rifle is usually enough to kill combat hovernets.

Also, I have NEVER seen reaction fire from a Hovernet, making flashbang use on them less of an issue.
Title: Re: Flashbang tactics
Post by: Daikataro on September 19, 2014, 07:17:59 pm
Also, I have NEVER seen reaction fire from a Hovernet, making flashbang use on them less of an issue.

I have, it's just that it seems the AI is fond of using them more as scouts than as actual combatants, despite their fierce capabilities. However, when enemy starts running low on numbers, hovernets will often hide and use RF.
Title: Re: Flashbang tactics
Post by: anonymissimus on September 19, 2014, 10:03:50 pm
I have, it's just that it seems the AI is fond of using them more as scouts than as actual combatants, despite their fierce capabilities. However, when enemy starts running low on numbers, hovernets will often hide and use RF.
I'm sure you are mistaken. I also have never seen them reaction fire, and I am enforcing it even, if I may say so, since I use this property to shoot at them without protecting from reaction fire. It also makes sense for them to not reaction fire, since there is no way to see into which direction they are looking. Maybe they have 360° vision even ? So it would be mean if they could reaction fire. Units with a cone of vision can be safely shot into their back or from the side (organic aliens).
EDIT
Of course, the easiest thing to do would be to play as Sheevar and have flashbangs thrown at me, but the AI was reluctant to do that. Lobbing them at my own alien troops did nothing, unsurprisingly.
idea: shouldn't you be able to launch UFO:Ai twice and play as 2 human players against yourself ? (This works with other games. It can be using an official server or just a local server or peer to peer.)
Title: Re: Flashbang tactics
Post by: Noordung on September 20, 2014, 12:02:35 am
in 2.5 there is vision map. you can see them where are they looking at.
Title: Re: Flashbang tactics
Post by: anonymissimus on September 20, 2014, 01:22:15 am
in 2.5 there is vision map. you can see them where are they looking at.
How do you access that ?
Title: Re: Flashbang tactics
Post by: DarkRain on September 20, 2014, 01:23:33 am
Well, I just tested the 2.5 branch and found flashbangs working fine (despite the fact that the way they interact with alien's field of view still bugs me...) in one of my tests I was even able to pin in place a taman and a shevaar for 14 turns —after killing all other enemies— until i ran out of flashbangs —only one flashbang 'missed' thanks to 'roll' mode's awful accuracy— I used a single flashbang per turn despite there being three tiles between both aliens (they both were facing north, and not looking towards each other, if you were wondering)

Also I've never ever seen RF from hovernets (or bloodspider) but I know their weapons are RF enabled... don't know what might be the reason...
Title: Re: Flashbang tactics
Post by: Noordung on September 20, 2014, 11:07:52 am
How do you access that ?
sorry might be 2.6
there is icon similar to radar screen where map and other icons are. top right screen.
Title: Re: Flashbang tactics
Post by: Wolls on September 24, 2014, 12:12:33 am
The Radar screen is mapped to 'r' .. It was there in earlier versions.. I think it's the same??

It doesn't orient itself to you, so it is sorta '.. wait what direction is it looking?'.. but once you get used to it, it will show the direction and field of view of the enemy in regards to your units.
Title: Re: Flashbang tactics
Post by: Wolls on September 24, 2014, 03:19:02 am
Quote
Just that I get this right - a flashbang disables RF not only for the current and the following turn, but all following ones, basically ?

Quote
Yes, that's correct, its basically the same effect as turning RF off in your soldiers, but the AI never turns it on again... mmmm I guess that if the alien becomes shaken afterwards it would enable RF again....

Does that mean they SPEND that TU or just set it aside 'as if' RF was optioned?  My impression is that it seems like the math assumes RF is enabled for all parties so it 'holds' and thus wastes that TU?  Presuming you have RF engaged?

I will of course honorably treat this information with the most respectable of conditions.
Title: Re: Flashbang tactics
Post by: hoiba on October 06, 2014, 02:31:55 pm
Hello everybody!

I just registered an account here, to share my first (and only) experience with FBs:

I started with UFO:AI (2.5 Win version) about a week ago, because I'm in love with XCOM for nearly decades now ;)

So, on a battle with some Tamans in the very beginning of the game I tried the FBs, because they were new for me and I wanted to find out, if they could be of some use or just junk which is not worth buying it.

There was one Taman just 10 fields from my squad on open ground, so this was the perfect opportunity, to give it a try. So I tossed 2 FBs at him, exploding within 1 and 2 Fields in front of him (btw.... does it matter, if it explodes in front or behind the enemy??).
When I ended the round, the Taman was not influenced by both FBs at all!! .. he rushed up to my squad and killed 2 of them with snap shots.

The FBs went out of my storage and squad equip within the next seconds, because I thought, they were completely useless. But now I read, they are a great thing to have in fight.... which confuses me a lot  :o

What went wrong with my FBs? Did someone else experience the same?

Greetings!

Hoiba
Title: Re: Flashbang tactics
Post by: anonymissimus on October 06, 2014, 07:24:59 pm
I am guessing that they exploded in a way that the Taman couldn't see the explosion. They need to explode in the target unit's "cone of vision" and maybe not too near, because then they might be out of that vision field. If you use the words "in front" and "back" then I assume it refers to the Taman's position with respect to your own units, which is irrelevant for this problem. The radius of exploding flashbangs is several fields, so it's not too critical. 10 fields distance is rather far away. If I use flashbangs, the user is a cannon fodder unit most of the time and only 5 fields or so away, so it enables the valuable soldiers to safely move near to the target to kill it.
Title: Re: Flashbang tactics
Post by: hoiba on October 07, 2014, 08:00:22 am
No, "in front" and "back" refers to the Tamans front and the Tamans back. The first FB went off 1 field away from his feet right in his line of sight. The second one went off 2 fields right in front of the Tamans line of sight. I intentionally let them explode in his LoS because I already supposed it would only work when it happens in this 'cone of vision', as you called it.
But thank you for verifying my assumption!

Anyways... I'll give it one more try today and give feedback as soon as I have results. Maybe it was a one-time bug, the Taman had his tired eyes closed or wore sunglasses  ;)
Title: Re: Flashbang tactics
Post by: anonymissimus on October 07, 2014, 02:59:13 pm
It's quite possible it is bugged, sometimes works and sometimes not. In this thread I claimed (and still am sure) that flashbangs wouldn't work against sheevar, but someone else obviously had them working.
Title: Re: Flashbang tactics
Post by: hoiba on October 07, 2014, 03:39:30 pm
I'll give some Sheevars a try too, just to be sure  :)
Title: Re: Flashbang tactics
Post by: MonkeyHead on October 07, 2014, 05:45:11 pm
In 2.6, you can easily tell if you "hit" with a flashbang as the alien pain noise is audible.
Title: Re: Flashbang tactics
Post by: DarkRain on October 10, 2014, 12:43:34 am
It's quite possible it is bugged, sometimes works and sometimes not. In this thread I claimed (and still am sure) that flashbangs wouldn't work against sheevar, but someone else obviously had them working.
I gues it could be a release-only bug (even if I don't see any reason for that) as I always compile in dev mode...

Does that mean they SPEND that TU or just set it aside 'as if' RF was optioned?  My impression is that it seems like the math assumes RF is enabled for all parties so it 'holds' and thus wastes that TU?  Presuming you have RF engaged?

I will of course honorably treat this information with the most respectable of conditions.
I somehow missed this, alien RF works the same as your soldiers' when enabled will 'reserve' enough TUs to fire a single shoot and those won't be available to the alien for moving or shooting, since the AI cannot enable/disable RF during combat (only enable it randomly at mission start) yes it can waste said TUs if some other strategy was better (it can't disable RF for extra moves/shots while PHALANX isn't around, for example)
Title: Re: Flashbang tactics
Post by: hoiba on October 10, 2014, 08:19:30 am
short reply from me:

at first, I think I have to correct myself. It wasn't a Taman which refused to get influenced by the FB.. it actually was a Sheevar! Sorry for my fault!

I was not able to confirm this in my last few combats. They were all long-range firefights. No use for FBs so far.
Title: Re: Flashbang tactics
Post by: anonymissimus on October 10, 2014, 04:31:35 pm
at first, I think I have to correct myself. It wasn't a Taman which refused to get influenced by the FB.. it actually was a Sheevar! Sorry for my fault!
Okay, so that supports my claim.
I gues it could be a release-only bug (even if I don't see any reason for that) as I always compile in dev mode...
Quite possibly. I probably was using a release built on my trials. I'm going to check with a debug build then.
Title: Re: Flashbang tactics
Post by: hoiba on October 14, 2014, 09:49:00 am
Well, yesterday I had the opportunity to FB an Sheevar, but I didn't want to risk the mission on this as I already had some wounded soldiers. So I just shot it.

Is it possible to save the game during the combat and reload it? Didn't find the option. Would be nice to be able to redo testing like the possible FB-Bug on Sheevars.


##EDIT##

Just found the answer myself. No saving during battle  :-\
Title: Re: Flashbang tactics
Post by: anonymissimus on October 14, 2014, 03:18:21 pm
Well, yesterday I had the opportunity to FB an Sheevar, but I didn't want to risk the mission on this as I already had some wounded soldiers. So I just shot it.

Is it possible to save the game during the combat and reload it? Didn't find the option. Would be nice to be able to redo testing like the possible FB-Bug on Sheevars.


##EDIT##

Just found the answer myself. No saving during battle  :-\
This is exactly why the "you shouldn't be able to save during battles" mindset is wrong, and I am sure it results in quite a number of bugs.
As a slight workaround, you can arrange it so that in case it doesn't work, you can only loose cannon fodder units. Best situations are at mission end with the last alien.
Title: Re: Flashbang tactics
Post by: hoiba on October 16, 2014, 12:25:44 pm
My bigger problem is, I'm able to play max 45-60min a day ... so if a fight lasts longer I lose all progress. I'm already thinking about setting up a VM where I can 'snapshot' the system if I have to leave.

But back to topic: yesterday I had the opportunity to FB a Sheevar without lots of risk because of 4 units with reaction fire ready. The FB went off 1 field in front of him.. but when I ended my turn the Sheevar died of the wounds I inflicted in the round before.
Man.. if there is a FB-bug with Sheevars its a real struggle to figure it out  ;)
Title: Re: Flashbang tactics
Post by: anonymissimus on October 16, 2014, 06:54:58 pm
My bigger problem is, I'm able to play max 45-60min a day ... so if a fight lasts longer I lose all progress. I'm already thinking about setting up a VM where I can 'snapshot' the system if I have to leave.
Great idea. Probably not that much work on my ubuntu system...if I use the same client system as the host I should be able to execute the built from the host. Base attack missions are a pain, I need to make sure I have 5+ hours.
If it actually works.
But back to topic: yesterday I had the opportunity to FB a Sheevar without lots of risk because of 4 units with reaction fire ready. The FB went off 1 field in front of him.. but when I ended my turn the Sheevar died of the wounds I inflicted in the round before.
You could have healed him with a medkit.
Title: Re: Flashbang tactics
Post by: DarkRain on October 17, 2014, 04:06:27 am
Mmmm so it works for me in release mode both in master and 2.5 branches, haven't tested it es extensyvely as the last time (due to the difficulty of setting it up) but I was able to succesfully 'flash' two of the three shevaar in my last try (I might have missed the third as I was trying to flash two of them at the same time and this time they weren't looking the same way)
Title: Re: Flashbang tactics
Post by: ShipIt on October 17, 2014, 06:36:52 am
... (due to the difficulty of setting it up) ...

If somebody wants to test, it should not be a problem to mod the alientype_missions.ufo (so only Shevaar will appear in each mission), mod the equipment_missions.ufo to give them only Kerrblades as weapons (so they want to come close), mod the weapons_melee.ufo to make the Kerrblade do just 1 damage and finally mod the maps.ufo to only allow a map that is suitable (like dam).
Title: Re: Flashbang tactics
Post by: hoiba on October 21, 2014, 07:31:13 am
Yesterday I was able to FB a Sheevar. It was successful. No reaction fire the same round, no movement and RF the next round.
Title: Re: Flashbang tactics
Post by: Soandso on November 29, 2014, 09:56:13 pm
IMHO flashbangs need a complete overhaul to be an actually viable weapon because, as they are now, there is no real reason to use them instead of the later-plentiful plasmas or the plain, old frags.

That is because flashbangs are only for avoiding civilian casualties.  Cannon fodder is free.  Civilians deaths are not.  But the effect really should last longer than 2 rounds.  It can take a while to get to the room it was thrown in.
Title: Re: Flashbang tactics
Post by: anonymissimus on January 04, 2015, 10:03:47 pm
So, I have to concede about flashbangs vs sheevar being bugged it seems. I could successfully flashbang a few sheevars in 2.6. The sound does not always play though, depending on how I can see (or not see) the target, albeit it's still affected. For instance, I just flashbanged a Taman, it definitely worked, but the sound didn't play. Two times even. Probably because I had first discovered the Taman via infrared goggles, but could see him directly once the flashbang hit.
Normally sounds play even if the player doesn't know an enemy is there. The sounds also play at odd times...for instance, if I have units in smoke and some other unit (not in smoke) uses the infrared glasses, the units in smoke cry because of suffocation. Need to check whether they really suffocate or just cry.
So, there are some bugs here.

problem: Oftentimes the target unit is standing facing a wall, is it still possible to flashbang if it lands on its spot ?
Title: Re: Flashbang tactics
Post by: DarkRain on January 07, 2015, 01:59:31 am
Well it seems the wrong player mask is being used for the flashbang sound, I'll have to check that (some events are sent to all players, some only to those who can see the affected units, some even only to those who can't see the affected unit, and so on)

About smoke + IR goggles... that's very weird, but I recall there was a bug where any splash damage weapon (yes IR goggles count) would cause certain triggers (fire, smoke, stun gas and hurt triggers IIRC) in the area to have their effects applied upon impact, that might be the cause...

Re unit facing the wall: I don't think it is even possible to have a grenade to go off at the feet of the target — they just bounce off their feet, but even if you can, I'm pretty sure the reason for items dropped under one of your units that disappear once you end your turn is because they can't be seen, so I wouldn't count on flash bang working there...