project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jerzy_cz

Pages: [1] 2
1
Discussion / Re: 2.5 sucks completely
« on: February 13, 2013, 09:43:31 pm »
For large, open maps I hide my snipers inside smoke cloud. I send spotter to see the enemy, quickly retreat and then shoot from inside the smoke...

2
Tactics / Re: advanced combat hovercraft
« on: November 13, 2012, 09:56:49 am »
Plasma grenades also works. One is usually enough, and it does not trigger reaction fire.

3
Discussion / Re: Suspension of belief
« on: September 09, 2012, 01:04:38 pm »
Stiletto is the slowest interceptor. The Heracles is a heavy-weight dropship. It's not meant to be very fast.
Well, they are quite fast for their bulky appearence... They are flying with high subsonic speeds, (Stiletto's top speed is even above 1 Mach)  but their non-aerodynamical shape suggest otherwise - something closer to helicopters.

4
Discussion / Re: Suspension of belief
« on: September 08, 2012, 02:30:07 pm »
About aircraft models. Stiletto does not look like craft able to fly so fast. Something similar to Harrier would look correctly. The same goes with Heracles...

5
Bugs in stable version (2.5) / Re: Bleeding aliens
« on: August 27, 2012, 09:57:30 pm »
So it seems to be that issue with out of LoS deaths. But I just thought of something, since this was rather rare before and seems to be more common now with aliens bleeding to death out of sight, I'm hazarding a guess that maybe this only happens with actors that were visible at some point, wandered out of LoS and then died. If so maybe I can find a way to reproduce this.
It happened, when soldier shot an alien and then took cover, hiding behind door or other obstacle.

6
Bugs in stable version (2.5) / Re: Bleeding aliens
« on: August 26, 2012, 11:25:43 pm »
Did those aliens bleed to death out of your line of sight? if so that's a known and old issue, IIRC it happens since 2.3 were civilians that are killed out of your visual range by aliens rarely appeared standing (sometimes decapitated). If they were visible by you when they bled to death and remained standing, can you provide more info so I can try and reproduce it?
They were out of my line of sight.

7
Bugs in stable version (2.5) / Re: Bleeding aliens
« on: August 23, 2012, 09:04:00 pm »
maybe it died when none of your guys had a line of sight on it? there's a known bug where civilians and aliens, when killed in such way, demonstrate their death animations in extreme slow motion, which might look like they're just standing there..?
For entire turn an alien, which bled to death, was displayed as standing.

8
Bugs in stable version (2.5) / Bleeding aliens
« on: August 23, 2012, 08:02:22 am »
I’ve noticed curious thing: when bleeding enemy dies during alien turn, on the next human turn is still displayed as standing.

9
Discussion / Re: Plasma blaster in 2.5 dev
« on: August 20, 2012, 03:02:01 pm »
Plasma blaster is a shotgun-like weapon in 2.5-dev. If you want to be effective with it, treat it like a shotgun (very close range, very high damage) and only use the ball firemode. The snap shot and 5-round burst firemodes are secondary options to be used in special situations.
Understood, but tell this to aliens  ;)
They keep shooting it with snap firemode, sometimes burst mode, but never ball mode. It is almost completely uneffective against soldiers in nano armor.

10
Discussion / Re: Plasma blaster in 2.5 dev
« on: August 20, 2012, 02:01:38 pm »
IIRC, according to tech description Plasma Ball is flying too fast to be noticeably affected by gravity, even though it is the largest chunk of plasma on the field. Proposal: since it is so big it would only be logical for it to deal splash damage on burst - say, within 1-3 tiles radius. The idea is to aim at the floor below or the wall near enemy so it would get caught by the blast(Q3 rocket launcher tactics, anyone?). This would compensate for lousy aim a bit.

Maybe it would be useful as a weapon similar to rocket launcher? With long range, splash damage, accuracy a bit below sniper rifle? IMHO aliens have already good close combat weapons.

11
Discussion / Re: 2.5-dev and alien base
« on: August 18, 2012, 09:00:14 pm »
So, am I supposed to find more alien bases? Supply ships keep flying...
Yes.
Just found the second base...

12
Discussion / Re: 2.5-dev and alien base
« on: August 17, 2012, 04:56:42 pm »
Here it goes...

13
Tactics / Re: 2.5 dev combat
« on: August 16, 2012, 12:40:14 am »
Well, flamer still has a good firepower, but less shots. Problem is with too high TU cost. Soldier often kills an alien with one shot, but also gets hit from reaction fire. It should be avoided because of downgraded medikits and new wound system.

14
Discussion / Re: 2.5-dev and alien base
« on: August 15, 2012, 09:19:05 pm »
So, am I supposed to find more alien bases? Supply ships keep flying...

15
Discussion / Plasma blaster in 2.5 dev
« on: August 15, 2012, 10:06:41 am »
Some idea to make this weapon useful and really dangerous: maybe it should have ball mode only? With aim, snap and maybe multiply(2-3) shots? What do you think?

Pages: [1] 2