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Messages - Sarin

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106
Tactics / Re: *SPOILERS* Weapon Analysis
« on: November 05, 2011, 08:20:56 am »
A "hidden" feature is, that different weapons gain different accuracy bonuses when crouching. AR doesn't get much more accurate, but SR...

107
Discussion / Re: Do IR goggles decrease accuracy?
« on: October 30, 2011, 02:21:59 pm »
And when civvie is nearby, also plenty of collateral.

108
Tactics / Re: Weapons/Armor research
« on: October 20, 2011, 02:47:03 pm »
My path: Lasers->plasma grenade->GL PG->UFO theory->alien materials, antimatter->craft particle cannon->alien armor-nanocomposite armor->plasma pistol-> plasma blade -> bolter->autopsies and live alien research, stunning techs-> monomolecular knife->rest of UFO parts and new craft, needler and coilgun when available-> rest of plasma tech, whatever is left while waiting for shevaars and infantry particle weapons.

Generally, infantry equipment is top priority. Ironically, I don't see much purpose for new craft, since particle cannon equipped saracens can take down fighters easily, and it's better to let harvesters land so you can get them undamaged. For live aliens, there's enough time later. Plasma rifle and blaster are left for last since they seem useless for me.

109
Tactics / Re: Plasma vs. Laser
« on: October 18, 2011, 11:17:42 pm »
I found that setting up long range "reaction fire trap" with lasers will keep enemies pinned down with minimal threat from plasma weapons while your close assault guys flank em.

I found plasma weaponry quite...well, lacking something. At extreme ranges, lasers rule. on longer medium ranges, machineguns work better for more dakka approach, then, grenade launchers are kings, and on close combat, flamers and plasma blades. The only plasma weapon besides blade that found use in my arsenal is pistol, as secondary weapon for laser troops.

110
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 18, 2011, 06:01:36 pm »
Well, close skill is used only for secondary weapons, and that's how I treat it. No specialists.

111
FAQ / Save compatibility?
« on: October 17, 2011, 08:59:14 pm »
So...I've come back after a long time, and I am wondering...would save files from earlier 2.4 dev (1301086950) version be compatible with newest versions?

112
Tactics / Re: experience?
« on: October 16, 2011, 05:11:41 pm »
Experience is AFAIK awarded for every hit, be it fatal or not. Health is upgraded by actually using the stat, that is being injured.

Promotions are different system entirely. There are two conditions that both have to be met for soldier to be promoted, kill count and mind stat. The whole mind stat is actually quite important, since it appears to affect rate of increase of soldier's stats, including mind itself.

Also, third condition might affect promotions, but I never confirmed it...friendly/civilian kills.

113
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 16, 2011, 05:05:54 pm »
It would be good to include some tips about weapons beyond the cold accuracy/damage analysis.

Rocket Launcher: Given its low rate of fire and limited one-hit kill capacity, it's not good "sniper" weapon. Best use for it is long range indirect fire. It is excellent "berzerk" trigger during long range peekaboo shootouts. Just fire it into wall next to enemy who is covered from direct hit.

Grenade Launcher: one of favorite weapons of almost everyone, it has biggest bang for TU from whole arsenal. However, it has limited killzone due to low max range and splash damage creating minimal range. Its indirect fire abilites also have low accuracy (timed shot). It's best used at known chokepoints, like harvester enterance, bow of crashed harvester (if dropship lands near the undamaged side of harvester)... Although it is hinted to use flechette shells when enemy is too close, whole reloading process is too slow, and you won't be able to score a kill unless the soldier has full TUs. It is better to carry a secondary weapon for those situations-SMG or machine pistol at the beginning, plasma blade in belt later.

Couple of weapons I'd suggest to analyze:
Machine Gun-my favorite weapon...
Melee weapons with throw ability
most common secondary weapons-plasma pistol, laser pistol, machine pistol (I use those sometimes because they are only secondary ranged weapons that fit into belt)

114
Tactics / Re: What's your favorite weapon?
« on: June 03, 2011, 11:56:42 am »
Well, exp for soldiers isn't that big problem. I am running on standard diff, aliens have yet to field shevaars or particle rifles/cannons, and I already have soldier with over 90 mind in my main team. Choose the right team and they will rise quickly. Never found 8 to be too many actually, soldiers that don't have right gear for the map just tag along as fulltime medics.

115
Tactics / Re: What's your favorite weapon?
« on: June 03, 2011, 06:40:20 am »
I wonder why you use 6 man teams instead of full 8...8 soldiers mean more space for specializations, and more flexibility....

116
Tactics / Re: What's your favorite weapon?
« on: May 19, 2011, 12:04:13 pm »
Just try out using bolter, needler or plasma blaster, you'll see what I mean.

Interestingly enough, it appears to affect some more weapons only in reaction fire, for example machine gun in 5-shot burst firing as RF.

117
Tactics / Re: What's your favorite weapon?
« on: May 18, 2011, 07:58:42 pm »
I'm not sure about it.

I've used automatic modes on long range before with many weapons, and only few show this effect, and it happens on any range. On range of about 5 cells, my soldier can put all three rounds from plasma rifle burst into target, but always score jsut one or two hits from burst using bolter or needler. That makes those two weapons a lot worse since their performance on short to medium ranges is terrible.

118
Tactics / Re: What's your favorite weapon?
« on: May 18, 2011, 04:19:35 pm »
While experimenting with weapons recently, I think I found one, quite weird effect. Some weapons have burst mode where, instead of firing in sequence, all shots are fired simultaneously. This appears to significantly reduce the accuracy, it looks like there can't be even partial overlap of the projectiles, so you get a very wide spread. I wonder if it is just me, or is there really such effect...because it makes some weapons hardly usable, like bolter, plasma blaster or needler.

119
I think I ran into the same problem.

The mission in this save has description "A classic eastern suburban area", location somewhere in Indonesia. I will take a wild guess here, but I had few of those already, and it always was fighter or scout. But this time it is harvester, seen it fly and land there. And at previous missions, the alien spawn didn't look like it could fit a harvester.

120
Offtopic / Re: It's About Time! 16 Years!
« on: May 16, 2011, 10:13:48 am »
interesting...

And I think Pavelec>Fasth. Maybe Fasth is suprisingly good considering the league he plays, but he's not THAT good.

Finland had a rough start with us, but last two matches you've shown that you deserve the gold.

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