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Messages - Sarin

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136
FAQ / Re: Newbie guide?
« on: May 08, 2011, 10:13:38 pm »
Seen 9 aliens in harvester already, and I think there will be more in even bigger UFOs that are yet to come...but there is a hard limit for each type of UFO.

137
FAQ / Re: Newbie guide?
« on: May 02, 2011, 03:02:41 pm »
They are in development version, but I don't think they work...

138
Tactics / Re: Stilettos VS Harvesters
« on: May 02, 2011, 03:41:13 am »
To be honest, so far UFO AI is not that much about tac combat...especially alien AI needs some improvements. I found that knowledge of the game is more important than tactical thinking...

139
Discussion / Re: Difficulty level changes what exactly?
« on: May 02, 2011, 03:34:50 am »
I did a quick test on insane diff...

Compared to standard diff, aliens don't seem to be tougher, but there is no way to really know if they are better marksmen...UFOs don't seem to be tougher either, Stiletto with normal load (2x sparrowhawk, SHIVA, ECM, TC, no armor) was able to shoot down fighter with no big problems. I wasn't able to get some data about speed of alien advancement, that is also a factor I think...

140
Tactics / Re: Stilettos VS Harvesters
« on: May 02, 2011, 02:33:10 am »
First playthrough on insane difficulty? No wonder you have problems...

Stilettos are more capable than saracens, but they are slower and have lower range, just ignore harvesters (triangular UFO, speed 1110 km/h), send solo crafts on scouts (770 km/h), and doubleteam fighters (880 km/h, look almost like scouts)

141
Bugs prior to release 2.4 / Tactical-Soldier gear mixup
« on: May 01, 2011, 12:33:06 am »
At first it was happening once every dozen or so tactical missions, but as my game progressed, it became more frequent...

At start of tac missions, some soldiers have apparently randomly switched gear with another soldier. So stats, name, appearance is of one soldier, and gear and sometimes camouflage is from other soldier. I've had a look at console when it happens, didn't find anything unusual apart from one thing...when such soldier does a kill, it is credited to the owner of the gear.

Playing latest Muton's build.

Save-quit-load before mission when it happened sometimes helped, sometimes didn't. It mixes up again when restarting missions...

142
Tactics / Re: Stilettos VS Harvesters
« on: April 28, 2011, 02:03:59 pm »
Wait till you have crafts based on alien tech, they can go one on one with harvesters.

143
Tactics / Re: Continents and happiness.
« on: April 27, 2011, 11:07:09 pm »
Are your crafts equipped with ECM and targetting computer? In my experince, a Stiletto with those, two sparrowhawks and SHIVA can win solo against fighter UFO is about 50% cases on standard diff, without armor.

144
Discussion / Re: Soldiers & TU
« on: April 25, 2011, 12:16:29 am »
AFAIK the TU for soldier are calculated only from speed, I guess the formula is 20+(speed/3) or something like this. Speed can slightly improve over time as soldiers gain experience....

145
Windows / Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
« on: April 23, 2011, 05:38:04 pm »
I did notice that in 2.4, soldier starting stats are considerably improved. It is possible now to select only soldiers with 40+ mind, 30+ accuracy and speed. But I wanna know if there is something truly new, since I got in quite annoying part of game now, and don't wanna continue unless there will be something new.

146
FAQ / Re: Sniper rifle as accurate as a slingshot!
« on: April 22, 2011, 02:39:36 pm »
20mm caliber is currently used in only handful of heavy anti-materiel rifles, and those are impossible to fire from standing or crouching position. SR performance suggest its caliber is most likely .338 Lapua...even if .50 would be used, it is unlikely that it would score non-fatal hit to unarmored target at short distances....

147
FAQ / Re: Sniper rifle as accurate as a slingshot!
« on: April 22, 2011, 12:35:45 am »
Unfortunately, right now SR is crap, gotta agree with that. But it is not that much about accuracy, SR gets a good accy bonus from crouching and using aimed shot...my snipers had a decent hit rate in the beginning. What truly sucks tho is damage. On standard diff, a hit from SR won't kill even unarmored taman, so sniper need at least two turns to get a kill alone, and that sucks hard. Probably best thing working as sniper rifle at the beginning is MG, and heavy lasers are total replacements of SR.

148
User modifications / Re: civilian resistance (or plasma fodder)
« on: April 21, 2011, 01:55:16 pm »
Don't forget to alter the civilian AI too...and most likely, to get a bit of realism you should make some new civilian weapons...like some hunting rifles, shotguns, more weak pistols, possibly even AK-47 for some countries (yea, I'm sure it will still be in use at 2084)...

149
Bugs prior to release 2.4 / Re: Settings roll over between missions
« on: April 21, 2011, 01:50:24 pm »
Unfortunately, level design, especially in fighter crash maps, sometimes result in unavoidable slaughter of both sides, becuase all aliens start facing toward your team at close range, resulting in deaths from RF.

150
Windows / Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
« on: April 18, 2011, 10:02:47 pm »
Bit back on topic. Do 2.4 (current dev version) present any significant gameplay difference from 2.3, like new items, research, aliens etc.? I noticed a couple new maps, I hope it's not all...

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