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Messages - jerzy_cz

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16
Tactics / 2.5 dev combat
« on: August 14, 2012, 04:01:23 pm »
Some thoughts about tactical combat in 2.5 dev:
Aliens don't prefer “orkish approach” any more. They sometimes try to take cover and wait for soldiers, making ambushes. They often get reaction fire and with plasma or particle rifles its quite dangerous, especially with medikits downgraded. With plenty of new maps it makes the combat much more challenging. So what to do? Sniper rifle is my best friend, later mostly replaced with coilguns. When direct assault is required I try to shoot trough walls with bolter(later coilgun). Grenades are excellent, never got shot by reaction fire when tossing one. Plasma and later particle pistols are fast enough, but they are a bit to inaccurate. 

17
Discussion / 2.5-dev and alien base
« on: August 13, 2012, 01:02:48 am »
Hello, I just conquered an alien base in 2.5 dev. Got an info about alien psi device, but there is no new mail about it and I can research it. Is it suppose to happen? What is the main objective of the game in 2.5-dev?

18
Discussion / Re: Playing 2-5 dev
« on: August 05, 2012, 01:17:21 pm »
Some more inconsistencies:
-heavy needler seems to inflict same damage as standard one
-plasma rounds for launcher supposed to be scaled down version of hand grenades, but are more powerful

19
Discussion / Re: Playing 2-5 dev
« on: August 04, 2012, 01:02:24 am »
One more thing. I just researched particle beam rifle. It has worse spread than plasma rifle. Should't it be more accurate weapon?

20
Discussion / Re: Playing 2-5 dev
« on: August 03, 2012, 09:07:52 am »
30±5 damage, actually. It's really all about the Ball firemode at the moment.
Well, I never saw an alien shooting plasma blaster with the ball mode...

You're ignoring the major increase in range and the increased damage which, though it doesn't look very large, pushes GL grenades at nearly point-blank range solidly into one-hit-kill territory. Three-shot mode was critical in 2.4 mostly because it would almost certainly take at least two grenades to actually kill your target.

As for hand grenades, they've got better radius, TU use, and minimum inventory investment but substantially worse range, decently worse damage, and take up more space per shot ammo-wise; I don't think they really compete.
I'll give it a try...

One more thing about balancing and ufo disassembly. I think that we should get much more alien materials from harvester. Its quite a big ship, but we heave to process more than 20 to get enough materials yo produce Stringray interceptor


21
Discussion / Playing 2-5 dev
« on: August 02, 2012, 12:03:17 pm »
Hello.
In the beginning I would like to thank for this excellent game. Great work!
I've playing 2.5 dev for some time and have some thoughts about it:
-I like the abundance of maps
-new wound and medikit system is far more realistic, although it can be problematic without more soldiers at your disposal
-new sniper rifle is excellent! I like also gauss rifle with 4 rounds.
-bolter is now some kind of handcannon? 28 TU for aimed shot? Isn’t it a bit too much? And only 2 rounds?
-heavy laser seems to me inferior compared to plasma rifle. In every way. Less damage, same spread, high range is not really so useful, requires a lot of research
-plasma blaster seems now to be useless. Only 35 damage? It’s good for unarmored targets only.
-grenade launcher without multiply shots is not worth using. I think that handgrenades are better.
-needler gun is now more an assault than sniper rifle. Too much spread, seems a bit strange compared to ufopaedia.

22
Tactics / Re: Base invasion
« on: December 23, 2010, 09:23:58 am »
Even without automatic defenses it would be nice to have at least some detection, like IR-sensors, so soldiers wouldn't have to peek at every corner.

23
Tactics / Strength
« on: December 16, 2010, 06:38:08 pm »
Hello. Is there some limit for weight of weapons? I didn't notice. My soldiers often have heavy laser in hands and flamethrower in backpack. This should be a bit heavy, but soldiers were not slower in combat.

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