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Messages - Sarin

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166
Tactics / Re: What's your loadouts?
« on: November 22, 2010, 12:23:04 am »
I kinda prefer to carry one Rocket Launcher and one GL, love the indirect fire...

Assault rifles are kinda useless IMO, never gets the job done. I always carry two MGs until late game, and for CQB I use flamer.

And for late game load...lasers are good standard issue, while quite weak (on level of starting weapons), they are most accurate weapons ingame. I use just one plasma rifle for close to medium range, rest are lasers, coilguns, machinegun, GL, flamer. That also answers the Ortnok problem...use lasers/coilguns to snipe them out.

167
Discussion / Re: Intereceptor running out of ammo
« on: November 20, 2010, 05:57:26 pm »
With basic weaponry, one on one your interceptors can stand only against fighter UFOs. And even then, sometimes they just don't score enough hits to take it down. Against harvesters or even bigger...you need particle beams or very heavy support (more interceptors, SAM sites...)

168
Discussion / Re: A protest about installations.
« on: November 17, 2010, 08:04:54 pm »
In 2080's, there are no military bases or guarded buildings around the world?

That's exactly why you sell the UFOs to nations....because they have that kind of facilities.

169
Discussion / Re: A protest about installations.
« on: November 17, 2010, 03:55:30 pm »
You put it in some barely guarded hangar, and you're asking for...

Brat 1: Hey, there's alien wreck here...cool.
Brat 2: Let's take something home...
Brat 1: Hey, there's something still working here
Brat 2: Lemme see...*crack*

*Antimatter explosion*

170
Discussion / Re: Off-base Installations ?
« on: October 14, 2010, 12:16:32 am »
and what does this means "All operations on ufo's will be modified by the distance of the base to the yard."  ?

I'm not sure if this currently works, but it means this: to disassemble UFO, you need a base with workshop(s) and workers. The time needed to disassembly UFO is modified by distance between that base and yard.

171
Feature Requests / Re: DiDiT's somewhat crazy weapon suggestion thread
« on: October 09, 2010, 12:02:44 am »
but if it would have an uninterruptable nav system, then the enemies would be history.

Except for enemies with scissors :D

Anyway, wire operated warheads in urban enviroment isn't a good idea, there simply isn't enough time for operator to react in tight areas.

172
Discussion / Re: Civilians... those little buggers.
« on: October 08, 2010, 11:59:04 pm »
That'd be an entirely new can of worms. Scenarios like civvie hiding in ruined building, sees an armored figure, shoots at it...turns out to be PHALANX soldier who automatically returns fire...whoops. Civvie dead.

173
Feature Requests / Re: UGV Equipment?
« on: October 08, 2010, 01:21:04 pm »
Using artillery in area with civilians is not a good idea. Too much collateral damage.

174
Discussion / Re: Will 2.3.1 fix reaction fire?
« on: October 01, 2010, 09:26:13 pm »
I've been playing 2.4 for over a month, and RF hasn't been an issue. What build have you been playing, because I stopped seeing RF issues in 2.3 about halfway through August, when playing the Muton builds.

The 2.3 RF works just well with most guns bigger (slower) than pistols. Maybe that is why, you just advanced your game to point where aliens rarely use those.

175
Discussion / Re: Issue with MG performance
« on: September 23, 2010, 04:20:17 pm »
Well, I found MG very useful even without RF. First round slaughter and all those around the corner-fire-fall back fights are its strong points.

176
Bugs prior to release 2.4 / Re: weapon statistic
« on: September 16, 2010, 04:50:37 am »
You can't see statistics of weapons before you research them.

177
Discussion / Re: Jargon (n00b) q's?
« on: September 15, 2010, 12:41:45 am »
IIRC-If I Recall Correctly
SR+HL...huh...probably meant (ingame) Sniper Rifle+Heavy Laser, two most used early to midgame long range weapons.
FIBUA...never heard that. Mind linking to topics where you seen it?

178
Discussion / Re: ???Up stairs in the alien ships???
« on: September 14, 2010, 04:37:47 pm »
Patience. Aliens usually come down to that room with stairs sooner or later...also don't forget to sweep rest of map, they might be hiding out there too.

179
Discussion / Re: ???Up stairs in the alien ships???
« on: September 14, 2010, 02:02:56 pm »
If you would do a little search before posting, you'd know it's known bug and is being worked on...

180
Feature Requests / Re: Melee Weapon: Laser Blade
« on: September 13, 2010, 12:44:45 pm »
I've a way to make the laser blade work, if not as a melee weapon.

PHALAX already has infantry usable laser weapons.  Have a really long lasing chamber and capaciter mounted in a rod, with a simple switch trigger.  The user would squeeze the trigger, swing it around in a 45 degree horizontal(or vertical, or both) arc, then let go of the trigger.  The result is a laser "blade" that cuts aliens in half.
Of course maybe could let the aliens have a version of this first, then have the player reverse engineer it.

Well the problem of this configuration is it's too slow to use and bulky to be usable combat weapon.

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