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Messages - Sarin

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226
Bugs in older version (2.3.1) / Re: Alien AI
« on: July 05, 2010, 08:26:36 pm »
shoot them back (with no path), you still get a percentage above 0% even though you obviously cannot hit them.  Maybe that is what is causing it...

Nope, that one is caused by fact that you might not have line of fire on their chest, but you can hit one of limbs. I killed an alien few times that way. But the aliens shoot even if there is solid wall...hmm, ufopaedia mentions that aliens have infravision, perhaps they see through wall so they think they can hit?

227
Large scale destructible terrain is not in possibilities of Q2 engine. End of story.

228
Tactics / Re: What's your favorite weapon?
« on: July 05, 2010, 12:47:49 pm »
That's right, flamers require no skill from soldier, and it takes just 20 TU to take down even ortnok in medium armor.

229
Tactics / Re: Need help with the map "Brücke" ("Bridge")
« on: July 04, 2010, 10:56:26 pm »
A few...

If positions are correct...those two soldiers at right to the fence, crouch and take cover around the enterance, they appear to be only two in line of fire for starting positions of aliens. Two at the left to the shack with boxes, left pair of soldiers hidden offscreen goes through ruin at bottom left, then proceed to boxes. Last pair...hmm, given the range, odds of aliens hitting them is very low, so grab medikits and be a bait.

230
Tactics / Re: What's your favorite weapon?
« on: July 04, 2010, 05:00:15 pm »
I kinda prefer this setup: 2 Heavy lasers, 2 Machine guns, flamer, plasma rifle, grenade launcher, rocket launcher. Heavy lasers work as snipers/RF suppression fire, machineguns are all-range general purpose weapons, plasma rifle and flamer are CQB, RL and GL are indirect fire support.

231
Discussion / Re: How many missed mission before total failure??
« on: July 04, 2010, 02:39:50 pm »
If you are bored by missions, you can autoresolve them....90% of time it is failure, so saveload till you get it right. You lost because Russia got too mad at you, one nation too angry is enough.

As for Ortnoks (green aliens). Lasers and machineguns are enough to bring them down, don't let any mission slide.

232
Discussion / Re: primary vs. secondary weapons
« on: July 03, 2010, 06:21:22 pm »
Laser pistols are great weapons for medics. While they don't have a kick to kill armored alien in one turn, they are great long range finishers. Plasma blade+laser pistol is all you need in department of backup weapons. I just use plasma pistols on laser equipped soldiers so they dont have only one damage type.

233
Discussion / Re: primary vs. secondary weapons
« on: July 03, 2010, 03:40:47 pm »
Laser pistols are good when you need long range sidearm, for close range engagements either plasma pistol or grab a few plasma blades.

234
Discussion / Re: primary vs. secondary weapons
« on: July 03, 2010, 12:21:37 pm »
In personal experience, I use rocket launchers as one-shot-drop weapons - they're too inaccurate for my enjoyment and the reload time is, appropriately, expensive. 

I, on the other hand, have found RL invaluable tactical weapon. It is accurate-you just have to crouch before firing. While they lack damage late ingame, I frequently use them for indirect fire over longer ranges than GL.

By the way, SMG shouldn't be classified as secondary weapon, submachine guns are used as primary weapons in reality.

235
Discussion / Re: What does this icon mean?
« on: July 03, 2010, 01:36:03 am »
My guess is that your command center and maybe other facilities too were destroyed during base attack.

236
Yea, I guess they are too high....60 workers, base placed right next to yard, 567 hrs for harvester.

237
Tactics / Re: Reaction Fire
« on: July 02, 2010, 02:31:04 pm »
Actually, it works like neither of these.

There is no reliable info from developers yet, but from experience, I guess it is like this: every TU alien spends in soldiers view and soldiers mind stat increase the chance of RF, while TU cost of selected RF decreases the chance. There is no actual "hard" limit to TU alien has to spend before RF activates. I had a situations where alien just walked in and got killed by RF before having chance to do anything.

238
Discussion / Re: do explosions travel thorugh walls
« on: July 01, 2010, 07:04:47 pm »
B is right.  The line is from center of your soldier to center of alien. I had a few similar hits too.

239
Discussion / Re: nice try
« on: July 01, 2010, 06:59:34 pm »
...or you don't try to use some TU-heavy firemode for RF.

240
Bugs prior to release 2.3 / Re: Inaccessible UFOs
« on: July 01, 2010, 06:47:24 pm »
I had actually no problem beating those maps even with the bug...from right positions you can see on the stairs, and aliens always go to stairs sooner or later....

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