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Messages - Sarin

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241
Discussion / Re: primary vs. secondary weapons
« on: July 01, 2010, 05:32:29 pm »
Secondary weapons fit the holster, that's the main difference I think.

242
Tactics / Re: Bases placement and type
« on: June 30, 2010, 05:32:34 pm »
Takes a while. My advice is to sell everything you will not need-for example, keep just one Kerrblade for research and sell it after it is done. Alien artifacts are worth a lot. Also don't be reckless with interceptors-stilleto is about equal match to fighter UFO, so avoid going one on one with those. Ignore the Harvesters till you have researched craft particle weapons.

For base, don't start building till you have at least a milion saved up.

243
Strange thing is, RF works just fine for me. It isn't 100% reliable of course, but it is a part of my tactics. If you can't get it working, a few hints. Two things matter, TU cost of selected RF shot and Mind stat of soldier. Give a laser rifle to soldier with mind 35+, and see the difference. Get a dedicated medic and nanocomposite armors asap, that helps your soldiers survive the first round in unfavorable setups at crash sites.

244
Tactics / Re: Bases placement and type
« on: June 30, 2010, 02:52:24 am »
Nah, I dont fill completely base befeore making another, since there are some facilites I don't have access to in the beginning, like advanced radar or antimatter containment. So I just plan out my bases in advance and fill in the gaps when available.

As for defense...you can use offbase SAM sites to pack the area with enough heat to take down any UFO, but be careful about that...SAMs aren't effective at high time compression.

245
Discussion / Re: Advice for semi-noob?
« on: June 28, 2010, 09:10:11 pm »
Reaction fire works. Just the soldiers need some experience till they get good enough to use it.

246
User modifications / Re: More WEAPNZ
« on: June 28, 2010, 10:35:08 am »
As for rifles, I'd suggest one "classic" assault rifle, most likely 5.56 NATO or 4.7 caseless (if you wanna keep to "real" calibers), and battle/marksman rifle, 7.62 NATO cal, that would be stronger and more accurate, but slower (probably special mode 3 round burst aimed, to use over medium distances).

A few suggestions: early research project "Scraped Stuff", a revival of some old experimental weapons. For example, automatic anti-materiel rifle (would work like autocannon from old UFO,especially good for throwing some small explosives over large distances). Also, I'd like to see lateer ingame improvements to rocket launcher, I love the stuff for indirect fire, but later lacks in damage, and some mid-game sniper rifle (seriously...lasers phase out sniper rifle, and then you have nothing for sniper skill till coilgun).

247
Tactics / Re: Reaction Fire
« on: June 27, 2010, 01:34:25 am »
I gave 2.3 a good long play and have to say...RF is NOT bugged. The problem is that starting soldiers are just lame. From what I can tell, there are two things the matter in RF, Mind stat of soldier and TU cost of RF shot...once you get better soldiers, RF becomes quite reliable and deadly.

248
Bugs in older version (2.3.1) / Re: wrong TU visual in HUD
« on: June 26, 2010, 01:04:55 am »
Autostand is feature that, when moving crouched soldier over significant distance, makes him stand up and, when reaching destination, crouch again, thus saving TPs as opposed to moving crouched all the way.

Your problem is probably that a little checkbox near crouch/stand up button is checked, this reserves 3 TPs for crouch/stand up.

249
Discussion / Re: how do I shoot?
« on: June 21, 2010, 12:59:27 pm »
Make sure your guys have ammo to shoot.

Otherwise....I dunno how could it possibly be.

250
Offtopic / Re: U.E. to end the UFO/ET secrecy
« on: June 21, 2010, 09:39:04 am »
It's just politics. Nothing is really gonna happen in this direction.

251
1. Old good DN3D...but this is impractical concept.
2. Too heavy and bulky for use as AR, won't work well
3. Could work as some kind of secondary weapon
4. If you read UFOpaedia, you'd notice that Sniper Rifle is 20mm. I guess recoil dampening technology is developed by 2084, since this caliber gives helova kick. But the general idea-a really big gun-is sound, but to make it real useful the game would need prone position to be implemented, ability to pierce walls, and IR scopes to see inside of building.
5. Weirdo thing. AP capabilites of such weapon are actually low, but against infantry it can work well...but it is weapon with high collateral damage, I doubt that something like that would be authorized to use in areas with civilians.

252
Discussion / Re: Weapon Ideas?
« on: June 03, 2010, 09:52:21 am »
Well, sometimes realism isn't so good thing. If this was real, there would be no crash recovery missions-even if a craft could survive impact at velocities nearing speed of sound, crew would be reduced to red jello on front window. PHALANX base would likely be nuked after discovery, and so on...all you propose here would jsut add frustrating "realistic" elements to game.

253
Discussion / Re: Weapon Ideas?
« on: June 02, 2010, 11:09:30 pm »
There's been a long talk about weapon ideas already, and most of what you said has already been proposed.

Read first, post second.

254
Tactics / Re: What's your favorite weapon?
« on: June 01, 2010, 11:48:04 am »
The machine gun is also my absolute favorite for starting fighter crash missions if you can line it up to get more than one alien in one full burst.

My gunner scored three kills with one full burst once. The mission was over during my first round.

255
Discussion / Re: Air defense
« on: May 23, 2010, 05:14:32 pm »
In my experience, two SAM emplacements and one laser can take down any UFO that gets in their range.

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