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Messages - Captain Bipto

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31
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: March 28, 2009, 07:57:01 pm »
Sounds like it though I have little experience coding. The flashbangs are cool enough.

32
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: March 28, 2009, 03:36:27 am »
Will there be suppression fire effects in the game?

EDIT: Would it possible to have the machine gun (and other comparable weapons) reduce the TU of targeted aliens? instead of doing damage...the MG would reduce the TU of applicable aliens? (and vice versa)



33
Discussion / Re: Possible bug...
« on: March 27, 2009, 06:55:16 pm »
This is a common bug. Just sit back and enjoy the show.

34
User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: March 26, 2009, 11:27:41 pm »
Hey I am having a problem with sniper rifles. One mission my MK 1 rifle just disappeared before the beginning of the map (ammo stayed) and when I buy a sniper rifle (not sure which one) it is redded out.



35
Windows / Re: Win32 Development Binary Installer Links
« on: March 26, 2009, 09:45:33 pm »
SVN is easy to use. It would take less time to disseminate new builds because everyone interested could download from a central area instead of relying on torrents. Also, frankly I don't want to store unnecessary files on my computer when there are sites out there that do.

Torrents are cool but I think SVN is a natural choice for ease of updating.

36
Tactics / Re: Your Tactics
« on: March 26, 2009, 09:41:42 pm »
And here I thought the purpose of a machine gun was pretty well defined...heh heh.

One thing that always gets me in sci-fi are aliens whose defenses trump just about anything humanity can throw at them...but then...just when it looks like humanity is on the brink of defeat...we pull through and turn the aliens weaponry back on them! Completely ignoring the fact that the aliens would be able to defend themselves the best against their OWN weaponry.

That is what I like about this game.

I agree that bolter weapons and coilguns represent the humans' clunky attempt to adapt to a new enemy. I like that the coilgun hits hard and has two shots. I really have yet to fall in love with the bolter though. I'd rather use the missile launcher, if I hit a target I am sure it is gonna die...the bolter seems less accurate and definitely not at lethal.

Perhaps that is not a bad thing, after all the bolter attempts to be both a sniper and assault weapon...so instead of specializing it does two things badly.

37
Windows / Re: Win32 Development Binary Installer Links
« on: March 26, 2009, 09:32:28 pm »
SVN is pretty cool, I play a couple games where they use SVN as a way to update the files.

38
Discussion / Re: Pulse rifle?
« on: March 26, 2009, 09:17:46 pm »
By spread I meant the tendency for the weapon to become less accurate over range. I do not know enough about this weapon to know whether or not you could do a sweep attack with it.



39
Discussion / Re: Pulse rifle?
« on: March 26, 2009, 08:57:12 pm »
The laser makes it easier to the electricity to travel. As stated by Valis before one reason lightning looks the way it does is because it does not travel in a straight line. I agree that there would be a lot of variables that would be detrimental to the performance of this weapon.  

In game terms probably the electrolaser would not be the most accurate weapon but it sure would look cool! Spread would probably accurately portray this weapon?

As far as the kerrblade goes, there has been a lot of discussion about this tech influencing the research of improved weaponry...the kerrblade is good at slicing through human materials for sure. Also there are aliens, I think the Ortnoks that do not really have circulatory systems. Darts could have been cool to use on Taman but lost the race to stun batons and gas grenades.

40
Discussion / Re: Pulse rifle?
« on: March 26, 2009, 08:41:34 pm »
I think this sort of weapon is the way to go for stunning. The proposal states it is a heavy weapon and I like the fact it can be a potentially lethal weapon. :-[

Tranquilizer darts I do not think would be plausible (unless they are rocket assisted or something!) just because of armor, range and rate of fire. If they were that awesome we'd be using them in Iraq instead of those microwave emitters.

Gas is cool, especially because it is story justified due to examination of alien breathing implants and live alien "guests". 

41
Discussion / Re: Snipers, and some questions
« on: March 26, 2009, 08:36:33 pm »
Yeah I like flamethrowers for certain things such as building clearing. I always have at least one coilgun sniper for hard hitting. I used to shy away from sniper weapons until the coilgun came out in dev, but the thought of an all coilgun team is laughable (which means the devs did a good job) but possible...it would just be a sloooow game.

42
Discussion / Re: Latest real-world weaponry
« on: March 26, 2009, 08:33:03 pm »
There are gas grenades in the game already. Also I *think* the electrolaser may be another ranged stun weapon which is being developed.



43
User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: March 26, 2009, 07:53:21 pm »
I like the machine pistol and I get a chuckle whenever I actually get to use it to gun down some alien mook. Works great on the Taman.

44
Discussion / Re: Pulse rifle?
« on: March 26, 2009, 07:48:15 pm »
Correct me if I am wrong but the Electrolaser uses a laser to create an ionized channel between the emitter and the target which the electricity travels along.

45
Discussion / Re: Latest real-world weaponry
« on: March 26, 2009, 07:43:29 pm »
I think the headgear slot is going to become deadweight. After all, once powered armor becomes available why wouldn't it already have headgear items built into it's own helmet? Spending time working on something that ultimately is going to be marginalized seems like a waste of your time.

I think the headgear slot should be reserved for head based implants which would be useful throughout the mid to late game instead of head items whose use tapers off mid to late game. The goggles are a cool idea man, it just seems it would eb hard to justify continued use of head hardware once those powered armor suits roll out.

Of course none of this really matters if powered armor is to be an extreme end game item.

@Frungy: heh thats a clever idea. I have not used flashbangs against Ortnoks, are they effective? If not then perhaps sonic devices could be an improved flashbang. 


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