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Messages - Sarin

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91
Discussion / Re: Wounds, healing, etc...
« on: April 25, 2012, 01:43:42 pm »
On the time scales we have here, dying from infection is impossible as soldier will be treated at hospital before it can cause fatal damage.

Burn will inflict shock that might knock you out, damage to mobility and function, pain, but it actually has less chance of killing you when hit outside of instant kill areas (heart, brain). Because unlike bullet, it will not by itself inflict internal bleeding, hydrostatic shock and bleeding from major blood vessels.

So, maybe in such system plasma and laser will have higher damage, but lower chance of critical wound while kinetics have lower damage but higher critical.
Explosives are another thing, they inflict damage from thermobaric effects (shockwave and heat) and fragmentation (kinetic damage like bullets). How these are distributed depend on distance from explosion and warhead construction.

Anyway, its interesting system, it might work.

92
Tactics / Re: My battle strategy
« on: March 22, 2012, 11:29:26 pm »
Generally, I use:

2x machineguns. These things are, in hands of experienced soldier, deadly even late ingame.
2x snipers. Depending on where I am in game, these are either SR, heavy laser or coilgun.
2x CQ/midrange specialists. One flamer, second with either shotgun or plasma rifle. PR is good only in hand of that 1% chance supersoldier with high assault skill. Later, could be given a needler.
2x explosive/special weapons. Grenade launcher is a keeper, other is stuff like rocket launcher or other such weaponry.

93
Discussion / Re: Gameplay Question
« on: March 19, 2012, 06:23:42 pm »
slightly.

94
Feature Requests / Re: Too many terror missions, no aircombat
« on: March 12, 2012, 12:30:08 am »
Btw, you can launch crafts without intercept order from hangar, and give them move orders, so you can hover over the landed UFO, escort your dropships, send multiple interceptors and even manage air combat quite okay...just needs some micromanaging.

95
FAQ / Re: AI smarter
« on: March 06, 2012, 03:42:18 pm »
AI in unfortunately weak spot of UFO:AI, so no. There's just more of them and they are tougher.

96
Offtopic / Re: Know any games like this?
« on: March 04, 2012, 12:56:25 am »
If you mean singleplayer, ol' good Jagged Alliance 1/2 should do.

97
Offtopic / Re: Real Alien Invasion?
« on: February 15, 2012, 10:29:21 pm »
Okay, just for the laughs, I clicked it.

"The purpose of the Allies Briefings is not to provide hard evidence about the reality of the ET visitation to our world, which is already well documented in many other fine books and research journals on the subject."

That alone was enough to get my daily dose of maniacal laughter.

98
Tactics / Re: Dragon, Stingray or Starchaser
« on: February 13, 2012, 06:48:14 am »
Stingray all the way, it's the top craft available, and only one with 3 medium weapon slots.

99
Bugs prior to release 2.4 / Re: Alien wallhacking in 2.4?
« on: February 11, 2012, 04:25:03 pm »
AFAIK aliens know where your troops are all the time. It's probably bug with their firing logic that they ignore some obstacles, like UFO walls :D

100
Tactics / Re: 2.3 - is the machine gun useless?
« on: February 11, 2012, 04:21:13 pm »
Actually, both in 2.3 and 2.4 I found MG to be second best initial weapon (after GL). It remains in my arsenal even now, after researching coilgun, all lasers and plasma weaponry. It might seem heavy at first, but good soldier got enough TU to do one step around corner, send a full auto into enemy and step back-31 TU if crouched in previous turn. On standard diff, it is one of few weapons that got power to take down Ortnok on medium armor in one turn.

It is unsuitable for use in buildings and UFOs later, but its good for first round shootouts that often happen at crashed UFOs and some maps..

101
Design / Re: UFOpaedia errors, etc...
« on: February 08, 2012, 12:45:33 pm »
To give this a little kick...

I'd be willing to rewrite the flawed articles myself, I just don't know how to extract them and replace...and how to submit them.

102
Mapping / Re: thinking about what to do next
« on: February 08, 2012, 07:46:10 am »
If I might suggest, a map I'm really missing is some decent "ufo crash/land" for desert to alternate with oriental small/medium/large, possibly simply dunes...I'm not really fond of the maze of small houses, and ingame it simply looks like whole Sahara is urbanized, and it seems stupid.

Yea, I tend to get a lot of such maps since my main base is on Cyprus (because I get some coverage of most nations from there).

103
Discussion / Re: Feedback and impressions after 1 campaign
« on: February 03, 2012, 08:54:06 pm »
I think you need clarification about how stat upgrade work in game. I don't have exact formula, but in short...amount of experience (in certain stat) needed to "level up" it is increased by difference between current stat level and initial level (when the soldier was first recruited) and reduced by soldier's mind stat. Therefore currently mind stat controls two things. Maximum rank that soldier is able to attain, and rate of growth of all his stats. It's set in the way that stat progression slows down gradually...

And using speed stat the way you propose would require a huge rescaling of all battlescape action costs, since right now, when normal move cost 2 TUs there's little room for altering that...unless we get into all those annoying fractions.

104
Tactics / Re: nanocomposite armour
« on: November 10, 2011, 07:04:15 pm »
The need for alien mats has been introduced in 2.4 series.

105
Tactics / Re: *SPOILERS* Weapon Analysis
« on: November 05, 2011, 08:14:34 pm »
Lasers should probably be changed a bit...give us real laser sniper rifle, and modify heavy laser to work more like a machinegun...probably using several cartridges at once to get good firing endurance, a bit less damage than now per shot but high ROF modes...and less accuracy, can be justified by weight of weapon and high temperature fluctuations of chamber due to high output.

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