project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pharaufein

Pages: [1] 2
1
Tactics / Re: Attack which UFO with what ?
« on: March 29, 2016, 02:57:03 pm »
I like the idea to have a saracen follow a harvester to not let it slip through the radars. But don't harvesters turn around to kill the saracen?

2
Discussion / Re: Throughwall
« on: January 07, 2016, 11:07:17 am »
That would be a nice feature indeed. Happened to me several times that I tried to shoot through something and it just did not work.

3
Discussion / Re: Strength gain by weight
« on: December 11, 2015, 12:02:05 am »
Yes I would not feel too guilty to do it.
However, it is silly and annyoing as hell to have to put grenade luncher ammo in your soldiers backpack and to use this exploit just to squeeze some strength out of missions.

There must be a system that gives a strength attribute some use without making it mandatory up to the point where one has to do silly including exploits to raise it.

4
Tactics / Re: Attack which UFO with what ?
« on: December 02, 2015, 08:22:02 pm »
I just checked the aircraftmanagement.ufo file states 7 as ammo for the sparrowhawk.
This is of course more than ever needed to down a fighter, so I never noticed the ammo limitation.
 
I tested setting the ammo to 3 and downing a fighter with a single stiletto suddenly was not guaranteed at all anymore.
If some missiles miss, the fighter might well survive the three salvos.

5
Discussion / Re: Why is this so goddamn hard?
« on: December 02, 2015, 07:59:30 pm »
I don't use gas grenades, as that's about the only really useful thing coming out of the autopsies research tree. Need to really put priorities as research time is so precious on the hard levels.

Are gas grenades even better than incendiary grenades?
I dont think so since they do not even work against hovernets and bloodspiders.

6
Tactics / Re: Attack which UFO with what ?
« on: November 24, 2015, 12:38:14 pm »
Luring through SAM sites seems like a decent strategy, but I guess you need at least one on every continent to be able to do so.
I never build any SAM sites because the number of installations is too limited.
Building radar towers to get better coverage is much more important imo.

Of course more bases allow for more installations, but building and maintaining them is way too expensive.
And if you have them, you can as well use them to host more interceptions which are much more versatile, instead of building more SAM sites.

By the way, why are there not laser sites as soon as the laser defense turret is researched?

EDIT: And why is the number of installations limited? I assume it is to prevent too cheap radar coverage?
But then it would be sufficient to limit the number of radar towers.


7
Tactics / Re: changes in 2.6 related to combat
« on: November 23, 2015, 06:31:36 pm »
I assume they try to reach the power plant because it is an objective for them?
Do they also try to reach other buildings?

8
Discussion / Re: Throughwall
« on: November 23, 2015, 06:29:42 pm »
Thanks, I somehow missed that existing topic when searching the forum.

9
Discussion / Re: Strength gain by weight
« on: November 23, 2015, 03:25:50 pm »
So considering the code behind your link I would say that it works to at least cheat a higher encumberance modifier by picking up some stuff in the end of a mission.

10
Discussion / Re: Strength gain by weight
« on: November 23, 2015, 02:32:19 pm »
If the average weight counts, the following exploit should work:
It should be possible to train strength by overloading soldiers with equipment of fallen aliens/soldiers once the mission is basically won (only one bloodspider remaining or something).
Aliens rarely carry enough stuff with a good weight/area ratio (plasma blaster charges are quite ok).
However, it should always be possible to at least push each soldier to a higher encumberance modifier.
Then, a number of turns can be skipped to increase the average.

If the starting weight counts, each soldier can instead be equipped with the one smoke grenade in hand, that pushes him to a higher encumberance modifier.
Then in the start of the mission, the smoke grenade can be either immediately used or dropped to the ground.
I have to check if the TU are reimbursed in the same turn the encumberance modifier drops though, otherwise using this exploit might be too costly.


These problems would persists if the skill gain is determined solely on encumberance as suggested by me.

11
Discussion / Throughwall
« on: November 23, 2015, 11:13:14 am »
So how does the throughwall attribute of the sniper rifles exactly work?

I tried to use the sniper rifle and EM rifle against aliens behind a single wall and it sometimes worked and sometimes did not.
So what determines if a sniper shot can penetrate a wall and by how much is the damage reduced?

12
Tactics / Re: Attack which UFO with what ?
« on: November 23, 2015, 10:38:52 am »
oh .. I didn't know there are unlimited missiles... that should be fixed.. I totally agree.

At least I never ran out of them and the description of the sparrowhawk does not state any ammo.
I ran out of shiva / aerial laser ammo though, and these state an amount of ammo.

So I guess once you equip a sparrowhawk, you have unlimited missiles for one interception.
I would suggest a limitation of 2-3 missiles per rack, so that one can kite certain ufos, but not forever.

13
Discussion / Re: Strength gain by weight
« on: November 22, 2015, 08:24:03 pm »
http://ufoai.org/wiki/Skills/Improvement/v2.5

This table is for version 2.5, but I think it is still accurate for 2.6.

My suggestion is to use a different formula not based on weight but only on the ENCUMBERANCE_MODIFIER
Simply using a fixed value for weight in the formula would already do it.

14
Tactics / Re: Attack which UFO with what ?
« on: November 22, 2015, 08:16:00 pm »
Well, it's not an exploit in my opinion. This tactic would be used by every real life fighter pilot as well. If he knows his weaponry can out-range the enemies he would use hit-and-run as well.
Dogfights, where the planes are circling around each other at short range almost never happen since WW2. It's all about long range rocket hits and stuff.

Different weapons have different ranges/accuracy. You also use snipers at long rage and AR at short/med range, aren't you?

And it perfectly fits into the story: aliens learn that their particle beams are not effective against sparrowhawks and come up with the alien rocket tech.

It's only an exploit if you pause the game to do the micromanagement.

I completely agree that outranging the enemy is a valid tactic and I like that there is a weapon available to do this.
However, a real life pilot would not have unlimited missiles to play with.
And he could not hope to outspeed an ufo with antimatter drives (by the fluff).

15
Discussion / Strength gain by weight
« on: November 22, 2015, 05:52:19 pm »
To train the strength of soldiers, they have to carry as much weight as possible.
Therefore, I put additional grenade luncher ammo (best weight per area) and whatnot into their backpacks.
Whenever the strength of a soldier changes, I have to annoyingly rearrange their backpacks again.

As a suggestion:
It would be much easier if the strength gain was simply tied to the encumberance instead of the exact weight.
This would not make the game any different, except for eliminating the need for backpack rearrangement.
 

Pages: [1] 2