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 - Popi

Pages: [1]
1
Linux / Re: Debian: feedback and tests welcome
« on: August 27, 2013, 08:50:34 pm »
Hi there,

Downloaded and installed all but the music package.

Debian Jessie (3.10-2-amd64)

Radiant package required me to add the following packages:
  libgtksourceview2.0-0
  libgtkglext1


Everything installed like a breeze and game runs "as well as the compiled version" (mouse fps drops under 0 when mouse moves while in mission, so i haven't tested much gameplay -sadly-).

I don't know if you need anything else to "test" about the packages.

2
Discussion / "New" Weapon stats (2.2 - 2.3)
« on: October 15, 2007, 11:35:32 am »
Hi there,

My 5 cents on how i see the re-balancing of weapons (in 2.2 - 2.3)

First of all... lasers have been kept back (again)

Laser Pistol  ( 8TU - 30 Damage / 12TU - 50 Damage )
Laser Rifle    ( 11TU - 40 Damage / 17TU - 60 Damage )
Heavy Laser ( 18TU - 60 Damage / 23TU - 100 Damage )

Compare with the steel bullets version
7.62 mm Pistol ( 6TU 40 Damage / 8TU - 111 Damage ) (Less TUs than laser and double damage!)
Assault Rifle     ( 11TU - 111 Damage / 18TU - 296 Damage ) (Same TUs and... five times as much damage!)
Minigun            ( 15TU - 100 Damage / 30TU - 500 Damage ) (1/3 more TUs and... five times as much damage!)

And armor value isnt too great to make up for the diference
So lasers are... way too weak

RPG and grenades... just by comparison... do too little damage... we have a minigun does 500 damage, smg 375, flamethrower 360, shotgun 220. How can it be a IC rocket just does 90 and HE 120?, maybe RPG should be much more expensive to fire and reload, having worst accuracy... but as they are now... if i would ever find a "tank" unit... last thing i will use against it is a rocket.

Other way to "fix" them in single is make them pretty expensive and/or bigger... and maybe remove them (or allow just 1) in MP.

But it does little sense that even the weakest unarmored soldier can take a grenade or a rocket, blow it in his face... and survive.

3
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 08, 2007, 10:33:43 pm »
Same office map... with 35 light, not too bright... but at least we can see something


4
Feature Requests / New Power armors... need a little more of work
« on: October 08, 2007, 09:03:45 pm »
Characters in power armor move sideways, they hover a few inches from the floor and...

they mess up the game


5
Feature Requests / TAB button bug
« on: October 06, 2007, 02:12:15 pm »
When i use the tab key to cycle through soldiers... 1st time i type it i doesn't move to the next soldier and the mouse "detaches" from the HUD. I mean... the HUD is no longer clickable and clicking in HUD zones just makes the soldier move there as if map point has been clicked (to ones hidden by the hud).

Thats for "standard" hud, alternative hud works fine.

6
Feature Requests / Aliens out of bounds
« on: October 06, 2007, 01:22:24 pm »
I was fast enough to catch the guy in a screenshot... he moved there to take a shoot on my guys.



(map lake03d)

7
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 06, 2007, 01:19:42 pm »
Same here... it shows way too dark (under linux - KDE - nvidia GeForce)

I have tried to make same photo than BTAxis (map office06n)... look at the HUD its seen more or less the same... but map definitely not.


8
Feature Requests / Skills and accuracy
« on: September 24, 2007, 10:35:02 am »
I've been testing skill levels impact on accuracy... and i think some results are quite odd
Pistol accuracy is maybe too big:
Scenario: Target at 17 squares away (that should be a medium/long range shot), shooters crouching for taking the shot
   Laser Pistol
      Guy 1 (Accuracy   4, Close   6): 79% to hit
      Guy 2 (Accuracy 79, Close 75): 96% to hit
   Particle Pistol
      Guy 1 ( Acc   4, Close   6): 74% single shot - 53% rapid shot
      Guy 2 ( Acc 79, Close 75): 91% single shot - 66% rapid shot
   Micro Shotgun
      Guy 1 ( Acc   4, Close   6): 68% single shot - 14% 3-round burst
      Guy 2 ( Acc 79, Close 75): 77% single shot - 18% 3-round burst

That seems quite high for pistols, and maybe a little high for the single shot microshotgun...
And now compare with...

   Sniper Rifle
      Guy 1 ( Acc   7, Sniping 10): 72% snap shot and head shot, 76% Aimed shot
      Guy 2 ( Acc 94, Sniping 71): 100% snap shot and head shot, 100% Aimed shot

   Particle Rifle (no accuracy bonus for crouching!)
      Guy 1 ( Acc   7, Sniping 10): 85% snap shot, 85 % aimed shot, 53% rapid shot
      Guy 2 ( Acc 94, Sniping 71): 86% snap shot, 87 % aimed shot, 65% rapid shot

So its easier to hit at medium/long ranges with pistols than with a sniper rifle.
And the ratio TU / Damage its much better for the pistols

9
Discussion / tempsanity's multiplayer feedback and suggestions
« on: April 08, 2007, 02:08:35 pm »
More bugs in multiplayer not submitted by tempsanity

- 1on1on1 isn't working, no players got any soldiers at all. (someone i cant remember his name -sorry- guessed it may be something about starting map positions...)

- Team creation bug (attention exploiters!! ;) ), if u create a human team, go select in the < > alien team and then edit the human team again... u got 4 extra alien armors... that fit humans nicely. You can save the team and got 8 armored guys. I works the same for alien teams.

Pages: [1]