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Messages - Hanny

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1
Tactics / Alien tactics
« on: June 27, 2011, 11:19:16 am »
2.4 Build only.

Has anyone observed a dual armed ( pistol and Kelver) actually use the close combat weapon, or for that matter only armed with close combat weapon, achieve a hit on a squad member?.

Ive just watched two incidences of dual armed walk up to and past squad members without casing harm.

2
The implication of that, is that the number of bases will be limited to the $ income of a player, am i correct that this is a design choice of how to limit base numbers?.

3
Discussion / Re: Interceptor's auto reload?
« on: June 27, 2011, 10:12:42 am »
Does its base contain a storage facility?, with ammo for its weapon in stock.

New Aircraft have to have its weapons and ammo/equipment/armour ( in a drop down menu) installed.

PS. Always easier to shoot Harvesters down when you have multiple SAM base coverage over your base, and lure the Harvester through that coverage.


4
Discussion / Re: Reaction fire
« on: June 26, 2011, 01:43:28 pm »
Try the links Muton provided for 16June, that version is pretty stable.

5
Discussion / Re: Reaction fire
« on: June 26, 2011, 12:10:23 pm »
from the little ive seen of 2.3 the aliens have fantastic reactions.. not over the top or anything..
but for my team to have none.. not a single shot after an alien walks 8 steps in front and to stand there givin me an eskimo kiss
thats a little unrealistic.. even a 12 year old boy would make a reaction shot in that time.. im guessing a trained soldier that knows he's dealing with aliens would have better luck

Realistic?, how many TU expended in a valid LOS represents how much real time?.

Appealing to realism is not the way to go, what you need to do is look at game data, and argue that increasing the reaction chance by inflating that skill over and above the others will produce, in game earlier use of reaction fire by player units. My guess is that by 100 missions in 2.4  you able to react quite reliably, so its also a question of game paceing for increasing stats.

Can i suggest you move over to the current 2.4, as it has increased player stats for units compared to 2.3, so you need fewer missions to increase to higher stats and so achieve reaction fire more often.
http://ufoai.ninex.info/forum/index.php?topic=2830.660

Quote
let me just say, this isnt ment to be or sound like a rant.. its just if this is how its ment to be, im just tryin to understand
How would a soldier survive long enough to get the reaction skill sets when its just random as to whether he will survive a mission..
the only way to promote that i can see is to send out the cannon fodder and leave the soldier i want to promote in the drop ship poppin out with sniper snaps each time some fodder goes down
Look at what your fighting, close combat and grenade oposition can be cut down at long and medium range, pistol at long range, so adjust your tactics to suit, manouver your ( i use a  2 times 4 man fire team of sniper and 3 Assault rifle) sniper at long range to achieve kills, while advancing Assault rifle armed closer but end your turn in cover/out of sight.
Enemy will target civilians first and you next, long range plasma pistol against your sniper will give them a poor hit ratio, close combat will attempt to close to combat, your sniper chops enemy ranged weapon while your screen of assault rifles steps into sight and fires 3 rnd burst if close or aimed shot in long range and then return to cover.
Try playing all with body armour, and if hit, retreat to safety, stay in hopital till fully restored, so you need a bank of troops.

Dont think or use your troops as fodder, and you will get units will high stats, but it will take a large number of missions to achieve.

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Discussion / Re: Reaction fire
« on: June 25, 2011, 08:45:32 pm »
Otoh Ai Aliens have effective reaction fire, so it may be your squad members lack the skill sets to use reaction fire.

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