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Messages - Nevasith

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1
Discussion / Re: Machine gun / Autocannon Discussion
« on: July 07, 2008, 11:10:22 am »
lets just leave incapacitated soldiers, as phalanx do- after a failed mission you would get information, that some soldiers were given a "missing in action" status. That way we will avoid problems with tuning an AI - many players would use a downed soldiers as a trap - the guy is on the groun somewhere in the middle of the street, while his friends are behind the corner and windows with heavy lasers and full reaction fire. waiting till all the aliens end up dead trying to get to the downed

2
Discussion / Re: Latest real-world weaponry
« on: July 07, 2008, 11:06:42 am »
I read it and i wonder, what a fascist one must be, to design an ozone layer destructing weapon...

3
Discussion / Re: Machine gun / Autocannon Discussion
« on: July 01, 2008, 06:43:14 pm »
thats what I was saying. As such a weapon i see mostly a sniper rifle, rocket for 2x2 once they are implemented, and machine gun on short range, as i cant imagine even an ortonok in heavy armour would survive many full metal jacket bullets from a short distance.

4
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: July 01, 2008, 06:36:26 pm »
I think sniped shot that kills on a successful hit should cost a lot of TU- as it takes time for a precisive  aim, so no other action, but some short walk could be performed this round  . On the other hand it should be a cheaper on reaction fire, as that way sniper is already scoping the area for potential targets.

5
Discussion / Re: Machine gun / Autocannon Discussion
« on: July 01, 2008, 06:31:54 pm »
yes, you are right of course, but you mentioned anti-vehicle rockets, that are mostly designed to breach an armour at thusly require a direct hit. HE and IN rockets does not however and here I totally agree with you. I wish IN rocked or grenade would leave semi persistent burning path effectively blocking a passage for a few turns

6
Discussion / Re: Machine gun / Autocannon Discussion
« on: July 01, 2008, 06:14:04 pm »
aiming humanoid targets with rocket seems out of place- it just sounds wrong. Maybe some bigger calibre rifles with sabot rounds with solid core (or uranium based ammo armour piercing)

7
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: July 01, 2008, 06:11:06 pm »
i like the idea of alien-technology based human weapons and ammo- like the plasma grenades. This could open many great perspectives of developing the strategy- you could stick to human weapons keeping them effective- plasma rockets, and 20mm grenades, flachettes and many other weapons.

maybe some electric weapons for our green friends that would work on humans as stun weapon, while being much less effective against aliens?

8
Discussion / Re: Machine gun / Autocannon Discussion
« on: July 01, 2008, 06:03:49 pm »
maybe it would resemble failure of rocket targeting system- if there is any installed- i mean, it is really difficult for a rocket to track a small moving object. Still if the rocket hits even close to the alien- even if he is not torn apart by the explosion, the shock should change him into bloody mass inside of armour

9
Discussion / Re: Crouching Too Cheap?
« on: July 01, 2008, 05:30:39 pm »
than what is this forum for? Delete it and put just announcements about new versions if you dont care about anyones point of view other than yours.
The change of crouch cost sounds rather than dramatic change- and you did not point any reason to do so.

10
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: July 01, 2008, 05:28:27 pm »
than remove our snipers one hand- not much of a realism a single handed sniper, but that would surly justify their inability to shot at head, as he would barely hit anything.

And to be more serious - leave it as it is, instead of making ridiculously resistant aliens, use that time to fix their AI- im no scripter, but  but it would be nice to have a challenge not depending on immortal godlike aliens capable of surviving a direct blast in the head from a sniper rifle, or a RPG. Rather than that teach aliens how to crouch and hide, give them reaction fire, improve their grenade handling- better to make it a tactical chalange.
A slightly different AI for species would be nice- large heavy ortonok would tend to charge hidden troopers- mostly getting killed by a sniper, while tamans would rather snipe and hide. Sheevars would probably sneak behind- lot of crouching, maybe even make it their default move if its possible to reduce movement TU cost

Quote
along with "classic" weapons, improved ofc.
plasma rounds for MG- something like current phosphorous rounds

Im afraid that custom designed weapons would be do complicated to code

11
Discussion / Re: Crouching Too Cheap?
« on: July 01, 2008, 03:44:38 pm »
nevertheless, big changes should be given some time on forum- just as it was with minigun, and some other, more important things. This is large change on gameplay, not some small easily adjusted feature like weapon range which can be changed in a few minutes.

12
Offtopic / Re: What other games do you enjoy?
« on: July 01, 2008, 02:35:21 pm »
i got dosbox- as i wrote near settlers. I just cant find the dos4gw.exe
All DK versions had only keeper95.exe

13
Discussion / Re: Crouching Too Cheap?
« on: July 01, 2008, 02:33:12 pm »
so there has been no discussion. You could say there has been discusion, but i havent seen any.

14
Discussion / Re: Crouching Too Cheap?
« on: July 01, 2008, 02:28:44 pm »
great- change for worse without a chance to repair, that has not been discussed

15
Discussion / Re: Crouching Too Cheap?
« on: July 01, 2008, 12:50:28 pm »
Quote
It already has changed, in 2.3 it cost 3 TU per-action.

Which file and how needs to be tweaked to repair this damage?

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