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Artwork / Re: First go at vehicle building
« on: February 19, 2013, 06:56:47 pm »
Cool, and I love the idea of an hospital map, moreover if it includes thr possibility to grab medikits for free all over the map.
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Just as a hot suggestion, if the text could come with some explicit and simple illustration, it would be ideal. I made some attempt for RF and TU, just for giving a try. It could not exactly fit, not only because it is draft, but above all because it is not simplified to the extrem.Code: [Select]Basic Concepts (Campaign)
Research
Production
UFO Interception
UFO Disassembly
Nation Happiness
Basic Concepts (Ground Combat)
Time Units
Reaction Fire
Soldier Weight and Encumbrance
Wounds and Healing
Flashbangs and Field of View
/.../This is a thing that I've tried to figure out many times. Is there any hit box check, really? It would fall finally on such a thing as depicted below so that the effective hit rate would finally be given by:
the engine takes the soldier's accuracy and the weapon's spread value, mushes the two numbers together, sprays your ammo down range at an angle determined by RNG and the mushy spread number, and then checks the hit boxes like a first person shooter.
/.../
My guess is that the accuracy might change from tile to tile and angles might reduce the accuracy. So if the alien comes straight on, you might get to 25% accuracy farther away, than if they come from an angle. Or perhaps the point at which they've used enough TU to trigger reaction fire isn't the same point at which they're over the threshold.That sounds very possible.
It also might not be possible to read an exact number from the code. It might be in a different format than what the game reports.Maybe, but thus it means that something has been coded for behaving very basically, and however some unexpected things have occured in real implementation. Is this what you mean?
Also, I've got a Firebird landing at the mansion, but the Map is very badly messed up. Restarting the game and computer both failed to help. Where do I upload the save for you?It has been reported . For my part I've met mansion as the first map of my last launch concerning last version. So I figured it was a direct effect of some bugs. With the gentle help of H-Hour, a ticket is opened about this in the 2.5dev bug section. (in campain, not skirmish - in skirmish I test 2 maps and crashed for twice)
Someone did some tests recently and found RF would not activate under a certain accuracy % threshold (maybe 25%?). This may account for a lot of the perception that it "doesn't work", especially if people are routinely trying to RF at distance with single-shot firemodes. We're considering reducing or eliminating this threshold.Can I ask some question about a thing that intrigates me, so that I would sleep better this night? How comes that there is a need for testing to learn about the RF threshold (which I'm sure is existing because RF is sometime erratic) ? Wouldn't it be easier to read the code at the section dedicated to RF? It is a 2 cents question I suppose, but I'm not a coder so pardon my ignorance.
Only map where I actually fired more than one magazine of sniper rifle ammo per soldier was dam. I never ever had need for more than one reload for most weapons except rocket launcher.Sure, for one map, but it occures that you chain 2 or 3 missions, including rescue for instance. For this reason, taking additional amno or a secondary weapon cant be discouraged totally.
Flashbangs have area of effect similar to other grenades. It doesn't matter if it explodes in front or behind alien, as long as he's close enough.Added this to allow Mattn to answer
This is where you post bugs with the dev version (forum: Bugs in develpoment version). I've split it off the other thread and put it here.Thanks, I'm so used with the 2.4 bug section that I missed this one. I've some detail to add about the bug during the campain. I'll do it here.
The map issue you see with mansion is known.
So you are either playing a game started before the weight was implemented so your soldiers have too low strength, or you are trying to reach the TU bonus, and that limits your loadout options too much to make the snipers effective.This armor issue is about the last nightly release. I havn't played it yet.
I'd rather the imposition of a movement penalty for the armor. If you're wearing too much armor, you should be using 3 TU to move, not be unable to shoot.I wouldn't say unable to shoot, I would say hampered. In my opinion it is easier to shoot with accuracy when you wear light.
Incidentally, I started a new game with the latest version ie 2-12-2013, and it's much better than before, though the inability of snipers to wear armor is pretty stupid.I've to see this , thanks for the aknowledgment sir ;_)
(..) it's much better than before, though the inability of snipers to wear armor is pretty stupid.In general I would agree with such a remark. If the association sniper+armor has to be discouraged, I'm OK with the idea, the way to do this shouldn't be to make it impossible. I would prefere a malus on the accuracy, or applyable on the stealth when it will be implemented. That's normal to have difficulties to shoot when you wear a heavy armour, however, you still can shoot so if some people prefere, let them do.
The tactic works perfectly actually. It's that reaction fire seems to be utterly pointless is what I'm getting at. The idea of reaction fire is that it's supposed to give the soldiers a chance to shoot back when the enemy is having it's turn. Unfortunately, it seems they're getting no benefit unless you're using pistols because of the seriously disparate TU costs. There seems to be little reason to use RF and waste TU when they can be better spent taking shots at the enemy.The reaction fire is unfortunately the only way to progress prudently through the map for an alone soldier, and maybe at first turn for all. But, I also try to group 2 by 2 or more my guys, unless if I'm sending someone on a roof. The reason for that is the TU cost for RF can be saved if you have enough visibility, and being 2 allows you to cover more angles.