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Messages - Captain Bipto

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1
Tactics / Re: Suggestions for Balancing of 2.3 Weapons
« on: April 16, 2009, 07:34:56 pm »
Heya,


I was being sarcastic yo.

2
Tactics / Re: Suggestions for Balancing of 2.3 Weapons
« on: April 14, 2009, 11:27:40 am »
Thank you for your input guys!

I'll take your INPUT into consideration when I produce OUTPUT!

"I took time away from my other games for this? Well worth it!"

3
Tactics / Re: Suggestions for Balancing of 2.3 Weapons
« on: April 11, 2009, 11:41:02 pm »
Hey Valis, good points.

What is your personal opinion on how plasma weapons should operate? From previous posts I have said that the plasma bolt (basically the blasters from star wars, which are not lasers) should travel very quickly and that it dissipates quickly.

Plasma Pistols should be close combat burn weapons meant for multiple shots at close range. I'd even be in favor of increasing the spread of the pistol and giving it a rapid fire option. Basically it should be a plasma spewing machine pistol, just better than the Machine Pistol in most (if not all) ways. Great ROF, handy to use but lackluster range, clunky size and maybe high spread?(not too sure about the spread though).

Plasma rifles should have good range, low spread, and high damage. IIRC the max range is 250 (btw what unit of measurement is used for distance, meters?). Assuming that range is meters then the wiki states dissipation does not even begin until 80 to 100 meters. I do not really consider the alien plasma weapons to be long range marksman weapons, that is what the Particle weapons are, so perhaps the range should be around 100?

I have not looked at the dev version of this game for a little while now (got fallout 3 finally) so I cannot comment on specific numbers for damage values.

4
Discussion / Re: Snipers, and some questions
« on: April 07, 2009, 01:38:09 am »
When I have 2 coilguns (i have just stopped using the bolter at this point) I always try to peg at least two aliens I can see. I tried that with bolters and well...i would have done more damage throwing my TUs at the guy.

5
Design / Re: Plasma powered flamethrower?
« on: April 07, 2009, 01:34:36 am »
Your fancy words do not scare me.

You are describing the electro laser already in development. End of discussion.  ;D

6
Design / Re: Plasma powered flamethrower?
« on: April 05, 2009, 10:11:53 am »
Yeah okay with you 10s of thousands of degress (btw the surface of the sun is 5000 degrees Kelvin).

How would you aim it? Also plasma would burn too quickly, flamethrower chems are designed to burn slowly enough so there is still something to hit the guy with. You are not just hitting the guy with flames you know, there is a good amount of burning chemical goo that sticks to the target.

7
Design / Re: Plasma powered flamethrower?
« on: April 04, 2009, 10:16:17 pm »
Operating at those temperatures would be pretty dangerous to the user as well.

8
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: April 04, 2009, 10:07:12 pm »
Yeah i use only two coil guns right now, maybe I should look into a 50-50 mix instead. The only human weapon I never seem to use now is the shotgun. I always have at least one mg and now i no longer replace the mg with a heavy laser (i take the laser too) so that is a lot of fire power.

9
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: April 04, 2009, 09:56:07 pm »
Yeah the coil gun is sick! It makes the bolter rifle useless in my opinion. Far too quickly because of production time.

10
Design / Re: Plasma powered flamethrower?
« on: April 04, 2009, 07:36:23 am »
Ah but such is the way of the wiki, i am not even sure the flamer is not obsoletable. The machine gun is listed as possibly being replaced by the plasma blaster though the range is better on the MG the damage is less competitive.

Also heat shielded armor would be just as effective against plasma as it would incendiary chemicals. Plasma's damage comes from it's temperature period. BTW keep in mind in a rational universe the weapons you use most tend to also be the ones you can defend against the best.

Perhaps this means that flamers will go the way of the dodo later in the game.

The way I see it we are arguing over whether or not the flamer's ammo should change. Ask the devs.

As far as a specialized CQC weapon goes, the aliens have hand to hand characters, kerr blades, plasma and particle(?) pistols. At least in the 2.3 dev those alien buggers get a heck of a lot of reaction fire shots with those plasma pistols.

11
Design / Re: Plasma powered flamethrower?
« on: April 03, 2009, 11:12:51 pm »
IMHO I think it would be more realistic to have an upgraded flamer with better chemicals. I see that as a more viable option because the wiki (which may be out of date?) does not list the flamer as a weapon slated for obsolescence and therefore no replacement. The flamer fulfills everything you would want it to do already. Perhaps it just needs an ammo upgrade later in the game.

To the devs: For the few human weapons that will remain useful throughout the game, does that mean there may be MkII upgrades for them? Or more ammo types?

http://ufoai.ninex.info/wiki/index.php/Equipment/Primary_Weapons

12
Design / Re: Plasma powered flamethrower?
« on: April 03, 2009, 08:01:16 pm »
The plasma blade is a one shot version of this really and they are small enough to carry lots.

13
Discussion / Re: How To Hire More Soldiers?
« on: April 01, 2009, 07:45:14 am »
Creepy idea Duke. Is alien infiltration of PHALANX going to be part of the story as well? Or just XVI infection of the general population only? I mean, during play I think there are plans to have alien xvi injectors so I guess they can turn guys during the mission right? But how about before then?

Personally, while that would be cool I think that PHALANX would probably have safeguards to stop that?

14
Design / Re: 2x2 Armor?
« on: March 31, 2009, 11:37:44 am »
so 2x2 actors composed of a PHALANX member (UGV ecluded) is the realm of modders?

15
Design / Re: 2x2 Armor?
« on: March 31, 2009, 10:58:32 am »
Being a non coding dude, what you are saying is that you guys will not include an soldier who can switch from 1X1 to 2X2 depending on what armor it is wearing? How about 2x2 drones that can learn (gain xP)?

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