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Messages - Viento

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1
Tactics / Re: My squad, let me show you them.
« on: March 07, 2010, 11:14:28 pm »
Flamers ARE useful in close quarters because they allow you to run and fire whereas the machine gun is rather static. Also the flamer has decent TUs for Reaction Fire, making it the better option when moving and firing is necessary (e.g. inside the harvester at the stairs). And, of course you are right, I love burning alien scum! ;D

Andy

2
Feature Requests / Re: 'New' type of ammo for grenade launchers
« on: March 07, 2010, 11:11:49 pm »
It would greatly reduce the risk (and thus the thrill) involved in capturing aliens alive (= a key issue in the game), so I can understand the decision even though it would be nice to have the gas grenade delivered via launcher. 

Andy

3
Tactics / Re: My squad, let me show you them.
« on: March 07, 2010, 09:55:04 pm »
I prefer the machine gun as the key heavy weapon even in the advanced stages of the game (when Ortnok field medium armour and needlers). Just ignore the 5-round burst (it's useless) but use the 25 round full auto burst. If fired by a decent shooter (Skill 50+) you can drop enemies at almost every distance. The only downside is that reaction fire with a 25 TU weapon is difficult.

Since the machinegun is a bit too clumsy and slow indoors my heavy weapon guys carry a flamer in their backpacks. =)

Andy

4
Why shouldn't, for example, a re-engineered assault rifle with an alien material barrel, a newly researched charge and bullets made of ultra-dense alien material be good enough to stay in use and do damage? In a fantastic world like UFO AI, I see no real reason why not even the (re-engineered = tuned) smallest pistol should be able to do a reasonable amount of damage in late-game.   

Andy

5
Tactics / Re: My squad, let me show you them.
« on: March 05, 2010, 09:28:10 pm »
Nice post. ;)

Just a question: Which difficulty are you playing at?

6
Yes, something like:

"Good morning Sir, there is (again for the 4035th time) bad news. The new armour (=medium one) you brought in is almost inpenetrable to our normal infantry weapons and lasers. We must analyse it to find out what we can do about that. As long as we don't have a solution, engage with extreme caution...."   something like that, resulting in:

"We found out a way of upgrading our standard weaponry with alien technology, so that it can penetrate the newly discovered armour. [+ add reason that fits the tech-tree]"

Goal: Keep all the weapons as acceptable options in the game instead of allowing them to become useless. Let the player make the choice of what to field against the aliens. 

Andy

7
Tactics / Re: What's a good 2.3 squad loadout?
« on: March 05, 2010, 02:54:00 pm »
@Captain Skill

But wouldn't it be cool if you had a choice of suitable weapons to choose from? I fond it boring to use 3 weapons in a game which features like 20 weapons.

So what I wish for is: more weapons that are good enough to stand against medium alien armour.

Unfortunately, lasers and all the standard weapons available from the game start become more or less useless. :(

Re-engineering the existing standard weapons with alien technology and/or alien material ammunition has already been suggested.

Andy

8
Sorry, I didn't think that it could be important to note down the map. I didn't pay attention. :(

The grenade went off the map on the northern side. The executed solider was somewhere around the center of the map.

Andy

9
Hiho!

I found a VERY strange bug (?) in Mutons build (2.3)!

I fired 3 PB grenades close to the edge of the map. 1 missed and fell "off" the map.

Suddenly there was a death message "Soldiername died".

I had to search for the soldier (who was hundreds of meters away) who had died because I had no idea where he was. I found the body relatively in the center of the map. 

There was definitely no further alien on the map and it was no alien reactionfire kill.

I can only think of a bug that the grenade that bounces off the map still did some damage somewhere. This time at a place where, unfortunately, my soldier was standing.

Is that possible or am I crazy?

Andy


10
Tactics / Re: What's a good 2.3 squad loadout?
« on: February 27, 2010, 10:03:55 pm »
Sadly, Captain Skill is right. All the interesting weapons... mostly useless after a certain stage in the game.

Andy

11
I agree with Mungojerrie: Harvester-Stairs are broken again in Muton's latest build (= 2.3. ver28693)

I add screenshot.

One can move onto the first step of the stairs but the rest is noct climbable.

Andy

12
Hm, looking at this post again, after I've reached the same stage in game again, when all my laser rifles and the standard ones can't even scratch the medium armour aliens.

I actually don't care much what exactly (e.g. regarding technology) happens to change the fact that most weapons just lose their right of existance once medium armour comes into the game - as long as there is some kind of change.

I find it (again) very annoying, even more annoying this time because aliens are much more deadly at my difficulty setting now and even though they have no needlers or heavy needlers yet, it's very hard and sometimes really disillusioning. With the excellent laser weapons rendered useless, small sniper rifles seem to be the only remaining tool at the moment for medium and long range fighting. :/

Viento

13
Feature Requests / Re: Medals for soldiers, make more use of the 3d-engine
« on: February 21, 2010, 08:21:40 pm »
More 3-D Usage: I think this is eye-candy and consequently it's not necessary at the stage of the game right now. Of course your suggested visualisations would be great but most probably there is a lot of stuff to do that is far more urgent.

Decorations: I like the basic idea but I don't like the requirements you listed. UFO AI is not Unreal Tournament where you can get your "Awesom Masterkill", etc. Your medals seem to be imitating this concept. Since UFO AI tries to work with quite realistic military units, I think decorations should be awarded if realistic prerequisites are met.

Getting the "Frag-O-Maniac-Multikill"-medal doesn't fit into the game's logic, I find.

Since I like the idea of decorations, I would suggest using medals something like this:

> Medal for 1st serious injury (like today's Purple Heart) => condition: awarded for 1st injury < 10% of hitpoints remaining
> Medal for courage / bravery (bronze, silver, gold): => condition 1: minimum of 20 successful missions + condition 2: average kill-ratio of 0,5-0,75 aliens per mission (= Bronze),  0,75-1 kills / mission (= silver), > 1 kill / mission (= gold).
> Medals for Outstanding Service (e.g. bronze, silver, gold): After a soldier took part in many missions, like 30, 50, 100....


Even though these conditions aren't realistic, they are much closer to it than your suggestions, I think. :)

Andy 

14
Bugs in older version (2.2.1) / Re: No Weapons on ships
« on: February 17, 2010, 12:20:14 pm »
Again: Version? :) Without it it's impossible to answer.

Andy

15
Windows / Re: Aliens stuck
« on: February 16, 2010, 07:20:03 pm »
2.2.1 is old. Try 2.3 ;)

Andy

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