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Messages - theDoom

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FAQ / Can a modern computer run this game?
« on: July 19, 2014, 07:51:34 am »
I've played this game a lot, without any technical issues. However, when I recommended it to a friend, they couldn't install it to their significantly more modern computer (they have a windows 8, 64-bit system). Is there like a 64-bit version for them to download, or a special windows 8 version?

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Tactics / Re: Is there really any point in equipping armor?
« on: December 11, 2013, 08:25:23 am »
So wait, I'm supposed to intentionally handicap myself in the beginning to be able to use anything good in the later stages? At the current moment, I have just started a new game, and only regular armor is available. Plasma Rifle (the weapon I find myself hit with the most, though thankfully not often due to my decent tactics and patience) will two-shot me, no matter if I'm wearing it or not.

Why can't I just instruct my troops to work out in the gym more? Why do I need to carry extra pounds, when going in light is, at least early game, SIGNIFICANTLY more viable. The choice I should be faced with is "low chance of taking 70 damage from PR, or way higher of taking 60 damage", not "let my soldiers be effective now, or let my soldiers be effective later".

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Tactics / Is there really any point in equipping armor?
« on: December 07, 2013, 08:08:27 am »
My thought process is this: a weapon, IR googles, a couple of grenades and an ammo clip or two are enough to get the +12 TU. Plasma Rifles 2 shot soldiers, plasma pistols 3 shot them. Starting armor is not good enough to add another shot needed to kill with plasma rifle, and can only add an extra pistol shot for some soldiers. Is there really any situation where the 12 TU are worth less than the slight defense granted by the armor?

On snipers, no armor is a game-changer. Two aimed shots instead of one is a huge deal. Considering the low chances of them getting hit by anything, its almost a no-brainer to not give them any armor. But even assaults and close combat guys... with 12 TU more, I can do so much more, like use flashbangs more often, take an extra three-round burst with rifles, an extra IR goggle use, get further away from an alien's line of fire. The extra 12 TU allows you to vastly reduce the amount of times you will be hit, while armor really only helps decrease the amount of time your soldiers need to spend time in the hospital.

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Feature Requests / Re: Suppressing fire: For those hard to get aliens
« on: October 06, 2013, 08:11:30 pm »
Flashbang is a short-range solution, and not a very effective one at that (one tile walking to be able to throw around corner, pulling it out of holster, and throwing it is more TU than a single shot with any plasma weapon, which sucks when up against blaster, as one ball is enough to wipe troops.

However, this effect would be too extreme with needlers, and maybe even machine guns. It is one thing to maybe force a heavily armed taman to not be able to aim shot a plasma rifle, or not be able to do a massive spray & pray back with a needler of his own, but when you can just calmly walk a troop out of cover through an effectively stunned alien's FoV, it becomes too much.

I propose a different thing. Every TBD (probably 5+) shots landing within one or two tiles of on actor cause the spread of its weapon to increase by a good amount (~0.7) for one turn. A potential feature to balance this could be if the actor runs several tiles away, this effect is removed.

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Feature Requests / Re: Cybernetics / tactical ideas.
« on: September 30, 2013, 07:37:20 am »
if I may propose one of my own:

Reaction enhancers:

-reduces reaction time by x amount (unsure yet if a % value or constant). TU costs to activate RF remain the same, but soldier requires less time seeing alien before firing (ex, say firing cost of 8 TUs for weapon. Soldier spends 8 TUs to prepare reaction shot for enemy turn, but after enemy walks 2 spaces (4 TU total) the soldier shoots)
-no adverse effects



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Tactics / Re: What's your favorite weapon?
« on: June 19, 2013, 08:37:20 am »
The 2.5 Dev regular pistol is my new favorite gun. I'll explain the situation that made me fall in love with this thing. Okay, so I'm on excavation, second mission of the campaign, but already familiar with this map from good ol' v2.2. My medic gets behind the pillar (the one piece of cover on the left exit from spawn). Next turn, Taman comes pretty close (one unit away from the opposite side of the pillar) with plenty of TU's for RF. So I take out flashbang, use it, then walk around the pillar. Take a shot with pistol. Hit. Take another one. Another hit. It takes 4 shots to kill the regular Taman, by which time I'm dying of laughter. The way that the soldier takes the longest time to aim that one point blank shot (considering the animation is longer than a sniper rifle shot, I have no idea why it costs only 4 TU per shot), puts down his gun, take the next snap shot, etc, without any hint of emotion or rushing just cracks me up. My thought process during this time reminds me of the Spectre monologue in SC2 ("This one has your name on it. *Bang* Okay.... this one has your name on it. *Bang*. Okay, I'm pretty sure that THIS one.... *Bang*. What the hell is your name anyway?")

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