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Messages - Seerorin

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1
Feature Requests / Re: Reaction fire & TU reservation
« on: February 05, 2016, 11:11:24 pm »
Reaction fire should work entirely differently from normal shooting in my opinion. You should need a basic amount of TU's to reserve for it but it's a fix amount. Wich is not for the exact shooting but for the getting ready to shoot. Soldiers should firfe in two modes(three with fully automatic). If an alien walks in range and is far  your soldiers should instantly fire a snapshot at him, and repeat it every time the alien uses the amount of TUs needed for the snapshot from that gun. On the other hand. Alien running up to you and is pretty damn close, the soldier should fire as much as fast as he/she can. Basically spray and pray. Pretty low accuracy high ammo consumption but chance to simply mow down even pretty hard aliens if they try to melee a soldier. Cause they will simply will get massacred. Even in real life you could never walk up to an assault rifle wielding person and kill him with a blade. Especially not if he/she is standing ready to take anything down.

2
Feature Requests / Re: Tazer Pistol
« on: February 05, 2016, 11:00:00 pm »
You should note that when police act in high tensity situation they subdue everyone most of the time. Not like in movies. Cause they can hurt themselves move where they shouldn't etc...

3
Feature Requests / Re: UGV weaponry and tactics
« on: February 04, 2016, 12:14:05 am »
UGV's are larger. Also anything smaller than a plasma rifle should simply do nothing to the ARES type cause it's designed to take the blunt. Multi weapons should be there cause this unit should be really expensive in time and money. Also these can't enter buildings takes up a lot of space no cover from heavy weapons. So if you don't defend them well against heavy weapon carriing aliens(some kind of armor piercing weapon like a heavy plasma or rocket based weapon can maybe single hit even the ARES at start. But ordinary weapons will do only a little damage. The lighter armored fire support platform should be easily heavily damaged by even lighter weaponry. Still could take a lot more hit than soldiers but not concentrated heavy fire. On the other hand, de heavy and slow ARES could simply be able to take concentrated light weapon fire for even more than one turn from a few aliens and sustain only minor damage. But if the aliens bring their heavy weapons even the mighty ares fell prey.

High stat answer: These are machines far more precise than the human body. They have better and faster aim at ranges, don't feel recoil as much als ocan carry far better recoil controll systems. Still they have weaknesses: Can't enter buildings. Can't take cover. Can't take some routes what soldiers could easily do. But they should have the ability to wipe out multiple alien contacts in a single round if the alines don't take cover. These vehicles should give the ability to fight aliens just like in the story of the game. That way smoke could be reworked. Also new AI I think can be taught to respect these vehicles.

Also these are pretty beefed up RC cars wich weight a few tonnes, not the small toys what nowadays armies tries to use. At least the lore speaks this way. So they should pack a punch and cost a lot of money to use them. Also research should mostly focus around surviving heavy weapon firing aliens, better vision range, more TU-s, better weaponry, countermeasures against incoming fire to not get hit at all. Cause even now we have quiet good and fast aiming computers.

4
Feature Requests / Re: UGV weaponry and tactics
« on: November 30, 2015, 03:53:10 pm »
Sometimes life hit like a train. -.- I will come up with some better made plans and models in few weeks. Will try to make it go well with the game theme and how it works right now.

5
Feature Requests / More briefing and equipping before tactical missions
« on: November 30, 2015, 03:51:39 pm »
I have some trouble from not knowing what condition I end up fighting in. I think maybe it would be nice to have a static map of the map where my troops would be dropped. Also selecting/equipping troops after this briefing would enable to bring "mission specific" equipment. Also would give a lot more tactical options for the player and being more realistic.

6
Feature Requests / UGV weaponry and tactics
« on: March 09, 2015, 03:29:49 pm »
I was looking at how you are proceeding with this game and was looking at your UGV concept. I wanna say a few things about your concepts. First of all your UGV is focusing around the combat role of some small scale tank. I think there should be at least two types of UGVs. A "tank" UGV wich has heavy armor and is more about outfighting enemy, and a fire support unit with a less armor but fairly higher firepower. I also started to make models for UGVs. Would like to help a bit with them.

My ideas about UGVs and UGV combat:

1.: there should be two categories of UGVs the current ares model wich is highly mobile and has a tall armored hull. So soldiers can hide behind it. There should be the other model of the chimera, wich is a fire support platform. Also there could be lightly armored and armored fliing drone in similar size(like a miniature chopper). Wich could have lightest armor and weaponry but can give a lot of vision.

2.: The UGVs should have a lot better aim and cause of the turrets they don't have to turn, so faster firing/aiming should be possible. The turets should be small, cause there is no need for space for humans. Also most weaponry can be belt fed(there are belt fed guns wich can even change ammor type). Also ammo racks should be under the turret rotating thoghether with the whole turret. Hovering systems also do not need turret they can traverse the whole hull fairly easier, also recoil and movement of a heavy turret would make the hovercraft more unstable.

3.: Ares should have options of mounting multiple types of turrets and weapons. It should be able to equip a 50mm single shot cannon or rocket launcher against other UGVs and fortified positions, also with the ability to fire HE rounds. This turret should have a coaxial MG simple with 4,7 mm ammo. This should be a standard configuration. Alien tanks could only be damaged by explosives and this cannon efffectively. There should be a turret with the 12mm Rotary cannon just against soft targets. Also you could research more weapons like this. e.g.: A laser weapon wich eliminates the need for two separate guns(making the turret smaller, or better armored), or into a combination of a high yield plasma cannon and a rapid firing laser weapon.

4.: Chimera UGV should always have multiple weapon systems. With lighter armor larger turret mount it should mount a more deadlier weaponry also could be a little bit faster. It should have a starting turret with a 12mm rotary cannon for direct fire support and a 25mm belt fed grenade launcher for indirect fire support. There could be a variant with a 70mm mortar with multiple type of rounds( airburst HE for standard, gun launched armor piercing rocket against armor, semi armor piercing He rounds for the ability to attack enemy inside buildings, more advenced rounds could also be rounds wich leaves a mine at impact point. A third turret with a heavy longer range automatic 25mm grenade launcher also should be present(it would able to take 5 or so aimed shots not too far from each other or more but not really accurate shooting.). This platform could act as a light artirelly for the phalanx troops. For the large weapons there should be a 4,7 machine gun as a secondary weapon.

5.: For larger guns UGVs should have to select ammot type before each shot(simple for single shot weapons, dunno how to do for multi shot weapons like 12mm and 25mm GLs). Also GL for the UGVs should have larger effective range.

6.: UGVs should have 360 vision with the ability to detect aliens throgh walls if they are too close. Some aliens also should have thermal cloack so they wouldn't be seen through walls.

If you are interested in my concept I will post my done models too. I'm still working on them and they aren't ready yet. :)

7
Feature Requests / Research about citizen defense
« on: September 06, 2014, 01:25:35 pm »
Mostly the tectical missions are slow paced and they are intended to be. But civilians spawn at bad postions sometimes. There could be research wich is helping with this. So after a few encounters you have a research with what you can make brossures on how to act when aliens attack. So if you researched this there is a high chance of that civilians spawn closer to you and not in alien sight. If you have radar coverage then there is a chance that not 8 but less civilians spawn(not spawned civilians counts as saved ones. Also some missions where are other military personel they should at least try to shoot back.

8
Tactics / Re: My worst map: small village (called "england" in skirmish)
« on: September 06, 2014, 01:20:34 pm »
You simply need enough firepower to decimate any alien in one turn if you see it. Yeah it's pretty damn hard. But that's the only way it will ever work. See them kill them back. You can use tactics sometimes after u secured the civilians, but before that you can't really do anything. I don't even know why nation happiness decreasing when there wasn't even a single UFO in their nation...

9
Tactics / Re: Flashbang tactics
« on: August 27, 2014, 08:34:50 am »
The grenade works exactly like in reality. At least from what I have experienced. One of my friends is military personel. I was able to get into a demonstration. Flashbangs do rock... Even if you don't get directly hit by the flash. That's not even so bad, or at least not the way you expect it. It's not makes you fully blind. But it's just feels like you get hit really hard on the head. Some people started to vomit after a not so near flashbang explosion. Even trained soldiers was just able to get on the ground fast. You can't get directions and hard to move I fell two times in ten minutes. Wich is pretty dumb thing to do on plain terrian. My hands where shaking. Trained soldiers needed about 5-10 minutes to fully get out of the effect. So I don't even know wich is worse, de sound or the flash. They say that it's simply wrecks your ability to balance yourself. I can say that is true. It's pretty damn strange to even rise one of your hands cause that little movement can cause you lose balance.

Sorry for bad english!

10
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 26, 2014, 01:40:52 am »
So laser can really cut through armor then. Also railgun pentretion. How it works? Can someone tell me? Cause I don't know how much that thing worth it. Sma 3 wall penetration? What walls aren't penetrable?

11
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 25, 2014, 02:48:53 pm »
Armor is a must have for my troopers. Also plasma rifles aren't up the task in open maps. So I want to transition to laser weapons. Would like to carry a lasrifle+plasma rifle combo but to change for situation is too damn slow. So probably will stay with plasma pistols. Didn't really used them though nearly all my soldiers are carriing one. But too slow to take it out and shoot it. Laser do little damage so not worth it. Probably a mix of plasma and laser rifles will do the trick. Or something like that. Still testing the builds after transition.

12
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 24, 2014, 12:20:40 am »
My concern is that no replacement is there for soldiers. So If I go in to deal with aliens I have really hard time not cause of game difficulty problems(losing 1-2 soldiers isn't a concern if you can get good once). But in this game losing a mediom soldier who as an average skill of 40 on his main weapons is costly thing. Cause as you progress you have to carry more and more weapons and armor. But no more problems. My team can carry enough smokes. So no problem. I don't really like the idea. Spiders became a concern this way. But most aliens can be easily taken care of. So I started my transition to laser weapons. Pretty easy if you can take on two missions in one flight without losing soldiers. I'm running low on smokes tough but those are cheap considering a soldier with a 40 average worth about 50000. Cause if I bring a new soldier with armor weapons etc. It's costs about 12000 not even quarter of them survive on midgame battlefields for 10 missions wich is sufficient to get in this threshold. So the secondary team idea dropped. Soldiers are priceless. So you have to spend every possible money to make them survive. Cause other way in the endgame you will have not so good soldiers. :)

13
Feature Requests / Re: Few things I want to tell
« on: August 22, 2014, 03:41:00 pm »
Dunno I'm playing 2.5 and never really used sidearms. Only a few SMG-s. But even that just when had time to change the AR-s for room clear. Close skill is ok with a blaster. Never had any trouble regarding the weight. Only my guy with GL can't carry a medikit yet, but he is my newest soldier and still carry a lot of stuff(GL AMMO, GL, Flashbangs, Smokes, Plasma pistol, spare pistol ammo). She carries a lot of this stuff. XD With strenght about 40 it's normal I think. For close skill there could be some early weapons wich could be really useful somehow. Cause right now you just handicap yourself with early close skill using weapons. But maybe just the random number god not on my side. But pistols(even micro SMG) not really hurt even when it hits. So my soldier will just die from reaction fire... TU vise they are weaker than an AR.

As for HMG-s I'm not speaking about the 20 rounds full auto. But the 14 TU short burst should be a bit more accurate. That's not some spray and pray, and that weapon is said to be electronically amplified to help its wielder aim and compensate for recoil. Or make a heavier variant wich really have hardcore electronics intagrated and say it only that HMG is really having these techs. Also By the time armored tamans appeared for me on normal I relied almost only on plasma rifles. Full auto plasma fire kill armored tamans pretty fast. Ok so HMG will only be useful when you have a so skilled soldier who can walk and hit full auto reliably. Also only with upgraded ammo. Good to know. :) At least on normal this is the case.

14
Tactics / Re: 2.5 Early game builds+what effect the amount of TU's?
« on: August 21, 2014, 11:02:24 pm »
I have my first base full. It's fully developed into a mostly research base. With just two workshops cause with one I can't do anything. I installed my second base with just an interceptor and basic things just for an interceptor nothing more. But know I have to many ufos also has to change weaponry to laser and armor to nanocomposite. So I had money to build four workshops on the second base. So I can finally start producing also want to move my ufo site there. But here came the trouble. I just simply run dry in just one month. If I don't build them. I'm simply getting owherwhelmed by the enemy... -.- Also I need a second team FOr that I could need one more base... Wich I also don't have money for... So dunno how to solve this... XD

15
Artwork / Re: small dropship
« on: August 20, 2014, 02:01:04 pm »
Yeah. I don't think an UGV is some light thing either. It should be freakingly heavy, considering how much armor it carries. Also weapon display or not is up to you. :) Anyways nice work!

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