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Topics - ptbptb

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1
Tactics / *SPOILERS* Weapon Analysis
« on: October 09, 2011, 01:07:36 pm »
The Rocket Launcher

Official Data (With HE Rocket)

Skill: Explosive
Damage: 120
Time Units: 14
Range: 250
Spreads: 0.4

Observed Data (untrained soldiers)

1 hit will kill an Unarmoured Taman, 2 hits will kill an Unarmoured Ortnok, 2 hits will kill a Bloodspider

Observed Range (Range * 2 = Time in TU to walk that distance)

Good Shot (80%) at Range 15 (30 TU)
OK Shot (50%) at Range 30 (60 TU)
Poor Shot (20%)* at Range 65 (136 TU)

* Estimated value.

See also attached graph.

NOTES:
The HE Rocket has an area effect. This means that if you shoot something too close to you (closer than 10TU), you'll also be hit by significant damage.  It also means that you targets standing in front of walls, etc., are easier to kill.

OVERALL NOTES:
Based on the data here, the Rocket Launcher has 3 x the effective range of the Heavy Needler.

Please feel free to do similar write ups for your favourite weapons. ;-)

P.S. Ranges taken on a straight line (not diagonal) are easiest (unless you do want to work out the hypotenuse each time?).

2
Bugs prior to release 2.4 / Single player skirmish crash on scout_crash
« on: October 09, 2011, 10:45:11 am »
Crashed on trying to start a single player skirmish game on scout_crash map. (Dropped back to opening screen of UFO AI).

This does not seem to be (easily) repeatable. It might be relevant that I started, then exited from, another skirmish map before changing my mind and going with scout_crash.

3
Bugs prior to release 2.4 / Not a bug as such - comment on +farm2 field
« on: October 08, 2011, 06:38:42 pm »
Not sure what forum this should go in, but anyway ...

I think the number of hay bales generated on the little field in +farm2 is excessive.  From a realism, and gameplay, point of view I think about 1/3 to 1/2 that many should be plenty.

4
Feature Requests / debug_finishproduction ... could we have one?
« on: October 08, 2011, 06:18:09 pm »
Like the subject says, I think it would be convenient if there was a debug command to finish the production currently underway in each base.

5
Bugs prior to release 2.4 / Assertion failed buf->len==0
« on: October 07, 2011, 11:48:37 pm »
Got this crash in the middle of a battle on the fighter_crash map.  It's happened before, seemingly at random. I don't think the log or the save file is going to be much use, but included for completeness.

6
Feature Requests / Combine 'Misc' and 'Other' tabs?
« on: October 07, 2011, 08:28:59 pm »
I've just noticed that it says "Disasse..." on the last tab of the Production screen. 

How about combining Other and Misc there (and in the Buy/Sell screen)? They are both short lists and the titles of the tabs don't really distinguish between them very clearly.

7
Newbie Coding / Compilation with Code::Blocks
« on: October 07, 2011, 02:42:03 pm »
I get the message "unable to find c:\DEVELO~1\CODEBL~1\MinGW\bin\WINenvVER" when trying to compile for windows_debug. Is that some file I should have, but don't?

8
I'm talking about this bug. When you alt-tab away from the game in full-screen mode the mouse cursor sticks in the top-left hand corner of the screen. 

I understand it's an "SDL issue" so I'm not asking for the bug to be re-opened or whatever, I'd just like to know if anyone can advise on how to get it to stop happening.  I've downloaded the latest stable SDL runtime I could find (and couldn't find any more recent beta SDL runtime files) and it didn't make any difference.

9
Bugs prior to release 2.4 / Big City drops back to world view on entry
« on: October 06, 2011, 07:52:09 pm »
On entering the Big City map '+city' it drops back to the world view immediately after the city finishes loading.

10
Feature Requests / Advanced Installation Tech
« on: October 06, 2011, 10:59:30 am »
This is simple idea - just add a couple of Techs to the tech tree for advanced installations.

1. Advanced Radar Tower. Just has improved coverage - same as Advanced vs Normal radar buildings on bases.

2. SAM/SAL Site. Allows you to have Surface to Air Laser as well as/instead of Surface to Air Missile installed.

11
Feature Requests / PB Rocket ammo for Rocket Launcher?
« on: October 03, 2011, 06:30:18 pm »
OK, I admit this has been suggested before - but I didn't see any response to it. It does seem a little unfair that you can have PB Grenades but not PB Rockets, and you wouldn't need any new graphics to speak of either.

12
Feature Requests / Additional armor / shield tech?
« on: October 03, 2011, 04:18:13 pm »
Could we have something better than Nanocomposite Armor further down in the tech tree? 

Or maybe an EM shield that gives some protection against charged particle weapons? (e.g. vs. Plasma & Particle weapons, but not against Kerrblade or Needler. You could stick it in the auxiliary slot where the Infra-red Goggles go).

13
Bugs prior to release 2.4 / [map] Unwalkable squares in +forest
« on: October 01, 2011, 10:40:19 am »
The attached images from the +forest map (Little Forest) show where my soldier should be able to walk, but can't.  If you try the action just cancels and nothing happens.  It also affects longer movements that happen to include those squares (the 'expected route' includes them but the actual route taken doesn't).

14
Feature Requests / Could we have the CIVILIAN SPOTTED! messages be optional?
« on: September 30, 2011, 05:36:05 pm »
Like the subject says. I don't like the way the camera jumps around every time a citizen pops out from around a corner. If that could be turned off in the gameplay options that would be great.

15
Feature Requests / Escort mission for Interceptors
« on: September 29, 2011, 05:41:36 pm »
When you send out a lightly armed troop transport plane to a UFO landing sight it would be nice if you could send an interceptor along with it to protect it.  This isn't easy to do at present as 1) there is no way to launch an interceptor _except_ by clicking on a sighted UFO. 2) Interceptors generally fly at different speeds so it isn't that simple to keep them near the troop carrier all the way.

I suggest that an extra option be added to the menu you get when clicking on an aircraft (Back to Base, Stop, Change Base, ...).  The new option would be something like "Request escort" and clicking it would bring up a list of planes so you can pick one to launch and fly towards / alongside the target aircraft.

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