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Messages - hoiba

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1
Discussion / Re: Registration P***-**f
« on: December 08, 2015, 12:54:40 pm »
If someone doesn't master this hurdle, how should he fend of hordes of plasmablade wielding aliens  :-\

2
Discussion / Re: Winning conditions at base defense
« on: November 29, 2015, 02:07:40 pm »
Got it :)

Today I had time to try this base-defend mission. I got a really good start, with a combat hovernet and an ortnok at the ramp... the hovernet died in the first turn, the ortnok came in and headed towards the power plant. During the second turn the ortnok died from 2 plasma grenades. from this moment it was piece of cake.

The aliens didn't spawn at the power plant and so they didn't try to enter it by blowing up the wall... this allowed me to carefully leave the main entrance and I had a long-range shootout over the next 3 hours... was frustrating and great at the same time  ;D

3
Discussion / Re: Winning conditions at base defense
« on: November 28, 2015, 06:26:30 pm »
My plan is to destroy the base defenses as they are pretty useless and can't even harm a collector ufo. then I'll bring the living quarters close to the entrances. I only have to figure out where to put the two workshops I destroyed before to still keep a good defensible base.

Killing the alien on the ramp and still rushing towards the powerplant will be difficult. There are no experienced soldiers on the base.. only 12 rookies with limited equipment and poor accuracy. I usually have to shoot with 3 guys at the one alien on the ramp before it hits the ground. But I'll try it :)

4
Discussion / Re: Winning conditions at base defense
« on: November 28, 2015, 12:55:45 pm »
The misc_mission inside the power plant uses a radius of 6 cells around the marker (green smoke). If it is occupied by both teams at the end of the round, it is considered to be contested and does not count for the aliens.

Well.. you said, the aliens need 3 turns to blow it up. Lets say, they get 2 turns before being defeated .. but manage to come back some turns later. Does the timer start over again at 0 and they have to stay 3 turns again .. or is it stuck at the 2 turns and now they only have to stay the additional single turn? ... (questions over questions ^^)

by the way.. I've attached the promised screenshot of the poor base layout. As you see - power plant and entrance are up left with the command center following. the living quarters are mid right which makes it  long way for the rookies with low TU :)
At the bottom once were 2 workshops which I destroyed to limit the options for entering the base to a minimum when it was clear the base would be attacked by the bomber.

5
Discussion / Re: Winning conditions at base defense
« on: November 27, 2015, 07:49:55 am »
It takes them two turns to break the wall and three turns to blow up the powerplant and win. Aliens will try the same in the Antimatter Storage, if they manage to get there.

Well... the living quarters are on the other side of the base.. so my rookies need ~5-6 turns to reach the power plant. The guys at the command center are very near to it but they are being delayed by the alien(s) entering the main entrance.

poor base layout :)

I'll take some screenshots tomorrow I think.


Can the timer be stopped? e.g. when all aliens inside the power plant are killed and a human enters it?

6
Discussion / Re: Winning conditions at base defense
« on: November 26, 2015, 10:49:38 am »
hey anonymissimus!

Good to know what let me fail all the time. Thanks for the enlightenment!

I think the aliens were inside the power plant for at least 2 turns when it blew up (I didn't have any of my units inside at the time). I don't know if they reached the green smoke - but I will have an eye on this the next time I've some time to play.

The aliens really tend to rush the power plant. The main entrance is right next to it and every time an alien enters it turns right to the power plant.

Unfortunately I need a minimum of 3-4 rounds before I can enter the power plant with my soldiers.... the aliens have much better spawn points, are much better shooters and have much better armor.

One alien always spawns right inside the main entrance and delays my advance to the power plant. 1-3 other aliens spawn right next to the power plants entrance. Half of my units are on the other side of the base.. and with the low time units of the green guys it takes much time to get them in place.

Usually I don't like to reload savegames .. but this one is so damn tough .. it really is fun and thrill to retry it. I think I will keep the savegame for some lazy and rainy sundays :)

But at least it's only fishing for a good spawn of aliens to be able to win it.

7
Discussion / Re: Winning conditions at base defense
« on: November 25, 2015, 07:50:14 pm »
Well... this didn't answer my question .. but anyways: yes I'm using 2.6-dev  :)

8
Discussion / Winning conditions at base defense
« on: November 25, 2015, 05:13:23 pm »
Hey everybody!

I'm in a tough situation. .. one of my bases is under attack by a bomber (the first one within this specific game though). I had NO soldiers at the base at this specific moment.. so I fast hired 12 green guys and gave them whatever equip was available at the market. To help defending the base, I teared down the two laboratories. This limits the base access to the main entrance and the power plant.

Well... thats all fine.. I have enough rounds to set up the base defense before aliens start to enter the base... but I have to be very careful because the green guys are damn poor at their weapons. So I have to wait some rounds to get a perfect opportunity to ambush the aliens already inside base (who are most likely inside the power plant) ...

Today I experienced some kind of "sudden death" .. alien round ended, mine started but immediately all of my guys died and the base was gone.

Is there a winning/losing condition which triggers when an alien is inside the power plant X rounds? ... IIRC there is one with the antimatter storage...

9
Discussion / Re: Proximity Mines
« on: November 24, 2015, 08:40:38 am »
HA!

http://ufoai.org/wiki/Manual/FAQ#Gameplay_for_veterans


Quote

    Where are the proximity mines?

        Not implemented yet (at version 2.3.x). [2] They will be implemented for sure.

 ::)

10
Tactics / Re: Attack which UFO with what ?
« on: November 23, 2015, 12:42:24 pm »
Well.. if we take the actual F22 Raptor as basis.... it can equip 6 med-range AA Missiles (AIM-120) ...so 3 sparrowhawk per stack would be perfectly fine.

11
Tactics / Re: Attack which UFO with what ?
« on: November 23, 2015, 10:28:15 am »
However, a real life pilot would not have unlimited missiles to play with.

oh .. I didn't know there are unlimited missiles... that should be fixed.. I totally agree.

12
Tactics / Re: Attack which UFO with what ?
« on: November 22, 2015, 07:34:40 pm »
Well, it's not an exploit in my opinion. This tactic would be used by every real life fighter pilot as well. If he knows his weaponry can out-range the enemies he would use hit-and-run as well.
Dogfights, where the planes are circling around each other at short range almost never happen since WW2. It's all about long range rocket hits and stuff.

Different weapons have different ranges/accuracy. You also use snipers at long rage and AR at short/med range, aren't you?

And it perfectly fits into the story: aliens learn that their particle beams are not effective against sparrowhawks and come up with the alien rocket tech.

It's only an exploit if you pause the game to do the micromanagement.

13
Tactics / Re: Attack which UFO with what ?
« on: November 21, 2015, 11:43:30 am »
Oww, hoiba, you are abusing a bug in the engine.... so basicallyy Cheating!!

-geever

uh-oh!  ??? .. please don't put me into the alien containment with the other bad guys   :o



I am using this tactic too. The aliens are basically asking for it if they let themselves be outranged by the silly human sparrowhawk.

However, it feels wrong that this can be used to win all fights vs fighters and harvesters unscathed.

Three easy solutions come to mind:
  • Limit the ammo of the sparrowhawk, so that hit & run is possible but cannot be abused indefinitely
  • Increase the speed of ufos while they are in combat so that they can close in
  • Give Ufos some long range weaponry so that they can shoot back [\li]


I think there's no need for a change. Keeping 2 Stilettos in the base(es) is expensive. In both money and space (hangar, equip). You can't keep doing this for ever. Especially in mid-/endgame when Stilettos are almost 1shots for the bigger UFOs.

14
Tactics / Re: Attack which UFO with what ?
« on: November 18, 2015, 01:11:34 pm »
you can take out every UFO (important: which has NO rockets equipped!!) by using 2 Stiletto-fighters with sparrowhawk AA missiles and some armor.

With the missiles you can fire while the cannons of the UFOs are still not in range:

- for best results launch both Stilettos from the same base at the same time
- approach the UFO until the first missiles are fired
- immediately do a 180° turn to fly away from the UFO
- when the missiles hit the target do a 180° again and fire the 2nd salvo of missiles
- repeat

It's a lot of micromanagement which is best done with no time-compression set. Of course the UFOs are faster than the Stilettos and will come in weapons range at some point. But usually they will be shot down before.

I'm sure some will say this may be cheating or misusing game mechanics. But I feel it's a legit tactic to do so.
If you know you can fire at the enemy before he can fire on you, you always try to stay out of his range while pounding him with all you've got. What's good enough for warships on the oceans is surely good enough for well experienced fighter-pilots in their struggle against an superior enemy.

If you found the foes weakness - use it.

Ah.. by the way... I didn't test this on hard or very hard. So maybe this tactic won't work there.

15
Discussion / Re: Destructible Environment
« on: November 18, 2015, 12:20:56 pm »
All doors can be opened by force (I think). Though I usually try opening them before shooting them.

Well, this gives some new possibilities. I never realized that closed doors can be opened by force. I will have to try this at different maps.

I guess aliens don't use explosives to open closed doors... at least I've never seen it. ... but once I blew up a door, do aliens use it as exit/entrance? ... does the AI have a 'path' through such open doors?

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