Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Doctor J

Pages: [1] 2 3 ... 18
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: December 29, 2008, 06:51:27 pm »
Also has the weapon on single shot which must be a modification because I have never personally seen a non sniper rifle .50 cal that had anything but Full rock and roll....

Long time, no type!  I don't regularly go to this forum anymore, but since my name got mentioned i felt obligated to pay a visit.  The M-2 [or 'Ma Deuce'] machine gun can have its bolt release locked, which means the bolt has to be manually released after each firing.  A USMC sniper [Carlos Hathcock] became relatively famous for using it with a home-brewed scope mount during the 60s in Vietnam.

As to this KORD thing, i don't have any direct experience with it.  However, that barrel looks pretty slim to me, and i don't think it could sustain a very high rate of fire before softening up.  In any case, there's no practical way to aim the thing short of watching where the bullets hit - at least in the standing position, that is.  The prone position would be much better for accuracy as well as to handle the recoil.  However, i don't think any marketing video is going to show the operator trying to stand up while carrying that load.

Feature Requests / Re: Auto-reload for Auto-shooters ?
« on: August 01, 2008, 02:55:40 am »
just to play devil's advocate...setting to RF when empty is a player's fault, and is equivalent to a soldier sitting in an ambush with an unloaded gun.

I can't speak for the OP, of course, but in my style of play that never happens.  I typically set RF mode for each soldier during turn 1, and only change it for special circumstances.  Nonetheless, some players might miss out on the red weapon icon, maybe even colorblind players.

DanielOR, we've agreed in the past, but it appears that you seem to be in favor of micromanagement here.  If you really wanted realistic "oh, shit" situations, why not just remove the portion of the HUD that displays how much ammo is in the weapon?  It's not realistic for a soldier to know exactly how many rounds they have left...

Feature Requests / Re: Differentiating Between Cover and Concealment
« on: August 01, 2008, 02:34:32 am »
If hiding behind a wall becomes no defence against a particle rifle, things are going to get rather difficult for us poor beleagured earthmen.

The fix for that is to edit the mission equipment file so that they don't get PB weapons until you've had time to build up.  They should at least get used to using the Plasma stuff first...

Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: August 01, 2008, 02:14:53 am »
Again your agument sounds compelling, are you aware the atomic bond is not the smallest level of attraction?

First off, we're wandering pretty far off from our stated topic.  Secondly, the ingredients in the electrons, protons, and neutrons are irrelevant to how much energy it takes it takes to break up the atom.  We already know exactly how many Joules it takes to strip off each electron, proton, etc. from the atom.  If the quarks contribute to that, then their value is already part of what we measured.  As the Trashman has said, we are already up against the breaking atomic bonds being the weak link in the chain.

Feature Requests / Re: Where did the initial credits go?
« on: August 01, 2008, 01:04:56 am »
So, either the first base is a 'freebie' and doesn't eat up the 1.3 million starting credits, or there should be an option on whether you want it auto-built in the default way when first placing the base.

The devs are flat out not going to do that.  They have their own ideas and don't want any of ours.  The fix for you is to edit the basemanagement.ufo file and not have those buildings you don't want in your initial base.  For those buildings, you can find the line that says: " firstbase true" and change it to: "// firstbase true"

Feature Requests / Re: How to handle Base under attack?
« on: August 01, 2008, 12:52:24 am »
Theoretical question: if you had built all 8 bases and lose one, are you able to build a new one?

Feature Requests / Re: Will someone please answer this question
« on: August 01, 2008, 12:48:38 am »
I think it might be in the code for aliens to drop their weapons when killed.  I've seen the blasters and such on the floor, but never tried to pick one up.  The difference is, when our soldiers get killed i don't see those weapons hit the floor.

Feature Requests / Re: Dead Soldiers Equipment is not taken back to base
« on: August 01, 2008, 12:43:48 am »
Alien Invasion does not recognize 'containers'.  The only items you can access are those on the floor or on your body.  The user interface does not give you anyway to access somebody else's body.

Feature Requests / Re: Auto-reload for Auto-shooters ?
« on: August 01, 2008, 12:14:33 am »
So, you're saying the soldier with the empty weapon should wait until a BEM comes his/her way before deciding to reload?  By the time the load is complete the target is probably already out of sight, or has already blasted our soldier.  I humbly suggest that any soldier which is set to reaction fire and is empty should attempt to reload when the player initiates a turn end.  Since the player has already selected to end the turn, they obviously don't plan to move the soldier any more that turn...

Feature Requests / Re: Day or night during missions
« on: July 31, 2008, 11:45:42 pm »
I *do* have a base at the South Pole and another in the northern part of Norway, and i also use 2.2.1.  The key is that the game won't let you build if your cursor is not on solid ground.  It helps to zoom all the way in before clicking on 'build base'.

Tactics / Re: Use of flamethrower
« on: July 26, 2008, 08:31:00 pm »
@ VoxDissident: I can't speak for others, but i am fascinated by paper-and-pencil type wargames.  I've accumulated quite a stash of rules/resources books, and some of them offer useful real world data on various equipment.

@ Aiki-Knight, DanielOR: I won't bring in any vehicle-mounted weapons.  The WWII Flammenwerfer had a practical range of 20 meters, while the 1960s Warsaw Pact model LPO-50 worked out to 65 meters.  I think this was done through higher pressures and a more accurately machined nozzle.  However, the range is still a problem - this is why flamethrowers haven't been used since the Vietnam War.  U.S forces now use a rocket [the M202 'Flash'] as a replacement for the FT.  It's just too bad that we can't get something this in UFO.

Tactics / Re: Your Tactics
« on: July 26, 2008, 07:48:40 pm »
The only information i'm aware of is here:

Tactics / Re: Help for beginner
« on: July 26, 2008, 07:33:51 pm »
But since we are able to build 7 bases, almost one on each continent, I thought I would build 3 'main bases', in that they would have the basic production, alien facility, 2 storages, 1-2 labs, 2 living quarters, 1 team room, 1 large hangar and UFO hangar, and always 1 SAM plus the basics, to be able to respond to threats across the map without having to travel far, that way the Firebird is at less risk.

Minor quibbles here:

1) Alien Containment would only ever be needed at your research base.  Since there are issues involved in transferring scientists, there is a built-in incentive to do all or most of your research at one location.

2) For Living Quarters i figure one per every two Workshops/Laboratories, plus an extra for your squad.  more on this later

3) I'm mystified as to why the Team Room is already in the game, as it currently does nothing.  There are plans for it but i feel it should have been left out until those plans become reality.

4) One building you didn't mention is the Hospital.  It is not required, but very handy, to have one wherever your soldiers live.

5) I'm with Nevasith on the proliferation of squads.  The more squads you have, the less experience each squad can accumulate.  A single Firebird with two fuel tanks can reach anywhere in the world.  The chance of it getting jumped by a Harvester are almost nil after you get all your radar sites working.  Before that, it's going to be a crap shoot regardless.  The only reason i can think of to use more than one squad is the tendency of the game to give you a Harvester to down right around the same time it gives you a new terror mission.  In those cases, it is handy to have a 'B' squad to handle the Harvester while the 'A' squad deals with the terror mission.  Even then, you would want to keep both squads at the same base.  It makes logistics much simpler to only have to supply weapons and such to a single location, and you can exploit the way the game tracks these goods.  Since these items are not kept by the soldier, but rather kept in base storage, you only need to buy/manufacture enough goods to supply one squad [with a reasonable amount of spares to cover battlefield losses].

And what about this base attack thing? Also, I would like to ask if the random UFO is a threat to my bases

As Nevasith has hinted, the game does not yet allow for Alien Invasion of your bases.  Also there is no bombing, missile attacks, or anything like that.  I believe the aliens will take 'interest' in a base when they fly directly over it.  I don't know if the shooting down of that UFO stops 'the word' from getting around.

Tactics / Re: interceptor weapons
« on: July 26, 2008, 05:20:21 pm »
Well, you can't directly order an interceptor when to fire - missile or otherwise.  If you equip your craft with Sparrowhawks instead of Shivas, you'll find you can fire back from much further away.  Just make sure to keep a stockpile of missiles at the base, otherwise your interceptors are likely to take off with their missile bays empty.

Tactics / Re: What's your favoret load out?
« on: July 26, 2008, 04:54:29 pm »
None of the Plasma weapons are worth carrying save the PB grenades.  However the Assault Rifle is so rudimentary that it should be the 1st thing to be replaced.  For example, the SMG is actually more accurate than the AR.  The Bolter is an excellent stopgap, depending upon your preferences you may substitute Laser Rifle and/or Particle Beam Rifle when you get them.

Pages: [1] 2 3 ... 18