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Messages - Triaxx2

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Feature Requests / Re: Through wall shots
« on: February 26, 2013, 02:06:06 am »
I don't know about gone, but perhaps it can be a toggleable feature? I tend to forget I can do it.

Discussion / Re: PHALANX base design
« on: February 24, 2013, 02:48:05 am »
The default layout is terrifyingly awful. On the other hand, it's also very useful, since it includes one of every single building so you can see where the weakpoints are.

I tend to build so that the accessible locations are all 'north' of the living quarters. This way, I can advance and cover all the potential entries. I also build so that the Storage can see the Hangar area. So I can step out and sight for troops in the hangar. If I'm lucky, the RNG will be kind and drop snipers there so they can step out, shoot and step back from there.

I always keep a couple of flame thrower guys, because they can hold the ramp for the entrance a lot better than rifles or machine gunners. Alien walks down ramp, turns to shoot flamethrower guy, gets BBQ'd.

Tactics / Re: Mary Sue Aliens
« on: February 22, 2013, 01:00:32 am »
I just started using Auto-battle. I lose about one soldier every battle whether I play or auto-battle, so it's no big deal.

Discussion / Re: Battlescapes in easy modes
« on: February 17, 2013, 07:43:45 pm »
I don't know. I was getting plowed under by Plasma Blasters during my third mission, on the middle difficulty.

Discussion / Re: 2.5 sucks completely
« on: February 15, 2013, 08:40:35 am »
Actually I was saying that since the hit chance displayed by the game itself is only a general estimate of the actual chance to make a shot, due to the calculation necessary for an accurate estimate being more complex than can be done in a timely manner, 25% could represent several specific numbers only some of which might over lap with those high enough to be able to trigger reaction fire, thus introducing a minor random element. Thus a high 25 might trip reaction fire, where a low 25 might not.

So run it as an auto mission? No problemo.

Discussion / Re: 2.5 sucks completely
« on: February 15, 2013, 02:03:01 am »
My guess is that the accuracy might change from tile to tile and angles might reduce the accuracy. So if the alien comes straight on, you might get to 25% accuracy farther away, than if they come from an angle. Or perhaps the point at which they've used enough TU to trigger reaction fire isn't the same point at which they're over the threshold.

It also might not be possible to read an exact number from the code. It might be in a different format than what the game reports.


I'm finding myself loosing 1-2 soldiers per mission. It's making it a little awkward to try and do multiple missions. I've reconfigured loadouts so I can have everyone in armor, but it's not helping.

Also, I've got a Firebird landing at the mansion, but the Map is very badly messed up. Restarting the game and computer both failed to help. Where do I upload the save for you?

Discussion / Re: 2.5 sucks completely
« on: February 14, 2013, 10:09:27 pm »
Stunning is very strange. I had one alien get stunned after getting burned with a flame thrower. I never got to use my Stun rod, because I didn't need it. Strange.

Discussion / Re: 2.5 sucks completely
« on: February 14, 2013, 08:31:06 pm »
Snipers stay together in the rear and the only other soldier that would be in range is the Rocket Launcher guy, who also has armor issues. On the other hand, if an alien gets into sight, the pistol might be the only weapon that doesn't trigger a reaction shot. Guess I'll just stick with no armor and keep replacing the snipers.

Discussion / Re: 2.5 sucks completely
« on: February 14, 2013, 03:02:52 pm »
Really? This is what happens when I equip armor:

Discussion / Re: 2.5 sucks completely
« on: February 14, 2013, 02:55:57 am »
The problem is that most of the maps aren't large enough to use the sort of stealth a sniper excels at. Being so far away that only a lucky shot will hurt them, and only a couple will kill them. I had my first mission be in the graveyard map, which is awesome, and I killed three of the four aliens on the map, and had the fourth one fire twice and instantly kill one of my two snipers. I did a little math and had he been wearing the armor, he'd have survived. He was literally within the one square effective range of someone's medkit, which is a rare enough circumstance. Since he can't wear armor and make an aimed shot, he ends up going into battle in his pyjamas, which are not at all protective.

I'd rather the imposition of a movement penalty for the armor. If you're wearing too much armor, you should be using 3 TU to move, not be unable to shoot.

Discussion / Re: 2.5 sucks completely
« on: February 14, 2013, 01:09:13 am »
Waste of a Grenade. With four snipers, you can finish the entire alien group before more than one or two shots land.

Incidentally, I started a new game with the latest version ie 2-12-2013, and it's much better than before, though the inability of snipers to wear armor is pretty stupid.

Discussion / Re: 2.5 sucks completely
« on: February 13, 2013, 08:17:14 pm »
That's the benefit of the two man team. If the leader spots an enemy around the corner, the rear guy can't be seen so he can move up if he has to and throw grenades over whatever the corner consists of. The port is a good example. If the first guy turns around a cargo container, and see's an alien, the second guy can then skip grenades over the top of the container. If the first guy fires, the alien fires first and he ends up bleeding out.

Large, open maps don't mean anything. I've learned to identify them, and send a team of half snipers and half guys with no guns, but Medkits. It's more effective and efficient to stand back and shoot with Sniper Rifles than try to close and end the fight. RF at that range will miss most of the time and having medkits within useable range means no deaths.

Discussion / Re: 2.5 sucks completely
« on: February 13, 2013, 04:01:00 am »
Yes, but now since we start outside the drop ship it tends to go more like: Turn 1 - Soldier tries to throw smoke, is cut down by Reaction Fire. Repeat until out of soldiers.

The tactic works perfectly actually. It's that reaction fire seems to be utterly pointless is what I'm getting at. The idea of reaction fire is that it's supposed to give the soldiers a chance to shoot back when the enemy is having it's turn. Unfortunately, it seems they're getting no benefit unless you're using pistols because of the seriously disparate TU costs. There seems to be little reason to use RF and waste TU when they can be better spent taking shots at the enemy.

Frankly I don't bother getting attached to soldiers. They're entirely disposable now. One hit and it's just seeing how much damage they can do before they bleed out.

Discussion / Re: 2.5 sucks completely
« on: February 12, 2013, 12:55:20 am »
I would except I'm advancing two by two. One guy moves while the one behind him stays still in RF. Then the guy that advanced holds still in RF and the other guy advances. Smoke isn't much help because the aliens just run through it.

Discussion / Re: 2.5 sucks completely
« on: February 11, 2013, 02:07:21 pm »
I always move from cover to cover, and fire under the best cover available, but it doesn't really help, particularly when the aliens move to shoot me and no one can fire because they've used one less TU than necessary to trigger RF, which they almost always do. Pistols are the order of the day early on.

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