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Tactics / Re: 2.5 dev combat
« on: November 06, 2012, 08:54:32 am »
One issue I've noticed: Aimed fire on the assault weapons seems useless as anything other than "ammo saving" mode. As far as I can tell, the reasons are twofold:
1) The spread reduction relative to the other fire types is pretty low; you can pretty much always get more hits by firing more shots instead.
2) Aimed shots use the Sniper skill, not the Assault skill. Your soldiers are thus using the "wrong" skill, worsening the accuracy balance further.
H-Hour, could you take a look at this? Much obliged!
Just don't spend them recklessly; each one costs 50 Alien Materials and 1500 worker-hours to replace.
1) The spread reduction relative to the other fire types is pretty low; you can pretty much always get more hits by firing more shots instead.
2) Aimed shots use the Sniper skill, not the Assault skill. Your soldiers are thus using the "wrong" skill, worsening the accuracy balance further.
H-Hour, could you take a look at this? Much obliged!
So often, it happens to me that I position my troops near doors, and alien opens them...there is no space to flank him to avoid reaction fire, and some aliens already have needlers that are deadly even against nanocomposite armors. How do you deal with that?Plasma Blade. 6 TUs to insta-kill any enemy in the game - even armored Ortnoks!
Just don't spend them recklessly; each one costs 50 Alien Materials and 1500 worker-hours to replace.