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Messages - Norby

Pages: 1 2 [3]
31
Discussion / Re: thx
« on: February 28, 2017, 09:11:15 pm »
Of course I shot with pistol to an easy target. The goal is to improve skills which require to deliver hit. The 4 shots+drop need 17 TU which could fit right into the first turn, completing the possible practice in close skill.

Due to clearing the total hp of all enemies in the map need only 2-4 shots from each solider with the main weapons, the additional pistol usage give at least the half of my experience in accuracy, speed and health. In other words, these are grow at least 2 times faster since I use pistols also.

32
Discussion / Re: thx
« on: February 27, 2017, 10:35:30 pm »
If you fire burst mode, only the first hit is count. You will get the same experience either you make a hit with pistol or you fire a burst with needler and at least one needle is hit the target. It is irrelevant how much bullet is in the burst, if one is hit, you will get the full xp, next bullets do damage only but no more xp.

The best for skills if you use weapons with low damage and low TU, where you can fire many snapshots. With burst-only weapons the best is the lowest mode which need less TU and do the lowest damage, giving more chance to open another fire to the same target (even with another solider) which mean another xp.

I like 7.62mm Pistol and Laser Pistol, these are need 4 TU only. If I have enough time in the turn then I fire at least one pistol snapshot before the main rifle shot to practice skills.

My other tactics is to fire 4 pistol shots right at the start of the mission, then just drop it to the ground. I will get it back at the end when all items will be gathered from the map. My soliders usually hold a pistol in the left hand right at start (save 2TU due to no need to take out), just one hold a Smoke Grenade.

33
Tactics / Re: Cannon fodder
« on: February 27, 2017, 07:49:08 pm »
I mean the row "Machine Gun" with "Machine Gun Magazine" (not EP) contain 0.0 in the "Medium Armour" column. In short weapons below 60 damage/shot are useless, except needlers.

34
Discussion / Re: thx
« on: February 27, 2017, 07:40:36 pm »
If the Ortnok isn't survive a single Short Burst then emp is a bit better due to give more into the accuracy where snpiers counted as 1.5 times than others. But if you must fire a second burst also then needler is better due to give 2 hits.


35
Tactics / Re: Cannon fodder
« on: February 27, 2017, 07:10:36 pm »
Look this table for weapon damages, the "Medium Alien Armour average damage" column show which ones are useless against armored Tamans and Ortnoks.

36
Discussion / Re: thx
« on: February 24, 2017, 01:01:28 pm »
hmm, when i use needlers, i got a lot of hits. Will this raise the points my soldiers get instead of taking them out with 1 shot of any other weapon?
I tested and burst fire is equivalent with a single hit in the term of skill improvement. Using snap shots more times in the same TU is better, up to 4 hits within the same skill in a mission. So worth to change weapon between different skill classes to improve health, speed and accuracy faster, rather than delivering more than 4 hits within the same skill.

I always use sidearms to enhance my skills when my team is in numeric superiority, which is happen more times in every missions. For example captured plasma pistols do very little damage to well armored enemies, so I can fire even 20 pistol shots (4-4 with 5 soliders) in the same turn against an armored Taman, who will survive these, then finish the job with the last few soliders using Laser Rifle single shots, where I like the low TU and good accuracy.

Sniper Rifle is also cool, I use infra goggles to take out enemy through walls, rather than rising a close surprise in buildings. Snapshot need much TU but as a compensation one hit is conuted as 1.5 into the improvement of accuracy skill. There is a ceil at about 11 hits in a mission, so ideally a solider should make: 4 close, 4 assault and 2 sniper skilled hits. In this case will receive the most hp, speed, accuracy and weapon skill points after each mission.

Unfortunately there are not enough enemies in the map for all soliders, this is why I always use sidearms to practice aiming. I upgraded Lazy HUD v2 with hit counters to help tracking which solider reached enough hits, then I save the remaining enemies to others. This way result the fastest skill improvements through the whole team.

37
Discussion / Re: thx
« on: February 14, 2017, 08:09:40 pm »
1. the flashing range of the flashbang is what?
2. what influence on the rank and the promotions has the number of soldiers in the homebase?
3. is it influencing the mind/brain levelup to switch the weapons for the soldiers?
4. why isnt there a final "base" to take? :)
1. This page say 5.
2. I think the number of kills count.
3. No, based on the info here.
4. The list of maps in skimrish refers that there is one. Are you researched a Bomber ufo?

38
Discussion / Re: thx
« on: February 13, 2017, 08:15:59 pm »
The "x" key just turn on or off, you sould select the actual mode by a mouse click in the proper checkbox on the HUD.
The first picture show it on the default HUD, second is on Lazy HUD.

39
Discussion / Re: thx
« on: February 13, 2017, 03:36:11 am »
For point 2 imho would be enough if shift+click not always sell/transfer 10, but:
  • 10 if max. 100 available,
  • 100 if more than 100 and max. 1000 available,
  • 1000 if more than 1000 available.

40
Discussion / Re: thx
« on: February 12, 2017, 11:42:44 pm »
1. U dont need to transfer stuff, only sell and rebuy it in the place u need it.
I also thik that this is unfair so I restrict myself and always use transfer.
2. Not so good is the "management" of big stocks. U will scroll with the mousewheel for "years" if you try to sell/transfer 3k alien materials ...
I hold down the shift key while roll the wheel, still slow and frozen my i3 machine for some seconds but always do this job within a half minute.
3. I think you can improve the skills of the aliens while make them use more grenades, even flash and smoke/fog too.
I never seen an alien with flash nor with smoke grenades, as like they are earth-only techs willfully.
4. Too easy is getting out of the fog/smoke and "scouting enemies out" and go back into the fog/smoke to kill them.
Yes, a big penalty to aim out of smoke would be good imho.
5. The hovernets dont got any reaction fire, why?
If they will get it then I suggest to give ability to see in 360 degree, as like if there are sensors in all directions. I never know where they looking due to the circular model so the logical solution if they can look everywhere. Moreover this could make them immune to the go next to them and fire from backward to avoid reaction trick.
6. Its very hard in the beginning to take down the ufos because of the very bad fighters u got.
I like missile defenses: my figters usually not fight at all just run back to the base (need some work to always keep my figter within the detection range of the ufo but out of the weapon range), where at least 3 external missiles are waiting for the incoming ufos. :)
Maybe they should leave these zones if they are damaged below a level to leave some work to the fighters.

41
Windows / Re: FS_RemoveFile: keys.cfg
« on: February 12, 2017, 11:05:21 pm »
No hardware acceleration detected.
Update your graphic card drivers.

Hi Kores,

I think this is the problem. Maybe no videocard in your machine at all or just no drivers installed. Could you check it?

42
User modifications / Re: Lazy battlescape HUD
« on: January 28, 2017, 08:23:34 pm »
This is a very useful addon, thank you! I like very much the additional functions including the intensive mouse wheel usage.

Of course I found some parts what I imagine in other way. Thanks to the well readable script, the wiki and a few weeks of trial and error I was able to improve it further up to all of my needs. This mean many new functions and bugfixes, the code is about two times longer now. If anybody is interested then please ask me.

I attached a screenshot about my space-saver layout. If somebody ask what are these new numbers here and there then I will explain. :)

You can download Lazy HUD v2 in its own topic.

43
User modifications / Double Shot mod
« on: January 28, 2017, 04:47:35 pm »
Hi All!

I added a few new fire modes in the attached files. There are two variants of this mod:
  • first is for experienced or strict players where changes are small and balanced,
  • "Easy" is for new players or for those who wants more new possibilities.
I quote some lines from the included readme.txt as an introduction.



Double Shot and Fast Aimed Shot: new fire modes in UFOAI 2.5+

Many weapons which lack of burst modes get a new Double Shot mode,
like the solider press the trigger twice, aiming to the same target.
Double modes are already in Flamethrower and Stun Rod, now in more
weapons also. Need less TU than two snapshots but less accurate.

Fast Aimed Shot also can save a few TU for the cost of less accuracy.

Weapon specific notes

1. Pistol

Double Shot need 7 TU, save 1 TU over two snapshots but less accurate.

2. Particle Beam Pistol

Double Shot mean 2*70 damage for 11 TU, a good damage/TU ratio.
Note in the hand of your enemies also.

3. Riot Shotgun

Double Shot can save a TU and offer the original inaccuracy.

Refined Shot is an attempt to aim but the big recoil prevent low
spread, this is why not called to aimed shot. Moreover get some
bonus when crouched making this weapon usable, just keep in mind
that the maximal range is 20 squares only.

4. Sniper Rifle

Get a reactionfire-enabled Fast Aimed Shot which fill the gap
between snapshot and aimed shot, accurate up to medium range
for 18 TU. Useful when you need just one more step.

There is no double shot mode in sniper weapons. Not so fit for
these slow rifles, moreover a bug prevent to set the throughwall
parameter: always fire 3-5 shots instead of the wanted double
when throughwall is over 0 so no double mode with snipers.

5. Coilgun

Fast Aimed Shot need 20 TU, you can do two more steps or crouch if
the target is enough near to use it instead of an aimed shot.

6. Electromagnetic Rifle

Fast Aimed Shot offer usable accuracy for 21 TU (aimed need 3 more).

7. Grenade Launcher

Double Shot is useful with grenades due to do the splash damage
compensate the lower accuracy.

Flechettes already set to use multiple shot, this technical reason
prevent me to add double shot with this ammo. This also the reason
why no double shot in Micro shotgun which can load flechettes only.

8. Electro Laser

Get Double Stun Shot for almost double TU with less accuracy.
Also offer a slow Aimed Stun Shot with somewhat better odds.
Still need many hit to stun a strong enemy and unusable against
Hovernets and Spiders.


How to install
Copy the next files from the attached Double_Shot.zip into ~/.ufoai/2.5/base/ufos in Linux,
in Windows C:\Program Files\UFOAI-2.5\base\ufos or where you installed the game.
weapons_human.ufo
weapons_laser.ufo
weapons_particle.ufo
weapons_plasma.ufo

Enjoy! :)
Norby

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