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Messages - dfscott

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31
Bugs prior to release 2.3 / Stunning - bug or WAD?
« on: July 11, 2010, 03:54:09 am »
Not sure if this is a bug or not, but I wanted to check before entering a bug to make sure it's not supposed to work this way:

When attempting to stun an alien, I hit him with a stun rod and he just took it without getting stunned.  I'm now standing right in front of him and out of time units so I write off trying to stun him and just send in another soldier with a flamethrower to finish him off.  The alien goes down, but instead of being french fried, it was stunned.  Is that how it should work?  Is lethal and non-lethal damage totaled to decide when the alien is incapacitated?

32
Discussion / Re: swapping aircraft between bases
« on: July 11, 2010, 02:46:35 am »
Yep - time is the issue. If I didn't care about the time involved, any of these workarounds would be fine, but I can't afford to tie up two of my four interceptors for that long.

33
Tactics / Re: SAM sites and radar: my eyes and my arms
« on: July 09, 2010, 04:35:28 am »
I used to produce stuff for cash in 2.2 but in 2.3 I tried producing a small item (a pistol it was I think) to check on those "production-costs" mentioned: Indeed, not only are the production-costs just as high as the market-price, they were actually withdrawn from my cash.

I just noticed this as well -- I haven't found anything that's profitable to produce for resale, and my workers are costing me a fortune to keep around when there's nothing they're making that I really need.  I think I'm going to tear down some of my workshops and fire those workers.

34
Tactics / Re: too many interceptors shot down
« on: July 08, 2010, 10:15:50 pm »
Cool - I'm currently researching my first alien capture and my first harvested is on its way to my recently completed Ufo yard, so things should be looking up soon.

35
Tactics / Re: too many interceptors shot down
« on: July 08, 2010, 07:27:45 pm »
Speed. Scouts move at 770 km/h, Fighters at 880, Harvesters at 1100. They also have different icon on geoscape.

Ah, ok, thanks.  I did notice I lost to more 1100's than slower ones but I just thought it was because they could catch me easier.  I didn't realize that the speed indicated different types.

I've just started letting them go and doing more terror missions until I get more launchers -- it's seeming to keep the countries placated for now and hopefully I'll get aerial lasers soon.

36
Tactics / too many interceptors shot down
« on: July 08, 2010, 03:42:41 am »
Another noobie question:

I'm stuck in June with plenty of money, happy countries, but no sparrowhawk launchers left to buy.  I can try to make some, but with a UFO flying by about every 3-4 hours, I'm losing them faster than I can build them.  I'm sending up two stilettos at a time with sparrowhawks.  I'm researching aerial lasers but I haven't found anything better than sparrowhawks.

I've read that you shouldn't try to take on harvesters (maybe that's my problem), but I can't figure out how to tell one UFO from another.

37
Discussion / Re: swapping aircraft between bases
« on: July 07, 2010, 11:09:35 pm »
Every craft has homebase assigned, and occupies its hangar even when in air. While launching aircraft without target is possible, you can't use it to exchange homebases. There is as far as I know no way to directly exchange homebases.

Ok, thanks for the info!

38
Discussion / swapping aircraft between bases
« on: July 07, 2010, 06:32:40 pm »
Is there any way to swap aircraft between two bases when all the hangers are full?  IOW, I have 2 small hangers filled with Stilletto 1 and 2 in Base A, and 2 small hangers filled with Stiletto 3 and 4 in Base B.  I want to move #1 to Base B and #2 to Base A.  Is there any way to manually launch an interceptor (without a UFO target) so that I can can have an available hanger to do a transfer?

39
Discussion / Re: primary vs. secondary weapons
« on: July 03, 2010, 05:55:36 pm »
Laser pistols are good when you need long range sidearm, for close range engagements either plasma pistol or grab a few plasma blades.

 OK, thanks. I have a bunch of guys with close combat skill and I couldn't figure out how best to upgrade them.

40
Discussion / Re: primary vs. secondary weapons
« on: July 03, 2010, 03:08:21 pm »
Secondary weapons are just that - secondary.  They make good weapons at the start of the game, but they fall into second place the moment armor appears on your opponents. 

Does that hold true for the SMG as well?  I know you said it doesn't really fit the mold, but I'm starting to run into armored aliens now and I've upgraded my assault rifles to laser rifles to good effect.  However, I'm not sure what to upgrade my SMGs to (if anything?)  Would laser pistols be a good upgrade?

41
Discussion / primary vs. secondary weapons
« on: July 01, 2010, 05:22:50 pm »
First, having great fun so far (had one of those "OMG - it's quarter 'til 3 and I have to go to work tomorrow!" moments last night :))

My question revolves around primary vs secondary weapons.  I noticed that certain weapons are listed as "primary" (e.g., Assault Rifle, Sniper Rifle, Flamethrower, Rocket Launcher) while others are listed as "secondary" (e.g., Machine Pistol, Submachine Gun, Micro Shotgun).

Is there any specific qualities to being classified as primary vs secondary or is it just a convenient way to group the weapons?  I thought maybe the game was trying to hint that you shouldn't use an SMG as your main weapon or something.

42
Discussion / Re: nice try
« on: July 01, 2010, 04:28:53 pm »
I don't get this "reaction fire doesn't work". It works for me. And as far as I can tell: It works good.

Same for me.  My snipers get almost as many kills from reaction fire as they do from normal turn fire.

43
Discussion / Re: do explosions travel thorugh walls
« on: July 01, 2010, 03:46:58 pm »
Maybe it was a bug, but I had a situation last night on the bridge map where it appeared that a sniper shot when through a wall (a fence, rather).  I was hitting the space bar to step through the alien targets when I saw one that I thought my sniper has LOS on.

As I clicked to hit, I noticed too late that the green line went through a fence about 2 squares in front of him and then turned red the rest of the way to the alien (although I did have a cross hair).  However, I had already clicked, and the shot went off, killing the alien.

So either, a) it went through the fence, b) my shot was a little off line, far enough to miss the fence but not far enough to miss the alien, or c) the "blocked" red line wasn't accurate.

44
Tactics / Re: Bases placement and type
« on: June 30, 2010, 04:29:55 pm »
Nah, I dont fill completely base befeore making another, since there are some facilites I don't have access to in the beginning, like advanced radar or antimatter containment. So I just plan out my bases in advance and fill in the gaps when available.

Ok, thanks. 

I actually tried to create a new base at the beginning of my 3rd month but after dropping the key components and a hanger, I was out of money before I could even buy an intercepter!   I guess 250K isn't enough money to start a second base, but I can't seem to build up much more cash...


45
Tactics / Re: Losses
« on: June 30, 2010, 03:58:46 pm »
I wish there was a wounded system actually.

What do you mean?  I have soldiers get wounded all the time.   My best sniper is recovering in hospital right now.

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