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Messages - Triaxx2

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16
Discussion / Re: New encumbrance/TU system
« on: February 11, 2013, 02:59:51 am »
Variables are why many games use a total points system instead of individual ranges. So instead of strength being 30-40 you get a single total spread across all the attributes. So you might have a hugely strong warrior, but he's completely hopeless at anything else.

17
Discussion / Re: Select soldier on higher level
« on: February 11, 2013, 02:28:34 am »
Try also using the change level buttons to drop to the same level as the soldier.

18
Discussion / Re: 2.5 sucks completely
« on: February 11, 2013, 02:24:10 am »
Sorry. In short, until they start using rifles, stick with pistols.

19
Discussion / Re: 2.5 sucks completely
« on: February 08, 2013, 04:30:18 am »
Okay, so correct me if I've messed this up, but as far as I can tell, RF works as follows:

Soldier sights enemy. Enemy moves, using up (x) TU. If (x) is equal to or greater to the number of TU reserved for the reaction shot, then a reaction shot is fired. The chance to hit must also be reasonable.

So part of the mis-conception is the early game when plasma pistols take only 4 TU to fire, compared to 8 for the Assault Rifle. So the aliens get two free shots to your one but only if you're facing the right way.  It really makes the early game frustrating because one mistake in placement costs the whole team.

Does facing of the aliens matter for flashbangs?

20
Discussion / Re: Funding Nation mood whiplash
« on: January 24, 2013, 03:32:00 am »
I've honestly had better luck with rocket pods early on. Better damage, and if you're using two Targeting Computers, the inaccuracy is completely negated.

I use Sparrow Hawks in my Saracens early on.

21
Feature Requests / Re: Lines of sight
« on: December 12, 2012, 01:43:56 am »
I was thinking more along the lines of the map in the office building, with the unbreakable window into the cafeteria. I can see that alien, but I can't shoot it. It can shoot at me though.

22
Feature Requests / Re: Lines of sight
« on: December 11, 2012, 03:54:45 pm »
I disagree actually. The color doesn't matter because you can't tell the percentage from it. All tells you is See/Can't See, and Shoot/Can't shoot. Just because someone can see the alien doesn't mean they can hit it, so it's a big time sink going from alien to alien and soldier by soldier to figure out who can shoot what. If I can tell who they can shoot on the first cycle, I can plan the fight.

23
Tactics / Re: Mary Sue Aliens
« on: December 04, 2012, 04:06:41 am »
No. It's not just you. As far as I can tell, the aliens simply have infinite TU.

24
Discussion / Re: Again on reaction fire
« on: December 01, 2012, 01:50:34 pm »
Unless something has changed since the nov 1 version, they still should be tossing nades. They do in mine at least. Unless we've gotten lucky and the aliens are penalized by the weight system as well, and no longer carry them. Which would be awesome.

25
Discussion / Re: Can not research
« on: November 29, 2012, 03:36:03 pm »
Could have sworn it was more recent, but if you say so.

26
Discussion / Re: Again on reaction fire
« on: November 29, 2012, 03:35:24 pm »
The reason the AI just sits and RF's is because it's got enough TU that it can get four or five reaction shots so it doesn't have to advance just sit and wait until you do something stupid like attack. Thankfully they do seem to be only capable of snap shot reaction fire, otherwise the game would be unwinnable.

27
Discussion / Re: Can not research
« on: November 29, 2012, 03:10:04 am »
Someone else had this problem, I recall, something to do with too many dead civilians.

28
Discussion / Re: Again on reaction fire
« on: November 26, 2012, 09:18:58 pm »
As above, pistols are the way to go, averaging 5 TU for a Snap Shot for the base human pistol, 4 for the Alien Pistol which means they'll be getting reaction shots every turn without fail until you have Plasma Pistols. Of course then they move up to Plasma Rifles which mitigates the reaction fire.

Second, mostly the problem is the wide difference in the amount of TUs necessary for movement versus the TU's necessary to shoot. When aliens gain the ability to crouch, that appear, step back and fade would provoke a reaction shot. 9 TU versus 6 TU.

Speed should be the governing ability for reaction fire. Considering an average 20 speed, it means that the enemy has to spend the 8 TU for a snap shot before the soldier can shoot. If you have each point of speed above that and each below modify the Reaction fire, a soldier with 18 speed would have to have them spend 10 TU for the same snap shot, while one with 22 could fire after only 6. Just as an example. This also means that more experienced soldiers would have a better chance of getting off a reaction shot, making them more able to survive, while at the same time making it more useful to ensure those soldiers survive earlier.

29
I still play Deus Ex. Haven't played the new one, but it's on the list.

30
Hey, I don't mind talking things out in  peaceable manner if I can, but if they're shooting at me, I'm negotiating with the help of Messer's Heckler and Koch. Or possibly as much of the Springfield Armory as I can manage.

---

My thought for vehicles was to basically have the drop ship be a weapons system. The way the Blackhawk has Mini-guns mounted just behind the cockpit, or Huey's have them out the door. The drop ship isn't just a static piece of equipment, but it's a completely useful weapons system. So I can have IT use a full auto burst in the direction of the aliens instead of having to have the dedicated Machine Gunner do it in the open because he can't shoot and sprint to cover.

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