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Messages - Soandso

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16
Bugs in development version (2.6-dev) / Re: Memory Leak?
« on: December 04, 2014, 05:34:14 pm »
My computer is from ~2007 with 2gb.  But it was free!

17
Bugs in development version (2.6-dev) / Memory Leak?
« on: December 04, 2014, 12:51:01 am »
My page file is turned off, so I can tell quite clearly when I run out of RAM because the game closes with an allocation exception.  It doesn't crash in battlescape.  The interface starts chugging in the market with each purchase taking a moment.

18
Difficulty settings are basically borked in 2.6.  Now on "very hard" I'll watch soldier after soldier almost completely covered get sniped on one pixel sticking out and every hit does about 1000 damage.  What I did is edit the normal setting to overall work more like the old very hard setting in the campaign.ufo file.  I gave up my first game after getting wiped on turn 1 a few missions in.

19
Tactics / Re: Flashbang tactics
« on: November 29, 2014, 09:56:13 pm »
IMHO flashbangs need a complete overhaul to be an actually viable weapon because, as they are now, there is no real reason to use them instead of the later-plentiful plasmas or the plain, old frags.

That is because flashbangs are only for avoiding civilian casualties.  Cannon fodder is free.  Civilians deaths are not.  But the effect really should last longer than 2 rounds.  It can take a while to get to the room it was thrown in.

20
Tactics / Re: Is there really any point in equipping armor?
« on: December 23, 2013, 08:16:15 pm »
I didn't know you could shoot through walls.

21
Tactics / Re: Is there really any point in equipping armor?
« on: December 21, 2013, 02:40:17 am »
Of course you should only take snipers on maps with great distance and only with the EM Rifle.  The spread of the original sniper rifle is too high.  But you'll still get hit sometimes at any distance.

22
Instant.

23
Tactics / Re: Is there really any point in equipping armor?
« on: December 12, 2013, 09:51:45 pm »
Armor is good for soldiers that you use to camp corners/doors and experienced snipers.  The sweeper team needs to be quick and hard hitting to have a better chance at catching aliens facing the wrong way and put the tough ones down in one round.

24
Bugs in stable version (2.5) / 2.6-dev?
« on: October 09, 2013, 11:03:48 pm »
I just installed the current nightly and the opening screen does not respond to input at all.  Only clue is that it says in the console "switch grab input off".  I mean it detects the mouse because tool-tips pop up and there is hover highlighting, but the callbacks (or whatever)  don't run.

25
I've never had the lab time to research laser or particle tech.  I use plasma rifles and blasters.  The few times I've had EM ammo it seems to kill faster, but I have no idea what damage type it counts as.

26
Discussion / Re: An Open Letter to the Developers
« on: September 17, 2013, 11:51:59 pm »
My first base had no workshops.  I find that good troop equipment is not very important.  It's more a convenience than a necessity.  As long as 1 soldier has 1 hp at the end of a mission it doesn't matter and I think you'd be hard pressed to run out the recruit pool.  It's aircraft parts that are critical.  I'm making alien based craft now and I still haven't researched any laser tech.

27
Discussion / Re: An Open Letter to the Developers
« on: September 11, 2013, 06:09:50 am »
You can easily see how an air battle goes by slowing time to 5:1 when at weapons range.  I play at the highest difficulty and have been cleaned out a few times and come back with different arrangement.  It's kinda easy in a way because there is always only 1 UFO vs whatever you field.

28
Discussion / Aircraft Item Stacking / Max Speed
« on: September 11, 2013, 05:48:23 am »
1.  This is a math question and suggestion.  +25% doesn't really say anything about how the items alter the chance of hits.  There should be a more clear description for that.  I'd like the internal equation for my own use- lol.

2.  Aircraft speed always shows cruise speed when I look at the label during combat.  Is this not implemented?

29
Bugs in stable version (2.5) / UFO Intercept Vectoring
« on: September 08, 2013, 04:42:15 pm »
I've gotten some inconsistencies in this automatic vectoring to intercept ufos.  The path sometimes locks onto the ufo rather than leading it.  I'm guessing this is not supposed to happen.  I haven't yet detected a pattern for when it happens.

30
Bugs in stable version (2.5) / What Walking Sounds Like
« on: September 04, 2013, 11:03:47 pm »
http://rapidshare.com/files/2852366029/Track%201_1.wav

It generates random noise over the footsteps.
My card is Audigy 4.

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