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Messages - GPS51

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31
FAQ / Re: Reaction fire
« on: January 25, 2013, 07:41:27 pm »
From what I understand (and I don't understand it very well), it has to do with how much TU is used up in sight of the alien? So if you take a shot at an alien that takes up say 25TU, then aliens with RF and shooting a weapon taking less then 25 TU shoot at you. However there was a bug where aliens were getting TU both at the start of their turn and the start of the human turn (giving them a LOT of RF shots).

32
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 25, 2013, 12:50:40 am »
I have no idea how the exact "mechanic" works, I have seen it work in almost all variations (mostly due to panic over try to save my scout). I find that I miss a lot of shots just due to inaccurate snipers. The straight up/down shots are the best kinds. For UFO wall shots I prefer to be standing next to the alien. UFO walls can be shot through from a long ways away.

33
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 24, 2013, 06:55:55 pm »
Some tiles are unshootable in base defense, I find any of the ufo walls or maps like solar plant (gopher hunt) that shooting through walls/floors is terrific, I find it almost game breaking it's so effective. It's amazing what you can do with a scout , then have your snipers shoot through a wall have a map away.

34
Discussion / Re: weapons balance in 2.5
« on: January 21, 2013, 07:03:09 pm »
Hmm now I'll have to load up my campaign and bother with antimatter bolters just to try them out. I preferred laser rifles and pb rifles to plasma ammo assault rifles but it might just be my play style. I'd love to see A more accurate rockets (that do more dmg) and B plasma shotgun ammo. I prefer mid/close range battles anyway. It wasn't until the end of the campaign that I switched 4 or 5 laser rifles to pb rifles for close range punch.

35
Feature Requests / Re: on capturing live aliens
« on: January 16, 2013, 07:40:52 pm »
An excellent idea, also with lasers/sniper rifles now "stunning" aliens I don't even bother to try and capture them, I just pick up the 1 or 2 captured aliens per mission, I could have a full base of captured aliens by now (and 1 super hive mind :P )

36
Discussion / Re: Cheat in soldier stats
« on: January 12, 2013, 08:11:57 pm »
Is the information in the wiki/help pages still accurate for the weapons/skills? I have been reading over them and they don't agree with what I've seen at all in 2.5 (I could just be wrong). Also I assume that when a skill says something like "requires 4 hits to acquire 1 skill point" it means 4 separate attacks? Otherwise using a machine gun/assault rifle at close range would give good skill gains?

37
Discussion / Re: Cheat in soldier stats
« on: January 11, 2013, 09:54:52 pm »
Is there a way to level up units without cheating? I just finished a full campaign and my best troops (2 survived) had only 50-55 mind and 35 accuracy and 40/45 weapon skill, is there a way to get better stats gains by playing the game a different style?

38
Bugs in stable version (2.5) / Re: Known bug?
« on: January 09, 2013, 10:19:42 pm »
Ok here goes, if I miss something just let me know. All the logs in are in the rar file. I run UFOAI on windows 7 64 bit. 8 GB ram, Geforce GTX 570 (1gb). To restate this bug only happens when it takes me longer then 10 or 15 minutes to clear a map (there's always an alien hiding in a map corner on big maps >< ).

39
Bugs in stable version (2.5) / Known bug?
« on: January 09, 2013, 08:43:06 pm »
Greetings, I'm getting CTD's and missions being terminated on a regular basis and I think I've got it limited down to aliens that I've killed with either lasers or bolter or plasma sniper rifle. It goes something like this I kill an alien using said weapon, the game says "alien stunned" and I proceed with clearing the map, then later on it says "alien died" and either kicks me back to the world map or crashes the game. AFAIK its happening when "dead" aliens "die" from bleeding. Is this a known bug? If it is I'll just delete this post asap, otherwise I'll see what I can do help eradicate it with providing a savegame and logs. Thanks

Edit: Most missions end with me bringing home 1 or 2 of these "stunned" aliens but they always die after a few days in containment. Perhaps this is why? Aliens I stun with the capture weapons also die after a few days every time.

40
Tactics / Re: Mary Sue Aliens
« on: January 08, 2013, 01:31:01 am »
They are being delivered but they seem to disappear after that or very good 3d replica's are being delivered :^)

41
Tactics / Re: Mary Sue Aliens
« on: January 08, 2013, 12:32:02 am »
Thanks to the help I got on first fixing the fps drop and then figuring out how to use smoke grenades, my play through rolls on! However I was curious if there's a new mechanic in play that keeps killing off the aliens I've captured, I've never got more then 1 or 2 in my containment unit despite capturing 15 or 25 of them. Anyone know?

42
Tactics / Re: Mary Sue Aliens
« on: January 07, 2013, 07:09:24 pm »
I tried using a smoke grenade and lagged out my high end pc (otherwise I like that option), thanks for the tips guys! ( and yes RF is counter intiutive, like yesterday when a guy with 0 armor and a flame thrower set to RF watched an alien walk towards him and stop on the tile in front of him, he must of been on smoke break ;) ).

43
Tactics / Re: Mary Sue Aliens
« on: January 07, 2013, 05:06:58 am »
Well now that explains a lot of what I'm seeing, although I figure the aliens TU to be ~40 or 50. I find it interesting because I've just given up my campaign at the same point due to being outgunned/outmanned and cut down off the start each mission. I'm very much interested in continuing my campaign, I typically use 2 snipers (who have been shooting for months and are up to 33 accuracy), 2 or 3 plasma rifles (for burst capabilities), 1 riot shotgun, 1 grenade launcer and 1 laser rifle. I'd totally love to find out how folks are either leveling up troops so they can actually hit what they fire at or how to keep them alive without restarting the mission 5+ times. The last straw was when I went to clean up a crashed scout and was hit by 6-9 heavy aliens who gunned me down post haste. I understand about cover and reaction fire and so on but.... I'm back to sitting in cover and watching the aliens walk through my prepared fields of fire to flank and kill units all in 1 turn. I dunno what to do anymore, ortnoks in heavy armor with needle guns + mass TU was gg. (I find it ironic my units highest skill is explosive from all the close range grenade chucking, does this not seem to say that using actual weapons should be a viable means of killing aliens?)

44
Discussion / Re: New encumbrance/TU system
« on: January 04, 2013, 05:30:29 pm »
Hehe instead of new code can I just send my snipers back to shooting school? ;)

45
Discussion / Re: New encumbrance/TU system
« on: January 03, 2013, 08:07:33 pm »
Since this thread has been so helpful (sorry for turning it into a q/a), is there a way to get accurate %'s on shots fired. I've watched my sniper rifles at 50-60% blazing away and hitting at 1/10 shots. This simply a guestimation of odds to hit or old code?

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