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Messages - MonkeyHead

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Discussion / Re: Are UVG usable yet?
« on: October 15, 2013, 06:47:11 pm »
Correction - it is the dropship hangar, not interceptor, that has the access.


So, made it to very late game. A summary of my findings follows.

Turns out that my playstyle (long range combat and saturation fire) suits EP rounds over particle beam rifles and blasters, and needlers. The HMG with EP rounds kills all with ease, even at long ranges, making it way superior to the innacurate and high TU requirements of the particle blaster. Possibly thr particle blaster could be re-classified as a close combat weapon, as save for the pistols, there is little in the way of progression for that soldier class save for moving to plasma blasters from flamethrowers/shotguns, and the occasional plasma blade bezerk charge. The heavy needler is also less fatal than the HMG EP rounds, even if it is more likley to land a hit due to sheer volume of fire.

There is little to choose between the EP loaded assault rifle and Particle rifle, though the devastating full auto fire mode of the assault rifle for close up violence gets it the nod over the slightly more damaging in single shot and burst mode particle rifle, with its slightly worse accuracy and occasional lack of an ammo supply. Manufacturing EP rounds in abundance is proving to be easy if I keep a steady stream of UFO's being dismantled. Particle pistols have too spotty an ammo supply to be useful and are horribly innacurate compared to the laser pistol, even when firing the laser pistol on burst mode.

Hybrid rockets are very much fun, and the antimatter railgun rounds live up to thier billing - way more fatal than the coilgun. I have found little use for gas grenades - they play the same role as incendiary grenades, and the time spent producing them is better served keeping my EP round stock up. By this late stage I dont really need stunned aliens - I have 2 facilities full of live Taman and Sheevar.

Feature Requests / Re: Make the game easier to mod
« on: October 11, 2013, 09:45:20 pm »
Actually, I have found UFO:AI suprisingly easy to mod when compared to other games. I have made many personal tweaks to dozens of game aspects with relative ease. However, I do have a loooooong history of modding a wide array of games so am quite at home with the geneal structure of the games files, accessing them and putting it all back together. As a result, YMMV.

Bugs in stable version (2.5) / Re: 2.6-dev?
« on: October 11, 2013, 05:19:24 pm »
AFAIK 2.6 is currently in an unplayable state due to the new UI being worked on.

Feature Requests / Re: "Protect the alien defector" Mission
« on: October 06, 2013, 09:39:14 am »
This really does not fit with the "hive mind" idea at all - sorry!

User modifications / Re: How do I increase starting money?
« on: October 03, 2013, 09:24:02 pm »
You need WinRar.

Discussion / Re: Alien always target one soldier over all others
« on: October 02, 2013, 06:56:31 pm »
IIRC Aliens will target wounded troops, and maybe troops with lower health, often the fresh meat brought in to replace last missions dead.

Aliens will run out of ammo and reload - pretty sure I have seen this evident from plasma rifle fire - after a few (3?) bursts of auto fire, there are 2 rounds left to be fired before reloading. Eventually, I have seen plasma rifle toting Taman and Sheevar drop thier rifle and rush with a plasma blade or grenades, should a combat go on for long enough (often on maps making closing in impractical).

Feature Requests / Re: Suppressing fire: For those hard to get aliens
« on: October 02, 2013, 06:53:58 pm »
TBH, for me, the potential to be exposed to auto fire is enough for me to keep my troops in cover. Enemy with needler or plasma rifle around? Dont be in the open - Thats supressing my troops, without the need for any built in game mechanic. Granted, the AI doesnt think like that, yet, AFAIK.

Feature Requests / Re: Medical attention on the dropship?
« on: September 30, 2013, 10:59:27 pm »
I like to think that medkit is used to keep the 1hp and still bleeding soldiers alive during the flight home.

I assume this will be tied in to the XVI polt element - if a population ends up with a signifigant proportion of its inhabitants under hive mind control, clearly it will no longer function.

IIRC, the devs are keen on avoiding any "consipracy theory" plot elements. I for one support them in this.

Discussion / Re: EM Rifle Vs Coilgun - wall penetrating?
« on: September 21, 2013, 01:52:03 pm »
Will do!

Discussion / EM Rifle Vs Coilgun - wall penetrating?
« on: September 21, 2013, 12:32:20 pm »
I do so very much like both the EM Rifle and Coilgun. For troops with enough strength they both for me signifigantly outperform the SR-1, with or without EP rounds. I do have a question though.

The EM rifle is very useful even on maps with little open space due to its wall penetrating feature. The coilgun, despite apparently being an improvement on the EM rifle, lacks this feature. It is fairly easy to mod it in by adding the "throughwall" token in the UFO file (though I do prefer to play the game as close to how the devs intended), but I was wondering what the justification was for having the EM rifle (with its lower muzzle velocity and "unstable" tumbling projectile of lower mass - ?) capable of wall penetrating shots, while the coilgun (with its larger muzzle velocity, and more stable armour penetrating projectile - ?) lacks this feature. If anything, to me, it would make sense to have this the other way around...

Discussion / Re: An Open Letter to the Developers
« on: September 19, 2013, 10:20:43 pm »
That actually has occured to me in my latest game. I focussed my production on troop weapons and equipment, and was winning ground battles with ease well into the late game - an abundance of EP rounds, light and heavy needlers, and particle beam weapons with power armoured troops laid waste to all who came before them. Alas, I was still flying the basic intercpetors, so had little to no ability to shoot down the alien gunships, bombers and corruptors that were pretty much everywhere. Seeing as most of the high level weapons can be scavanged from the aliens, and production is very time intensive, I am sceptical if investing the time to make weapons that are not purchaseable (after a wait for them to be availiable to buy in decent numbers) or scavangable in large quantities is actually worth it as opposed to better aircraft.

That... makes sense. I had made aircraft and craft items a priority, then nano-armour and other weapons before lasers. I think I get it now. EP replaces laser weapons in general, other than the pistol which will be the best pistol until the arrival of particle beams, the sniper rifle where the EM rifle and coilgun are better if the soldier is strong enough carry them.

3 months still seems like quite a close time though.

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