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Messages - DiDiT

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136
Lasers, for example, could also be adapted as projectile propulsion, especially in combination with another, like plasma or EM propulsion. Plasma can be used for engines, too, if EM focusing like the one in PB weapons is used. Perhaps later in game, this could become a new type of propulsion, striking middle ground between speed of AM engines and fuel availability of jet engines.

wait, what? lasers as propulsion? wouldn't they just burn though the round?
on the other hand, EM and plasma might work well together.

oh, and the plasma engines idea sound good.

137
Feature Requests / Re: A few more suggestions from me...
« on: March 07, 2010, 01:21:05 pm »
1. uhh... not sure about that. I wouldn't mind a last known location kinda thing, but normally your radar range is bigger than your fuel range and when you dispatch interceptors, they tend to turn tail and try to out run you, so their destination isn't set in stone.

2. an escort option would be nice, as i have had my drop-ship shot down once. then again, you could easier just tell your interceptors to head to the terror/crash site and make sure the way is clear.

3. totally agree on that, this would make a LOT of sense. it would also make sniping easier too, rather than doing the line of sight thing on each of your troops one by one.

138
Feature Requests / Re: 'New' type of ammo for grenade launchers
« on: March 07, 2010, 01:12:46 pm »
yeah, i agree. the nade launcher could do with a few more rounds like that.

also, nice to meet you, zox, and your English is fine. there a few little mistakes here and there, but its better than some English people on other forums that I know. :3

139
Feature Requests / Re: UFO Impacter
« on: March 06, 2010, 11:30:27 pm »
ah, but antimatter is valuable... I think...

I would just build a huge spaced based particle cannon and fire that at it...

*KA-ZAP-BOOM!*

Rofl.

140
Feature Requests / Re: UFO Impacter
« on: March 06, 2010, 11:24:47 pm »


now, I'm not very good at languages, so i ran that though babel fish...

"besides [Triala] it is possible to look into the sport -[Markete]. From the analogs Of [daynez], but the sizes are only man."

EDIT: ran it though goggle translate too... "UFO except Triana can search in Sports Market.
We have a unique Daynez, but men's sizes only." 

Ether babel fish AND google translate are crazy, and dont understand what you said, or your really talking about men sized sport's wear... lol.




on topic: so you mean, like alien assault drop-pods, full of blood-spiders? that would be... amusing...

141
Design / Re: More on the Storyline/Game mesh
« on: March 06, 2010, 11:17:43 pm »
there just aren't that many people who are both able to serve as the tip of the spear, and who are capable of quietly disappearing without arousing suspicion.

Well, since quite a few civvies do get to watch:
1. The drop ship land.
2. Phallanx troops hop out with tons of advanced earth tech e.g. lasers
3. Some aliens get their ass’s pwned.
And finally, 4. The Phallanx troops lifting off in that sweet drop ship again.
Plus the amount of money being funnelled to them via the government would sorta raise some suspicion. Unless, all the civvies get rounded up and made to sign a government silence form I'm pretty damn certain that at-least a few public rumours of Phallanx's existence get around. they don't know who they are, but they know about them, is what I'm saying...

sorta like the power rangers...  ;D

but, anyway, a few 'spearhead' missions cant possibly hurt, could they?.

142
SHIVA could use both new plasma explosives and kerr-AP rounds though.

I second that.

I normally swap out my Shiva's for rocket pods and targeting computers as soon as possible. more ammo like this for it would defiantly bring back my interest in it.

higher caliber also means longer barrel, while ARs have to be short and flexible enough for medium to close range engagements.

I second that also.

A weapon has to fit the role it was designed for. not to mention that rigging a AR to fire higher cal rounds would make a whole new weapon, not a upgraded AR, as you wouldn't then be able to use normal rounds. In my view, an upgraded weapon has to be better in some aspect to its predecessor and the same on all other aspects. but then again, whether or not round size counts as a aspect is, and if larger is better, is debatable.



143
seems beyond my modding ability. well, at-least i put the idea out there, in case if anyone wants to add it.

144
Hmm... how would one go about making such a patch? just crack open the civvies files and give them guns? or would it require new AI for targeting the aliens and not your men?

145
Feature Requests / Why are the civilian police and soldiers not armed?
« on: March 06, 2010, 11:17:08 am »
Something that bugs me when I play is that when I have terror missions like army convoys and bases, the Civilians like the police or soldiers are unarmed when they clearly would have access to weapons?

For example, police officers, they should be at-least armed with pistols, right? and soldiers, they should have machine pistols or assault rifles, they ARE the army after all, and what's a army with out its arms?  

So, Why don't the personal who were guarding the place before the attack at-least try to defend them selves, instead of running around, getting killed, and sometimes hiding in my drop-ship? I mean, sure, its great and all to have a few cowardly people that come running to hide behind you the second you turn up and that adds to the horror but I think some of the 'innocent' bystanders wouldn't just aimlessly walk around, waiting to get killed.  ;)

just an idea.

anyway, peace out, dawgs!


146
Upgraded rounds and weapon research options does sound interesting.

What about plasma rockets for the rocket launcher? they did it for the grenade launcher after all, so why not jam a plasma grenade into a rocket, eh? 

and maybe, by using the monomolecular blade research, they look into monomolecular point armour piercing rounds? and, based off that and plasma research, they could even develop a type of plasma based delayed-explosive armour-piercing rounds? (or 'plasma DEAP rounds' for short)?


147
Tactics / Re: My squad, let me show you them.
« on: March 05, 2010, 09:33:14 pm »
thanks, Its my first post here, so I tried to make a good impression.

oh, and I play standard. I like a more relaxing game.

148
User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: March 05, 2010, 09:27:54 pm »
"Plasma Jet Flame-thrower"

a little part of me just lit up and smiled when I read that. downloading now.

149
Tactics / My squad, let me show you them.
« on: March 05, 2010, 09:14:23 pm »
okay, in my little 8 member team consists of:
2 flame-troopers armed with flame throwers and machine pistols.
2 snipers armed with, you guessed it, sniper rifles, as well as Smgs.
A 'support' trooper, which is really just a heavy weapons specialist who flicks between heavy weapons, mostly her machine-gun and her rocket-launcher.

and finally, 3 riflemen, normally armed with laser rifles (which are surprisingly good!) with Smgs as backups.
All of my squad are equip with medical kits and at-least 3 Nades, 6 in the case of my flame-troopers.

my tactics with this squad normally is that my support trooper and snipers suppress my target while my flamers storm in the front, throwing in a few incendiary Nades though the windows for good measure before busting in and torching everything while my Riflemen provide general fire-support were ever its needed, this often means flanking targets.

Now, my 'team' has some strengths as well as some short falls. e.g. my flame troopers are great at clearing out rooms, both filling a room with fiery hell very quickly before moving on, but often they get pinned down and such, and for some more open fights, they get more kills with their machine pistols than anything else. also, my snipers tend to get, for some reason, involved in C.Q.C a lot, also flicking back to their pistols to defend them selves.

now, Iv got some ideas on what to do and I'm wondering if they are worth trying...

1. My 'support' trooper seems to get the lowest kill count, so I'm temped to turn her into another rifle-woman. four riflemen would allow me to make two fire-teams, one sniper and two riflemen to a team or I could make her a sniper, then I could have three teams of one sniper, one rifleman.

2. I need something a little more powerful than machine pistols as a secondary weapon on my flame-troopers, but I'm not sure what. I don't want it to be too heavy or large, so I'm thinking... plasma pistols? or Smgs?

3. my snipers are great and all, but I REALLY want to give them nano-carbon-armour like the rest of my troops, as they could benefit from the extra armour if they run into any unwanted company when I send them into vantage-point buildings, but wont that effect their speed and such?

4. I fucking love Am really quite fond of my flamer troopers, they are VERY effective members of my team, even more so with fire support while their moving in, but they are somewhat useless in long range fire fights, e.g on that 'druglord' map with the river running though it, that was a nightmare for my flamers, only just getting over the bridges, before needing to take cover and patch each other up. should I keep an extra two riflemen to the side, and swap out my flame-troopers during those times, or have some extra equip and just change the flame-troopers load out? both seem logical...
 
Yeah, that's about it. any pointers and constructive criticisms are welcome.

peace out, people!

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