project-navigation
Personal tools

Author Topic: Issue with MG performance  (Read 3202 times)

Offline Mooncalf

  • Cannon Fodder
  • **
  • Posts: 6
    • View Profile
Issue with MG performance
« on: September 23, 2010, 08:44:08 am »
Hi folks,

I’ve got to say I love 2.3, great job!
I have a small issue with the ways my heavy fire support performs though, as explained below:

Assumption:

As I understand it every weapon has its specific purpose in the game. For machine guns and similar heavy fire support weapons the main purpose should be to provide suppressing fire, which in UFO is simulated by reaction fire.
As far as I know the current RF system, which is great (in theory ^^), compares the TU cost for my RF with the TUs spend by the enemy (I’m not sure about that, if that is not so, than please explain and disregard my post).

Problem:

The machine gun’s fastest mode of fire (5 shot burst) still needs a LOT of TUs. Therefore usually the enemy will walk into the MGs field of vision, shoot, walk back into cover and the MG won’t react. -> no suppression fire -> sad MG :(

Proposed Solution:

Quick and dirty (could be implemented with very little effort):
Give an additional mode of fire to MGs, some kind of snap shot with low TU cost, maybe a 2 or 3 shot burst. This solution has the major drawback of giving the MG a lot more mobility which gives it more versatility and therefore a less defined role (that’s bad).

Better solution (but more work):
Add a new mode of fire to every weapon which will exclusively be used for reaction fire. This new mode of fire may or may not be similar to the already existing modes of fire. For the MGs I’d propose a 3 shot burst for 8 TU’s cost. This would give the MG great suppression fire while maintaining it’s more stationary role. And I think this would benefit the other weapons as well. For example I think assault guns feel way more assault gunish  if they shoot short burst for RF.

Please let me know what you think. And thanks for your time.

Moony
« Last Edit: September 23, 2010, 11:14:21 pm by Mooncalf »

Offline Hertzila

  • Sergeant
  • *****
  • Posts: 469
    • View Profile
Re: Issue with MG performance
« Reply #1 on: September 23, 2010, 02:42:35 pm »
While I do support giving "suppression" weaponry some kind of bonus in RF, whether it includes having to spend a bit of extra TU (like giving them an extra RF choice for this) for it to activate, this RF issue is with all weapons this game has, not just with the MG. Right now it's bugged badly, so right now you should NEVER rely on it.

This topic, 23rd reply.
« Last Edit: September 23, 2010, 02:44:32 pm by Hertzila »

Offline Sarin

  • Sergeant
  • *****
  • Posts: 339
    • View Profile
Re: Issue with MG performance
« Reply #2 on: September 23, 2010, 04:20:17 pm »
Well, I found MG very useful even without RF. First round slaughter and all those around the corner-fire-fall back fights are its strong points.

Offline Mooncalf

  • Cannon Fodder
  • **
  • Posts: 6
    • View Profile
Re: Issue with MG performance
« Reply #3 on: September 23, 2010, 11:12:06 pm »

Sarin:
It's not about the MG being usefull or not.
My point being that in the current state the MG lacks in the definition of its core role. Which imho should be suppresion fire.


Hertzila:
After RF gets fixed, my point is still valid.