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I think there might be an issue with using lots of grenades in the same location. I had a crash the other night when I tossed a bunch of stun grenades at a Sebillian. The area was pretty much saturated with smoke and stun gas at the time and I was about to add some more. No explosive grenades were thrown.

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Great job with the vehicle buff. The vehicles were utterly useless before it. They occupied two seats, they were very slow and could never keep up with the soldiers in the late game, and they were very large to fit into where the action was. And when you did go through all the trouble of getting them into the action, their weapons were very inaccurate and low damage. Now they deserve the two seats and the hassle they cause, and they've brought variety to the game.

There's another aspect to this though; since the vehicles now actually deserve the two seats, I think they're very underpriced. Two of the men they replace cost much higher in the late game; given their armor and weapon, not to mention the effort it takes to train them.

As for the air combat, why would anyone use a missile instead of a torpedo? Torpedoes can also be used to shoot down alien fighters if you time them right(and that's not difficult), and they have a much better range. An implication of this is that I never build corsairs intead of foxtrots. I find that there are very very narrow cases where I'd rather have a corsair than a foxtrot. That narrow case is when I attack a main ship with two escorts. Then the best configuration is a corsair and two foxtrots (before marauders, marauders are strictly better than anything else anyway). The main ship targets the corsair, and the escorts target the foxtrots, so I use the corsair to shoot down the fighters before they reach the foxtrots. I'm yet to find any other circumstance where a corsair would be favorable...

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You mean like this:
:D

The 'dummy' is light and hollow, so there is no back-pressure for the round, only elastic deformation. Try this: http://www.youtube.com/watch?v=U-X2nokZuzA (Jump to 5:26). Even this is not as much damage as they would do to a person/alien, as the target is lightweight (though it is solid and has feet to stabilize it), but you get the idea. Slugs have massive penetration capability on plate armor (even ceramic) which is why we trained with them for breaching in the military. They are considered interdiction class weapons at short range and with a Sabot variant slug, even tanks can be afraid - though I would not want to take a shotgun to a tank fight. :rolleyes:

Are the grenades hard-coded to this new type, or can we mod them back to normal? If you are going to keep this style, then there is no reason not to give timers like on the explosives (and like XCOM), and let us set the detonation time (0 = immediate, 1 = end of the turn, 2 = start of next turn, etc.).

Good to hear about the aliens shooting through walls bug being somewhat fixed. Does that include the elevation firing (usually upper firing at lower levels) or just same level attacks?

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