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Ichthyic

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Posts posted by Ichthyic

  1. playing with 1.59 version of the game, I notice, still, that aliens can not only detect your buzzard-wearing sniper in the middle of a rooftop, but can easily shoot him as well. As if there were no cover, nor anything like a roof in between your guy on the roof and the alien shooting at him.

    Is there something terribly difficult in the way of fixing this?

    it's really irritating. Just to be sure... my guy has ZERO chance of hitting the same alien that just shot him up, even though relative positions are unchanged. It correctly shows the roof as blocking MY shot to the alien.

  2. I think it might be possible to create a shield item that *looks* like a pistol, and give it the ability to reduce shot TU, at say, a cost to reload time and ammo usage.

    so something like:

    "Offhand Pistol"

    -50% TU to shoot

    +50% Reload time

    +100% ammo usage

    could also add a negative modifier to accuracy.

    I think I will try modding this...

  3. ...and, many years later....

    This idea has always intrigued me, and I see an easy way to do it.

    create a shield with the image of a pistol, and have as an attribute that it lowers AP to shoot, and increases reload cost. simple.

    "Offhand" Pistol lowers AP to shoot by 50%, increases reload time by 50%, uses double ammo per shot.

    think I will try seeing if I can mod this myself.

  4. Unfortunately Steam APIs are not that much user friendly

    yeah, most of us have known that for ages now. like years.

    so... why not bite the bullet and open up development to all platforms, simply by adding a link to a standard ftp site here, and encouraging people to post mods on Nexus?

    someone will end up developing a nice little mod manager all on their own, and you'll get a ton more feedback than just relying on steam.

    win win.

    why keep banging your head against this wall? Sounds like you're engaging in a kind of Concord fallacy to me.

  5. Either the shield carriers never got shot at, or the aliens would hit them from an unprotected angle.

    shield guys you can use to directly threaten and control the movement of weak aliens, especially once you have at least buzzard armor.

    fly your shield guy right into their face. no, literally... right in front of them. if you use 2 shield guys, you can trap an alien into a single square without them being able to move.

    that's how I always trained up my new recruits mid game.

    -shoot down a scout or corvette.

    -sight the aliens with flying snipers

    -fly your shield guys to exposed aliens that aren't using heavy weapons or battle rifles

    -make sure they have some tus left for snap.

    for real training, give them weak pistols, to just move fast, give them a good pistol.

    also, once you clear all the aliens outside of a ship, create a line of 3 shields say 3 or 4 paces from the entrance to the ship, and have them kneel. put the rest of the guys you want to train behind them in a line, standing.

    put everyone on snap.

    wait a turn.

    then have your heavy or tank blow the door.

    end turn, and watch the shooting gallery commence. never once lost a guy this way, or even got any serious injuries.

    ...but yeah, this DOES NOT WORK if you are facing aliens with heavy weps, grenades, or precision rifles. heavys either do too much damage too quick, or they use that "ball plasma" attack; grenades ignore shields, and precision rifles will get blocked, but your guy gets supressed, so no reaction fire.

    so, strategy limited to scout class or corvette class only I'm afraid.

    higher level classes shields not terribly useful, no.

  6. I think the absolute amount of damage that a Condor can do is greater than a Corsair

    nope.

    example looking at just plasma level weps:

    condor has 2 plasma missiles, one cannon.

    cannon does 15 per shot, over 80 shots. that's 1200 damage

    missile does 500 damage. you have two of those, for 1000 damage. total potential damage, 2200.

    corsair has 2 plasma cannons. total potential damage, 2400.

    2400>2200

    corsair wins, no matter how you look at it. It wins over the condor in every category, flat out, except initial cost.

    oh, and just for completeness...

    foxtrot has 2 plasma torpedoes, at 900 damage each.

    1800.

    making it the lowest in firepower of the 3.

    now, the only thing mitigating all of this is armor. and that would depend on what you are shooting at specifically, where it's possible if you had good armor, that missiles would end up doing more net damage than guns. That I cannot say, as I don't have the armor stats at hand*. I also am still unsure exactly what armor really does in this game. for example, say I have 80 armor against energy weps. supposedly then, a standard plasma pistol should only damage me on a perfect critical shot, but I've gotten damage from aliens using basic plasma pistols and rifles frequently even while wearing predator armor.

    *that said, I have noted that I could sometimes shoot down a medium craft with one corsair, while it always took more than one foxtrot to do the job, so if armor is affecting that, it doesn't seem to be by much.

  7. What makes you think GH won't make the patch available for non-Steam users when all other patches and updates have been?

    I read the link to the general information on experimental builds, where they said "only for steam".

    that's what made me think that.

    It's not available to non-Steam users at the moment simply because its still in testing and its difficult (impossible?) to set up test branches on other platforms.

    only difficult because GoG makes it so.

    that doesn't mean you can't make it available for independent download. It's like ignoring an entire segment of your consumers, who would gladly work with experimental builds, because you just find steam to be "easier".

    makes no sense to me.

    why not just have independent assets available for download from a simple ftp server?

    have people sign an electronic "waiver" so they know it's experimental.

    not an unusual thing to do.

  8. yup. variety is the spice of life. it was the first thing I modded in the game. each tier of weapons has its pluses and minuses, and while you're not going to be using a standard pistol endgame, I made it so even lasers had their uses.

    even with just 4 tiers, there was a lot to play with.

    -made basic weps even lighter, and made some of them take up less backpack space (sawed-off shotty for example at 4x2 instead of 5x2).

    -made lasers have highest accuracy and best range, but even lower ammo and slow reload times. great for rookies you are looking to train up and still do some damage, or to snipe with precision at range.

    -made plasma have same range and accuracy as standard weps, but quicker (less tus) and faster to reload.

    -made mags with slightly better range, same accuracy, and much faster reload, but very heavy, and slower to fire than basic weps.

    even changed the singularity cannon so it was so heavy, you could only carry enough ammo to reload it 3 times (ammo heavier as well, so others would suffer if they carried it for you), and so big (6x2) you couldn't fit it in a backpack.

    the only thing I didn't change was the base damage of each.

    so, all in all, I found a mix of things to be useful from mid game all the way to the last battle.

    I genuinely had a lot of fun modding this.

  9. but by mid-tier every battle is literally exactly the same

    which is why I downloaded a map pack from the mods page, and why they added the ability to airstrike crashes if you don't want to spend the time grinding them.

    I never did more than 4 or 5 crashes a month.

    while your enemy got exponentially harder so did your soldiers

    uh, don't know what game you were playing, but by the end, my soldiers were one shotting aliens, had armor that could stop a truck, and had more ways to kill things than Elmer Fudd ever dreamed.

    I don't see the difference between this game and the original on that score. In fact, you can prove it to yourself: after 6 months, take the best rookie you can find, and equip it with the first level armor and weapons, and then take your best soldier, and equip it with the stuff you have researched up to that point.

    which one does better on a mission?

  10. "terror" and base assault ships should maintain their priority tasks - going for the terror mission or base assault. It's the "wondering" UFos which bugger me.

    agree. ufos on mission should just get on with mission, regardless of what it is, much sooner than they actually do as of now. seeing them wander aimlessly for an hour or two of game time seems a bit pointless. Is there any way to set a timer for mission commencement? give a reasonable time for interception of maybe 30 minutes in game time max (could even be shorter)? then they proceed with their mission. Ground attack and research missions could then still be intercepted, but construction and terror missions would already be building/terrorizing.

    this would encourage not just prioritizing interceptions (UFOs on terror missions say over ground attack and research), but would encourage more base building in order to be close enough to catch them before they can begin their missions.

  11. Anyway, I never saw that as an exploit, carrying 2 shields is a very viable strategy on a battle if your only role is to spot enemies and taking the first shot(s). The exploit, IMHO was being able to throw grenades while doing it.

    agree 100%, and I never bothered to even carry two shields after the first time I used that on a scout, since I also usually wanted to build reflex and accuracy stats, and pistol and shield against non-grenade tossing aliens was the best way to do that.

    you should indeed still be able to carry two shields, but that should simply disable being able to toss grenades. even light sticks.

  12. This is mainly why I keep most of my Condors, being able to out fly their fighters is just fun,

    and corsairs simply do a better job of that, frankly. faster, more firepower, faster turning, better range.

    after 3-4 months, you'll be using corsairs to take out fighters and scouts, and looking at building marauders for the rest of the game.

    it's worth the investment, if you just keep slowly, but regularly, replacing the planes in your arsenal. you should have a base that is mostly devoted to construction, with say, 60 engineers. and have that base have say 5 hangers and a garage. that way, you have plenty of room to build aircraft and tanks for your other bases, and transferring aircraft literally takes seconds.

    how many hangers per base do you have?

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