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Emily_F

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Posts posted by Emily_F

  1. OK so let's consider a worked example: 

    Say a sectoid has HP 60 and Armour 30.  

    A hit with a laser rifle has HP kinetic damage 40, armour penetration 0, destruction 8.

    A hit with accelerated rifle has HP thermal damage 40, penetration 5, destruction 2.

    To work out the final damage (assuming the shot is taken from the same spot and has an equal chance to hit):

    1. what difference does kinetic vs thermal damage do (are there different stats per alien?)
    2. in which order are the destruction and penetration calculations done?  i.e. the penetration damage is done first, then the remaining damage accounting for the armour, then the destruction.  In which case the accelerated rifle does more damage on the first hit, but lasers do less on the first hit, but then deal increasing damage on subsequent hits. 
    3. Is there any other modifier that affects damage like where you hit them?
  2. Can someone explain to me like I am five the mechanics behind armour penetration and destruction, and the difference between thermal and kinetic damage please?  I've been playing this game seemingly forever and yet I still don't really know what the difference really is between these two weapon systems and it isn't explained anywhere in game (so far as I can tell).  It might be worth having an entry or two in the UFOpedia on what these terms are, how they affect the gameplay, and on which enemies different features work best if there is a difference. At the moment, I think lasers are better than accelerated other mag size, but I can't explain why.  

    image_2024-06-01_121351996.png

  3. Hey @Chris or @Gijs-Jan I'm not sure how hard this would be, but could the solder tabs at the top of the screen be split to those inside and outside the transport?  It's a pain, particularly on the missions where they have to get back for extraction, to keep going through all the soldiers who have full TP but are in the ship to find the ones outside the ship, if you see what I mean?

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  4. 25 minutes ago, Kouki said:

    Just talked to Chris about this, seems like the missile and torpedo that's unlocked by doing the Aerial Warfare research doesn't need to be built anymore. We're planning to add a pop-up that tells you what weapons/buildable stuff you've unlocked so that this confusion doesn't happen in the future. Very much appreciate the bug report though!

    Oh, so are you saying we don't get missiles any more?

  5. 3 hours ago, Chris said:

    In any case, to fix it we're going to need to find a save where we can reproduce the bug occurring (it's one of those awkward ones where a save after it happens isn't that useful to us). We'll keep an eye out at this end too, but if you come across one in your playtesting then please let us know!

    So, I'm not sure if you needed my saves but here are all the saves for that combat mission, plus all the logs if they help?

    auto_groundcombat_turn_6_start-410.json auto_groundcombat_turn_5_end-409.json auto_groundcombat_turn_5_start-408.json auto_groundcombat_turn_4_end-407.json auto_groundcombat_turn_5_start-406.json auto_groundcombat_turn_4_end-405.json auto_groundcombat_turn_4_start-404.json auto_groundcombat_turn_3_end-403.json auto_groundcombat_turn_3_start-402.json auto_groundcombat_turn_2_end-401.json auto_strategy_before_combat-215.json output.log output.log.1 output.log.2 output.log.3 output.log.4 output.log.5

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