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Blastom

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Everything posted by Blastom

  1. I think currently, the grenade throw range's a little bit too long, comparing to gun range.
  2. I didn't use HEVY after the first couple of testing missions. The main issue to me was the inaccuracy of the launcher. I'm not sure if moving would decrease its accuracy, but well moving didn't decrease the accuracy of throwing at lease. A HEVY soldier in team generally has less than 40% accuracy when firing at long range, while a grenade thrower has more than 50%, in my own experience. Also, the aliens didn't bunching up in most of the time, saving for inner UFO, in which scenario I would not use explosive anyway. Demo charge's much much better in destroying obstacles. So the usage of HEVY was narrow.
  3. In one base defense mission. I popped some smokes in a alley in the previous turn. I ordered a soldier to throw a flashbang through the smoke and the action has 70% accuracy. But he just throw it on his feet and suppressed everyone around! I mean he should have 100% accuracy if the smoke's not there and the trajectory of the grenade didn't even touch the smoke. Currently the missed grenade scatters too wild, I think. The scatter range should be determined by the accuracy of the throw. Or we could just remove the accuracy and use the scatter range along. 100% accuracy currently = 0 scatter; 95% = maybe 0.5 tile - half chance to scatter into neighbour, etc.
  4. Sometime, the soldier behind friendlies would try to shoot across the rank, which easily inflict friendly fire. Currently, I had to turn aside the soldiers behind to prevent this. But this would cost some TU to turn back in the next turn. I think a toggle to enable/disable would help a lot on this. Also is it possible to make the overwatching soldier smarter? Like if a friendly within x degree to the fire line, the soldier won't shoot.
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