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Pathfinder

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  1. I already been there. Have been using all categories of firearms, as well trained with grenades, explosives, anti-tank rocket launchers, and whatever you may imagine yourself, as I am not really keen to put up here my CV. Your mentioning of this was kind of derogatory, and should be not allowed in a nice place like here. I can assure you, apart from something that is already within your cone of vision, which you can shot accurately in less than a second, anything outside of that cone has to be initially spotted. There is no way that any human being, at maximum sniper rifle range, spot a target, asses its speed, direction, local wind speed (yes, wind speed during flight of a bullet, at various distances), take a posture, and shot, in a time aloted like in a few seconds. Of course, he may try, and by a pure luck, he may actually hit a target, but if we are talking about 99% chance of bullet hitting someones chest at 700-900m, then it takes a bit more time. However, if we are talking about ranges about 50-100m (which are NOT maximum ranges of sniper rifle), of course, you can snapshot, without taking consideration of any adjustment to the optics. I have not asked for adding fully-fledged physics for ballistics, but only that aimed shot for sniper rifle should not exist in game as a reaction shot (if we do have 180deg cones of reaction). And yes, game is entertaining. I've play chess as well, and it is entertaining, even it has nothing to do with reality.
  2. I am not talking about games. I am talking about reality.
  3. Lower down weight of equipment by 5% of each iteration? Increase shred of armour in similar way? Increase damage dealt in similar way? In every place, there could be such repeatable tech. It could be even incrementally more expensive for each new level. You name it. Possibilities exists. About reaching no tech content, well, I've hit that wall, as I employed 3 labs full of researchers, and it happened that for about 2-3 weeks (before I've got alien electronics research topic), my researchers were idle.
  4. I wish, I can join to the topic, however, I never allow reapers to reach my squad :D. But yes, heroic death is better than pointless, dull death. But 3 turns I think is too much. 3 turns, usually is 1/2 or 1/3 of whole mission. In such case I would prefer to have max 2 turns before death.
  5. I think, that problem is not with amount of ammunition, but with definition of what is fun for whom. Improvements to AI which I believe is going to come, I hope will change how dangerous current aliens can be. Maybe create a specific thread where people would vote for specific gadgets, and devs would take into account of implementing them based on votes? @Chris
  6. That much I know. However, I point it out, because, being unaware if content has ended (due to early access), I started think about how it should look like.
  7. Some people are stating "where is engine upgrade". If happens to exist, then, "maneuverability" we may improve by modifying engine nozzles for variable geometry thrust. It won't allow VTOL ability, but would hugely augment maneuvers.
  8. Yes, that is making a definite end to a plane. Materials fatigue is crucial. As I am sure you know, there are ways of extending life of a plane, however, in most cases it is done for non-combat aircraft, as dodge-fighters requires top-notch materials strength. There are cases where fighters are undergoing airframe life extension, however, I believe this is for cases where there are no critical fatigues, as from materials science, I know, materials fatigue cannot be "undone" - basically it ends up as a scrap. If game contained aircraft fatigue modifier, than such extension project, could be useful, however, it doesn't.
  9. Weapon is as good as soldier who wields it. We could have discussion about various possibilities for the next 20 hours, and in each post there could be some fine point. Question is, what parts/improvements to the gamey Angel could be, to keep it close to realistic, and still, allow for usefulness within longer scope in game.
  10. You are very correct. By saying that Tier 1 should not be in any way better than Tier 2, I am referring to a reason - each tech is expanding - materials, engines, even aerodynamics concepts (for example F-16 could not even fly if not automatic corrections by its computer - so called problem with static instability). About modernizations, however, most of them in real life are about electronics, so, in game reality, it could be about ECM/ECCM, that would actively help with dodging incoming shots from alien ships, and actively help fight off enemy ECM against ours missiles. Radar upgrade would be useful as well, as to enlarge range of visible airspace during patrol. I can't envision other possibility due to game constrains.
  11. The only thing that should keep up old fleet in place should be experience of these pilots. I don't know if it is implemented in any way, but should be, that those counters of downed UFOs, had some meaning, for example in auto-evade incoming shots/missiles, and (virtually) widening up cones of fire for cannons, or improving critical hits on alien ships (by critical hits, I mean, taking damage score from top of the table, rather than 50-150%). There should be however, possibility, to move pilots BETWEEN planes, as to use the most experienced ones, on already those in full readiness, rather than sitting in base and waiting 2 weeks for theirs planes to be repaired.
  12. Angel having better maneuverability? Like said, it is based on MiG-25, but I rather see it more as based on MiG-31 (whatever...). MiG-31 is Fighter-Interceptor, however not by ANY stretch a Dodge-Fighter (it would lose EVERY dodge-fight if happens to encounter with any dodge-fighter of its age, for example MiG-29/Su-27 or F-16/F-15). More to say, MiG-25 is not treated as fighter at all.. it is ONLY Interceptor. He is basically even worse in Dodge-fighting then MiG-31. I can accept for game purposes that somehow abilities to dodge-fight has been expanded for Angel (vs base MiG-25/-31), however, by any stretch we cannot accept the fact that ANY futuristic fighter, fighting alien ship can be worse in dodge-fighting than modernization of MiG-25/MiG-31 :).
  13. There is actually pop-up warning before mission. However, there is no pop-up warning about rescuing the VIP, which should be corrected. Yes, would be great to have bigger bases. Especially with stairs and elevators. Game states it is modified Chinook which sacrifice cargo/troops for fuel. Even so, even with filling up whole Chinook with fuel, it would be not able to reach such vast distances as is stated in game - above some, specific point for any air engine, there is weight that such engine will not take of from ground anymore, no matter how much fuel would be provided, so, in short, adding additional fuel, after some specific point, is only making things worse, rather than better. I am personally explaining this as Chinook being refueled mid fly be air tankers :). However, it would be nice to be able to specify fuel/cargo for each of aircrafts to manipulate theirs maximum speed, range, cargo, as it is done in a real world. This would be quite an advancement for a game, but I think devs could implement this quite easily. Page up / Page down And as well would be useful, to have option for reaction, to choose what kind of fire mode should be used - snap/aimed/burst, if have melee weapon at hand, could charge if alien within (lets say) 3 tiles away, and stab an alien with many melee hits, or... option to run away if see a Reaper, and so on. Would be so much tactical option, and really a lot of fun to play with. Yes, it is very, very clunky right now. I advise as well to set fixed teams, and reserve soldiers which are attached to each teamed soldier, as a temporary replacement if such soldier is in hospital ward, or lightly injuried. It would save huge amount of micromanagement which is actually completely pointless, as each time some soldier is wounded, player has to manually pick some. This could be streamlined. There is little benefit, and most of weapons are just barely better for theirs price. I've made only pistols and shotguns as these are crucial because soldiers wielding them have to be close to enemy and takes the highest risk of alien retaliation. Currently with economy in place, most of my spendings go into expanding and improving fleet of interceptors. While I still have basic ballistic guns (mostly, with few exceptions I mentioned), I already have 2x Tier 2 interceptors plus 6x Tier 1. It pays off.
  14. Cleaners were very easy targets. Even assaulting theirs main base was easy, except command room, which contained aliens. However, spamming flashbangs and using auto fire from MGs sliced them like a butter. I feel that there should be more cleaner missions, with larger variety, to make this First Act of the game much more enjoyable, because it is actually very fun part, and could be more.
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