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Ogremk3

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  1. Good points, the reaction fire seems to be ignoring saved up TUs which I thought was how it was supposed to work? Maybe I'm wrong? Yeah reaction fire is a bit odd feeling but I wouldn't say it's doing abusive odd shots like targeting around corners. Aliens still do the silly prairie dog bob up and down but I'm ok with that. Very aggressive AI--almost superhuman like it sometimes ignores LOS and pathing when making decisions about tactics and cover. Kinda grows on you. Quite a shock from earlier builds. I lost half my squad on my first contact.
  2. *The sniper rifle will hit an alien but the animation of the bullet goes way to the right or left of the target. *The shotgun pellets spread out way to quickly in the beginning, so much so its dangerous for a soldier to stand 1 square ahead to the right or left of the line of fire while standing. *Aliens are a little TOO smart now... OK, maybe that's not an issue; maybe I just need to be a bit smarter. *Doors take to long to open. Can it be dialed down to 10? *Bullets seem to cluster better which is a nice effect. *Research time seems spot on at least when starting from the beginning.
  3. <p><p>Welcome to the forums!</p></p>

  4. So far in everyone's opinion, what is the best version so far where grenades are balanced? I'm on the latest version Steam gives you by default (18?) and so far I've experienced the following: Grenade fumbles: Fumbles can happen but these guys are listed as special forces with combat experience--the best of the best yet these guys are more of a threat to themselves than the aliens are. Its not unusual for my soldiers to flash bang or gas themselves at minimum of 1-3 times in a fight. Wimpy fragmentation: Lethal radius of a M67 for example is around 5 meters and reaches out to about 15 meters. The lethal blast radius is pretty small (but it DOES get your attention). If you can be suppressed by a near miss from an assault rifle, I'd think you'd more than flinch from a grenade detonation. Way too long a range: You *CAN* toss a 500g M67 around 25-30 meters(?) but in this version you can toss clear across the map. Yikes. Not sure what the distances are in the game but I should like 20 squares would be reasonable for a frag and less for smoke or other canister type grenades (shape and size;) as well as weight affects range) Random Cloud: Gas/smoke grenades should produce a radial gas the moves and disperses in the direction of the wind. At the moment you can toss a gas grenade next to an alien and there's a chance the gas won't be in that square. Ideally I'd love it to be able to fling a frag or flashbang grenade into an open window, wait for the detonation then charge into a room while the enemy is stunned or still in cover. You know, one of the primary uses of a grenade.
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