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oleg

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Everything posted by oleg

  1. Or you can mod game and give your fighters more rockets (I end up with 3 AA and 2 torps, also 4 rockets for aliens to make it fair). Air combat is much less irritating this way while still challenging, and you doesn't need to build 10 hangars in every base to deal with all these pesky green bastards. Its way more realistic as well. I knew Chris want shooting everything down been near impossible, but personally I doesn't find such gameplay any fun. Also, vanilla air combat is extremely unforgiving.
  2. Personally, I need 3 bits of information: what kind of shot soldier can perform, how much TU it need and how much TU soldier will left at this tile (before shooting). If you can put all that info on last tile where shot still possible I will be happy. May by way too cluttered though. Very rough picture to illustrate how it may looks:
  3. I apologize for starting new thread, but old one got closed just before I commited by post and there are no relevant thread yet. Though I dislike %-based system, it's better balance wise I must admit. Only real problem I have with it, is how hard to predict number of TUs you need to shoot, in comparison with old system. I consider it as very important problem, which got little attention yet, unfortunately. Reserving isn't good enough substitute, because it doesn't take into account possible need to turn and/or crouch, and can track only one type of shots. In old system you can easily see how far you can move and still be able to perform aimed shot or move further and do snap shot, for example. Now you need to constantly check how much TUs required for specific shot and do it again for every soldier. This is tedious task at best and can lead to a lot of frustration when you end up with single TU short which effectively ruins all you plans.
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