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Troublechuter

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Posts posted by Troublechuter

  1. I'm considering the MG balance at the moment regarding the ammo level; I'm a big fan of the 10 round bursts but perhaps they should be able to fire three bursts - although as others following the balance thread can attest, the arguments need to be made in terms of game balance rather than simply realism. I'm probably also going to nerf MG's slightly by putting recoil back on them so only high strength soldiers can fire them as accurately as everyone can at the moment. They kill a bit too well at the moment.

    I would be totally happy if the MG could fire three bursts without reloading at the cost of reduced accuracy.

  2. I've skipped experimental v5 so I've played first mission on v6. As someone already said - the suppressed aliens can fire back up to 3 times. Probably the TUs for firing back calculate wrong TUs.

    I'm quite not liking the MG change - you've removed the penalty but reduced the ammo capacity by more than 50% made MG fire only 2 bursts and soldier can't move far in order to fire it anyway. So first he must move into position, pray he will not die and then fire. Also I think the suppression from MG should be much higher. 3 rounds from assault rifle hitting tile next to alien makes suppression, but 10 bullets from MG in spread of 1-5 tiles don't.

    There's also an issue with Rocket Launcher for me. Hitting alien directly when he is 100% doesn't gib him (don't even kill him), but when he is wounded and rocket explodes 3 tiles away his is suddenly gibed. A rocket to the face should vaporize first aliens and splash damage shouldn't vaporize them.

    Agreed. The machine-gun nerf does seem a little much; 30 ammo would be alright but 20 feels ridiculously low. Given that they basically can't move if they want to fire I don't think it would be excessive to give it at least one extra shot before running out of ammo.

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