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7h30n

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  1. Well obviously I learned the lesson, but I simply got conditioned that aliens won't be leaving the UFO...
  2. Oh they did react, but the alien survived a point blank shotgun shot. It's just that I left only 1 with enough TU for reaction shot... and the aliens "somehow knew that" because they didn't leave the UFO when I had 2+ ready for reaction shooting.
  3. Forgot to add, no. The unit is standing and throws the grenade directly in front.
  4. Just had a 'feels like cheating' situation. I put 2 guys behind cover watching over the UFO. The rest of the team cleared the map. After clearing the map, I gathered my team around the UFO and prepared for breach. I moved my breaching team near the door but this time I only left 1 guy with enough TU for reaction fire as I thought he had a shotgun and that would be enough if an alien pops out. Turns out I was wrong and ofcourse an alien popped out and killed one of my best soldiers. They really do pick their moments when I'm out of TUs... but when 2 guys with full TU wait for reaction then no alien comes out.
  5. Is there information about how much reloading costs for each weapon? Also, it seems reloading isn't TU percentage based because I couldn't reload a rocket launcher even though my rocketeer had 100% TUs (33, it seems reloading a rocket takes 34 or 35 TUs)...
  6. I've noticed that when I right click on grenade quick throw it displays the TU cost of throwing a granade by various factors (free hand, etc.) and then displays the total TU cost. Unfortunately the displayed TU cost differs by 1 to the real TU cost of using quick throw. When targeting the tile the TU cost displayed is larger by 1 TU. Is this a GUI bug or quick throwing should cost 1 TU less?
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