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Rhodryn

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Everything posted by Rhodryn

  1. Could not agree more. Currently this is basicly the only real problem I feel I have with FO4. Not that I can not play it like it is, it works fine and all. I just really like the ability to take my time to choice exactly what I want to do.
  2. First off, sorry for the really long delay in replying... after I posted my question I somewhere within the next few days completely forgot I had, and then I compleatly forgot to play XCOM as well and was playing some other game instead. XD Thanks for the help. Not sure, if it actually helped me though. Since the cameras movement with the mouse is still looking down when I move it forward and up when I move it backward. But as I was trying the camera mods today it did seem like moving the camera felt more natural this time... not sure why though. I am still interested in knowing if it is possible to reverse the pitch and yaw movement when you hold in the middle mouse button, the scroll button, on the mouse. Yeah I am aware of the F-keys, and I do occasionally use them. It is mostly the free mouse camera movement thing I am looking for changes to, for when I feel a need to get a better view of something.
  3. I have pretty recently started playing Long War, and so far it has been absolutly awesome. So thank you for that! :D Anyway, not sure if this is where to ask this really, since I have not used the forum much... but here goes. The only problem I have run into with Long War is the Camera Panning. And specificly the pitch controls in it is causing me problems. Is pitch the name? The up and down tilting of the camera. In any case, due to the current settings it feels really awkward for me to use, since I am used to looking down when pulling back the mouse, and looking up when moving the mouse forward. At times, when I use it, it violently thrashes around from up to down and vice versa when my fingers realize I am pulling in the wrong direction. So is there a somewhat easy way to change this (as easy as it is to change the starting color and helmets for your soldiers), to Invert the pitch for camera controlls, and the yaw as well (if I feel like trying the invert of that one to)? Thanks on beforehand. :)
  4. You sure it removes the aim penalty for having moved though? Because it only removes aim penalties for reaction shots, so when your in overwatch.
  5. I think Snapshot is... a good idea... but there is just to many things with it that compleatly negates it's usefulness. The upside is obviously that you can relocate and manage to get a shot of towards the enemy in the same turn... that's a given. But I don't like the -20 aim... to negate that I would probably need to choice Damn Good Ground, also possibly Executioner, and use the scope. Problem with this is that for one, I always equip my snipers with scope to begin with, so that's a moot point to use the scope for me. Secondly, as good as Executioner can be, Opportunist is a whole lot better in my opinion, because I tend to overwatch my snipers a lot. Besides, since I already use the scope, I don't feel I need the extra 10 aim to hit an enemy with low health. Thirdly, Damn Good Ground is a really good skill, I used to always take it (both for squadsighters and snapshooters). But since the sniper often will eventually need to come forward and help the rest of the squad inside buildings and ships etc, the sniper rifle becomes sort of useless (your going to have 50% hit chance at best with it usually). Not to mention that if you put your sniper correctly he/she will never even need the +10 defence from being high up, since he/she will never really be attacked. True, Damn Good Ground works for the pistol as well, but your pistol is pretty much useless though, since you choice Damn Good Ground in the first place. Plus I alwas take the scope anyway, so I don't really need the +10 aim from the skill, and inside buildings and ships your not always going to be able to get either the +aim or +defence thing anyway. So I rather take Gunslinger which makes the snipers pistol be a very good sidearm, especially when you add the 3 pistol upgrades from the foundry. So with having your pistol upgraded with Gunslinger and pistol upgrade 1-2-3 a pretty big reason to take Snapshot is negated, the ability to move and still shoot and do pretty reliable amounts of damage. And you don't even get the -20 aim the sniper rifle would have. Sure, the pistol can never do the same amounts of damage the sniper rifles can... normally... but a fully upgraded pistol (the first one) does 4 in dmg vs the 4 dmg the first sniper rifle does. With the plasma pistol vs plasma sniper rifle... only a difference of 2 in dmg. Of course critical dmg is more for sniper rifles vs pistols as well, but your not always going to even have much of a chance for the critical hit. The biggest proof for me, of why squadsight is better then snapshot, is in my playthrough where I finished the game (on normal). I had two snipers with me at all times, and the same two snipers as well. One was squadsight, and the other was snapshop, other then that they had identical abilities and equipment, and they had the same amounts of missions (somewhere in the mid 20's). At the end of the game my snapshooter had somewhere in the mid 20's in kills... my squadsighters amounts of kills where in the high 40's... almost double the amounts of kills. Sorry for the long post... I ALWAYS write to much... no matter how much I try to shorten up my posts... this used to be 50% bigger... :blink:
  6. Looking at the list of abilities for the support, I know pretty much what I want to do now. I think I am going: Covering Fire, Field Medic, Revive, Dense Smoke, Sentinel. I would have liked to have the option for Rifle Suppression, but I feel the ability to keep my squad numbers up with Revive is possibly a tad bit more importent. That's the only "difficult choice" for me with the support. Keep my troops up and running, or suppression to keep some aliens in place and/or intentional chance at cover destruction to open up for others to get a better shot. That's almost the only reason I use suppression at first with my Heavy, to have a chance at destroying the enemies cover. Later on I do use it for damage as well with taking Mayhem as the Heavies final skill. But for the Support? Since it does not do any damage I am a bit hesitent with it. Normally I don't really like "wasting" an action on stuff like suppression, throwing a smoke grenade, etc. Basicly anything that does not do actual damage to the enemy. Because I prefer to have as much damage dealing lead/laser/plasma/etc as possible in the air, trying to actually kill the enemy, rather then letting them live even for 1 turn longer. Granted that is not always the best choice, but most of the time it's as effective as suppressing or smoke grenading... if not more effective. One less alien alive is one less alien with the ability to injure/kill my troops, that's how I tend to look at it. I think I go sort of by these two quotes from the old 2nd edition Warhammer 40K books (so some 20 or so year old stuff): "Identify your target. Concentrate your fire on it to the exclusion of all else. When it is destroyed choose another target. That is the way to secure victory!" And: "Do not strike until you are ready to crush the enemy utterly, and then attack without mercy, destroy every vestige of resistance, leave no-one to work against you." That has always been sort of how I play games (where it is possible atleast). Sneak around, gather "intel" on the enemy, find their movement patterns, figure out how that combines with all other enemies movement, find the best place to take them out, find the best place for my character/'s to be to be able to pull it off, preferably from as far of a distence as possible. And once I am done doing that I pick the "perfect moment" to start... which usually results in sheer and utter destructive violence in as short of a time period as possible. So one-shot kills if possible. I prefer spending 5-10-20+ minuts doing it this way. Then taking 5 seconds thinking "Enemies? CHAAAARGE!", then running and gunning my way through waves and waves off enemies, and probably be done with that particular encounter in less then a minute or two. It's a reason why I prefer playing a Sniper in pretty much all modern/sci-fi games. Both because they are often a garanteed one-shot kill, and because I love making those really long shots... you know... "reach out and 'touch' someone" from across the map or something. :D In Fantasy games I tend to go with Sword + Shield + Heavy Armor instead... I still try and sneak though. ;D My main character in Skyrim is just that, a guy who sneaks around... in heavy armor... taking the enemy out one by one by sneak attacks if possible... he's good at it to. If that fails... charge...
  7. My standard 6 man team is always 2 Snipers, 2 Support, 1 Heavy, and 1 Assault. My heavies I know almost compleatly how I want them, and the same with my snipers. But I am still playing around with the ability builds for supports and assaults. Not finalized what I want to do with those two yet. I am right now trying out supports with heavy reaction fire builds (used to only build them as heavy healers). And assaults with rifles rather then shotguns (so more critical hit and dmg stuff rather then more defence and what not).
  8. I have encountered certain squares on some maps which I should be able to walk to, but for some reason the game refuses to give me the "walk here" thing for that particular square, no matter which camera direction I am looking from, and no matter from which direction I move the mouse in from. My only though on what it could be that is causing it is that they might have left some invisible item in that square, and forgot to remove it, so it's still there... invisible... but still blocks your movement, and a such also possibly your LOS. But that's just a theory... I could be compleatly wrong... and I probably am. :P
  9. Ehm... they are... all this info your asking for, are actually visible in the game. Maybe not in the "ufopedia"... and maybe not in all locations... but they are in there. It baffles me that someone who knows how to look through a .ini file to find this info... somehow is unable to figure out how to see them in the game it's self. :blink: If anything that should be A LOT easier, then rummaging through an .ini file. :teehee: For weapons, armor, and basicly any other item that you put on a soldier... you can find that info in the loadout screen for the soldier. If you click on an item there will be a little recangular box on the bottom left of the item box.... click that and you get the additional info you want. For your ships, go to hanger, view ships list, and press the fighter you want... then press the "weapon info" for the equipted weapon, or press edit loadout and just put the mouse arrow over a weapon. Sure this only gives the actual numbers for hit chance, and the others are words only... but I don't see how the numbers would make it easier to understand the difference between "low/medium/high" etc. Since low, medium, and high is used for each weapon... which means that a weapon that does "medium" damage will do more damage then one that does low, but less then one that does high. Or how about this... go to engineering and then build/buy item, choice an item, and then press the big square icon with the big glowing ? inside it that you can find in the bottom left corner of the screen. ;) Not everything has the info your after, but most things do.
  10. *nods* That is also true. It's all a matter of weighing the pro's and con's of each situation. Sometimes it's better to go for 4+ uplinks with a nexus... other times it might be better to go with 2 uplinks and 2 nexus'.
  11. Indeed. My first full playthrough was with 0 dead. I am considering replaying the last bit of time though (saved a save from just befor going on the final mission thing, and another save from just befor encountering the final boss), because one of my soldiers where not the highest rank, and I still had 1 more ship to build to have 20 Firestorms with the final weapon on it... oh and I also wanted to make sure that every soldier had his/her own equipment... rather then have 21 soldiers sharing stuff for 6 or so soldiers. I don't really like things like that "not done". :P I am also more careful now playing on ironman... but then again I am already extremely careful playing without ironman. With Ironman on I have no problem spending 5-6+ turns on standing still mashing the Y key to go into overwatch, because I hear alien sounds nearby and I want them to come to me so I can overwatch them to death... especially with my squad sight snipers. I love seeing the really long sniper shots succeede. :)
  12. All true... I had huge amounts of space left by the time I reached the end of the game... I did not even build any workshops or labratories until during the last month befor the final mission... and that was only because I felt like filing my base up, so I built something like 10 or 12 workshops. XD But... the information I gave can be sort of vital for the harder difficulties. Where digging deeper would/might cost to much credits to do, at which point the right use of space can be very vital. That 1 additional space that 4 Satellite uplinks + 1 Satellite Nexus would take up could mean the difference between a failed or a successful run.
  13. 3... 3 foundry pistol upgrades. Crit, Aim, and DMG. Oh and I agree with the part about not rushing. I almost never dash, and will move from cover to cover as often as possible. I will also sometimes stand still and overwatch 2-3-4+ turns because there is alien activities just outside of my sight range. I have numerous times decimated half of an enemy squad becauser they walked into my overwatching ambush. :devil: Not to mention that if I don't kill any of them with the ambush, I have no problem with retreating a little and go into another overwatch to lure them with me into another ambush. That's how I normally do it if I my self run into an enemy squad. Dash the person who found them back to the group, and then overwatch.
  14. Yeah luck can play a huge difference. I had one game where I had lost 4 nations by the end of the month. And that was on normal! o_O
  15. Nice vid. :) Like Sir Toejam I managed to capture my first Ethereal... but I did not have any psi-troopers at the time. I took him with sheer violante brute force. Was actually pretty easy, only needed to use 3 people who attacked the Ethereal and then 1 to stun him... her... it. My assault handled his Muton Elite bodyguard befor that happend though, with a nasty flanking hit from his Alloy Cannon. My last trooper ended up twiddling her thumbs (she was the second stunner if the first failed). I am a very methodical and careful player though. So befor I charged in, to the scout ships controle room, I gathered my troops outside of the shield doors, 3 on each main entrence, and waited till the next turn so my troopers had both their action points to use. So I was all over the enemy, and finished the fight, all in one turn. Granted, this was on normal difficulty. I wanted to get through one "perfect" game befor I went on to the real difficulties... just so I could shake that "perfect game" of my shoulders. I tend to save and reload A LOT, purely out of habbit and a STRONG dislike of things not "going right". So best to get that "perfect game" out of the way first, so I can play the game without it getting in the way. Playing on classic ironman now (if I don't have ironman on I would not be able to control my reload habbits :tongue: ).
  16. Like Farlington said, the + signs are shown on both horizontal adjacency and vertical adjacency. So the optimal "shape" to build these buildings in are, as also mentioned above, 2x2 squares (any bigger then that is normally not needed, although, I guess a 3x3 or 4x4 workshop or labratory square might work wonders XD, just a tad bit expensive and power hungry). Now it might seem strange that I basicly say what others have said befor me... and I agree, it is... because the real reason I wanted to reply was to say this: A square of 2 Satellite Uplinks and 2 Satellite Nexus' (of any placement order, as long as they are in a square), will give you 16 Satellite slots exacly. This is the optimal configuration to save space in the base... possibly not cost wise though, not sure about that.
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