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#1 | |||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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![]() Quote:
Likewise, if you end a mission with one of your squaddies mind controlled then they will be "lost in action". That's why I think it might apply here. Quote:
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There is also the point of reliability. How the scanner work is that it show you an enemy who moved in the last turn. If you are hunting down an alien and he didn't move at all in the last turn then you'll get to think the area is clear when it is not and that's even worse than the reverse. I hate losing squaddies shot in the back simply because I wanted to save one or two turns. |
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#2 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: ,
Posts: 4,615
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![]() Destroying walls is very time consuming and isn't so easy or reliable depending on your weapon choice, specially for UFO hulls which only blaster bombs can damage.
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Because of this it's a non factor whether the weapon is 1- or 2-handed. If I have to fire with a soldier that's carrying something in his left hand I just drop it, the cost is 2 TUs which is virtually free, and it doesn't cause aliens to react. Picking it up again is a little more costly (8 TUs) but not so much, and I can do it in the following turn, and after the immediate area is clear I could waste a whole turn if I wanted. Also if you think a laser pistol must be a better weapon than a laser rifle held with one hand: auto fire, laser pistol 38.6 expected damage per burst, 154.6 per turn; laser rifle held in one hand 82.8 x 0.8 = 66.2 per burst, 243.5 x 0.8 = 194.8 per turn. And again there's no reason that could force you to fire a rifle with one hand since you can drop what you're holding in the other one at no cost, as I said. I'm mentioning values per burst as well as per turn because if an alien isn't killed by your attack it will fire back before you can fire a second time.
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Life starts every day anew. Prospects not so good... Last edited by Japo; 01-07-2012 at 11:21 AM. |
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