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WonkoTheSane

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  1. From what I've seen from people who've mind controlled those damn grey's thay are heroic in all stats, which might explain why they never miss .
  2. Well from reading the Dev Diaries etc I've come to conclude a few things.. 1) There will be no prone as it is much to complex ( they are using a tile based system, and a prone character requires 2 tiles instead of 1 etc ) so it would be a pretty major overhaul to add that feature. 2) In regards to covered fire - The way cover is calculated depends on the "cover" value of tiles between you and the target, several trajectories are calculated from the current square the the target square and these are analysed based on the cover value of the tiles the trajectory passes through, these cover calculations are then averaged. So if you are hiding behind a car, but your head is sticking out, you can still be hit. From what I could garner from the dev diaries this was a hotly contested problem with the devs and they feel they came up with a solution that promotes gameplay, if at the sacrifice of realism ( you can hit aliens when they are covered as well ) My only complaint is the order of magnitude difficult jump experienced after completing the second dreamland archives mission in russia. I can't even defend my own bases anymore as I either get mind controlled or rail gunned to death before I can do anything. I think I may have found the problem though, in the UFOOptions.txt file there is a difficulty number, 2=hard, 1=normal, 0 = easy. I had changed my new game to easy to get a feel for it, but when I looked at the file it had been changed somehow to 2!! I'm not sure if the game does this after a certain point or not, and I'm not at home to play and see if it actually makes a difference. All I know is I went from fun and challenging missions to impossible and frustrating. I'll give it a try when I get home and report back on it .
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