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Tonicboy

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  1. Hi all, I've been trying to customize my StatStrings but am seeing some odd behavior. I have the following StatString setup: 1 r:-19 2 r:20-29 3 r:30-39 4 r:40-49 5 r:50-59 6 r:60-69 7 r:70-79 8 r:80-89 9 r:90-99 .1 f:-19 .2 f:20-29 .3 f:30-39 .4 f:40-49 .5 f:50-59 .6 f:60-69 .7 f:70-79 .8 f:80-89 .9 f:90-99 .1 s:-19 .2 s:20-29 .3 s:30-39 .4 s:40-49 .5 s:50-59 .6 s:60-69 .7 s:70-79 .8 s:80-89 .9 s:90-99 It's meant to show something like 5.8.4 where each digit represents reaction, accuracy and strength. It shows reaction and accuracy just fine but won't show strength. If I rearrange the order of the stats, it seems like it just won't show the last stat. I shortened all the soldiers' names to make sure there was more than enough space. Also, somewhat unrelated, no matter how I change the StatStrings section in the cfg file, it will always append something like :a0/ after each name. Does anyone know what controls that and how to change that, or at least what it's supposed to mean?
  2. Ummmm, yes we all know how to capture a PK, but I think the whole point of the post is that Schuh actually did manage to knock of the grenade launcher, leaving the beam weapon (which can be seen clearly on the model of the PK) usable.
  3. !! SPOILER !!. . . . . . . . . . . . . . . . . . . . . . . . There are two basic types of PKs - Thor's Hammer Organization PK (T.H.O.) and Axis/Allied PKs. T.H.O. PKs are red (sometimes black) with rounded heads and have non-removable weapons. Axis/Allied PKs are shades of blue, beige and brown and have removable weapons. Axis PKs have non-enclosed heads while Allied PKs have a glass cockpit. If you are trying to change the weapons on a T.H.O. PK, you can try until you're blue in the face, but it won't do any good. Only Axis/Allied PKs have removable/changeable weapons. T.H.O. Panzerklein in red with Allied Panzerklein in blue w/cockpit http://img.gamespot.com/gamespot/images/2004/reviews/557924_20040108_screen032.jpg Axis Panzerklein on the left with open head, Allied Panzerklein on the right. http://img.gamespot.com/gamespot/images/2003/news/06/03/silent/storm_screen001.jpg
  4. Ok, after some more experimentation, I would have to agree with you. The good news, though, is that it seems that your Familiarity with a weapon drops with exactly the amount of shots (or bursts) you take with another weapon. So, if you switch to your pistol and take 5 shots, it takes exactly 5 shots with your rifle to get back to your previous level. So, this is not really a big deal at all because you should only be using your secondary weapons sporadically, and losing 1 point of Familiarity occasionally is nothing.
  5. Not quite true. From a pure time-and-motion point of view, there are at least twice as many button presses to take a Sniper shot than a regular shot. You have to click once to set up the Snipe and then once to fire. On top of that, it's messy to train people Sniping along with people doing regular shots because they are out of rhythm, so you're leaving your non-Sniping characters "behind" in training. In other words, for every two mouse clicks where you are training 1-2 snipers, I am training my entire party with 1 click. And I always train all my guys at the same time, it's just more efficient. Hehe, even my Medic shoots at 100 because he participates in group target practice. Ok I see your point. There is definitely some utility to being able to pick how many AP to spend, although I don't see this as a deal breaker. The best reason being, to be able to move your character after a shot. However, since I made it a point to get the Carbine 98K Silenced as quickly as I could, I played pretty much every mission since that with only my scout and my sniper. And they spend the entire mission hidden, so my sniper never has to bother with "pop-your-head-out, shoot, duck". He just sits right out in the open completely invisible. Actually, one of my big complaints in the game is balance issues and this is one of them. Specifically, I have trained my guys at hiding as well and my scout is invisible even a few feet from the enemy. In fact, I have seen plenty of enemies walk right past her and never see her, in the dark. It's really pretty ridiculous. My sniper is almost as good. I do have to retract my statement in one sense though. While doing my experiments on Sniping, I did find one very useful usage of it. The first time you click on a target on Snipe mode, it prepares your shot without actually firing it. This is the normal 6 AP shot preparation. So, if you have 6 AP left at the end of a turn, say after reloading, you can prepare your shot and not have to waste 6 AP the next round. I really wish I knew this early on.
  6. That's not what I said at all. I have three snipers in my team, including my main character. So, yes, I agree they are easily the deadliest class in the game. My point is that the Sniper skill is not really worth developing. First of all, Sniping is pointless as long as your Sniper skill is less than your total AP. True, you can "pick" how many points you put into a shot but really, who cares? Second of all, it wastes an entire turn aiming. Third of all, in order to get your Sniper skill higher than your AP, you need to spend lots of time with target practice. Not only does it take A LOT of time to develop to that point, that time is better spent developing normal Shooting skill. Consequently, it will only become useful later in the game, at which time your normal Aimed Shot should be pretty much perfect. For instance, my Lvl.14 snipers have Shooting of 130 and there's nothing within rifle range that they can't hit at 100% with Aimed Shot. In fact, within 20 feet (or meters, who knows, they never mention distance units), most targets are 90-100% with Snap Shot. And I don't think theer's a player here would take a Sniper shot over a 100% Aimed shot. If I had spent all that time practicing Sniper, they would be much worse Shooters.
  7. Well, I make it a point to do target practice for at least 5 minutes at the end of every mission to hone my characters' shooting skill. If you do that, it's fairly easy to develop Familiarity quickly, not to mention increase your Shooting skill! The hardest jump to make in Familiarity is from 0 to 1, which takes something like 100-200 shots (more if you have Increased Familiarity which slows the rate at which it is increased). Also, I regularly swicth between Rifle, SMG and Pistol myself, so this is not necessarily detrimental. Switching weapons for one or two rounds will not affect Familiarity at all - you need to ignore a weapon for dozens of turns to have any effect.
  8. Thanks for all the info, everybody. I have decided that Snipe is an interesting skill but not really practical. First of all, it is completely useless while your Sniper level is below your current AP, since in that scenario an Aimed Shot is always better and only takes one turn. And, developing your Sniper skill with target practice takes an extraordinary amount of time and you're better of spending that time practicing normal shooting. The only way to get a decent Sniper skill is to leave a character at base until later at the game, while the auto-levelling feature (bug, if you ask me) increases their Sniper skill dramatically. However, you lose control of choosing their class skills which is very important for Snipers.
  9. Hey all, I just thought I'd share some info on the effect of a weapon's Familiary attribute. First of all, I have two snipers that are almost identical. Both are Lvl.13, have Shooting skill of 129, and have the exact same Skills. However, one was using an SVT-40 whereas the other was using a Mosin Scoped. Personally, I highly prefer teh SVT-40 but they are not all that common in the game so, what can you do, eh? But eventually I came upon another SVT-40 and decided to equip the other sniper with it (my main character is also a sniper and uses the coveted Carbine 98K Silenced). So, at this point, we have controlled almost all variables except for the sniper's Familiarity with said weapon. And by the way, Arvin, my sniper who had been using the SVT-40 for a while had a Familiarity of 20 while Zinaida, obviously, had a Familiarity of 0. So, I lined up both snipers in the exact same spot (one after the other), and had another character stand far away, just inside the range of the rifle to see what their hit percentages were. Both characters were shooting Snap Shot. Arvin had a To-Hit of 79% while Zinaida had 51%. I then proceeded to train up Zinaida on the SVT-40 and took some more measurements at various Familiarity levels. At level 10, her To-Hit was 66%. At 15, it was 73%, and at 20, it was 80%. It should be noted that a small contamination was introduced because, somewhere around achieving level 10 Familiarity, Zinaida's Shooting skill went up to 130, which explains the discrepency between Arvin's To-Hit of 79% and Zinaida's 80% at level 20 Familiarity. So, there you have it. I hope that helps shed some light on the effects of Familiarity, which I have seen many people ask about. The bottom line is, Familiarity is very much worth the trouble of developing, as it can increase your To-Hit by 50%. And by the way, in case anyone was wondering, it takes roughly 500 shots to develop your Familiarity to 20 (and, of course, the Increased Familiarity skill). -Tonicboy
  10. That's really cool, I've been trying to do that forever with aimed shots, but no weapon has ever fallen off. By the way, Panzerklein is made-up German for "Small Tank", where klein means small. So, it's more appropriate to contract the word as Panzers than Kleins. Hehe, sorry to be the grammar nazi. Now back to our regularly scheduled programming...
  11. First of all, let me say that I love this game but it has HUGE balance problems. One of the biggest problems is that some primary class skilsl are pretty much useless when you play a character normally. One example is the sniper's Snipe skill, which simply CANNOT be developed to a point where it is useful. Another example is the medic's Medicine skill, which will not be high enough to use various items even at the very end of the game when your skills are as high as they will get. And of course you have stumbled upon the example of the engineer who can't even do his primary skill properly. The problem is, you only advance your Engineering skill by using it, but the amount at which you use it in the course of a typical campaign, seems to be far outweighed by the difficulty settings that the game designers have set for items in the missions. Now, there is a way around this which itself is due to another huge balance issue. You may have noticed that characters left at the base auto-develop their skills at a much higher rate than the ones you take on missions. This annoys me to no end and I consider it to be a huge flaw in the game, but you can use it to your advantage. The reason being, engineers are not particularly useful until later in the campaign, so simply leave them at the base. By the later missions, when you really need them, their Engineering skill will be around 100, while your "personally groomed" engineer may only be 40-50. The only disadvantage is that auto-levelled characters always seem to have the most useless skills picked, so it's doubtful that you will be able to get the Master Engineer skill, which is needed to use some of the items.
  12. Hi all, This is my first post here. I bought a version of the game that doesn't come with a manual, so please excuse me if this is a stupid question, but I've read through all the posts and found nothing that helps. Anyway, I've seen references to being able to "snipe" wherein you can aim over several rounds, increasing accuracy. Can someone please explain how to do this? Thanks, Tonicboy
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