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Harle

Member Since 13 Feb 2012
Offline Last Active Feb 16 2012 04:25 AM
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Posts I've Made

In Topic: FoW?

14 February 2012 - 05:45 PM

This can write only someone who knows nothing about military gear.


At least I can write? Feel free to decide which is a more useful skill.

I admit I don't know a lot about whether a specific helmet can be worn with a headset. What I do know is that there are hats in the game that wouldn't make sense with a headset.

Maybe a solution would be to have a separate 'helmet attachment' slot, and the devs can use their discretion about which gear can be slotted with which helmet/hat.

In Topic: FoW?

14 February 2012 - 03:29 PM

Awsome news! Extended Ears here we go... Unfortunately it goes in Helmet section... should be in Attachment section instead I suggest where sunglasses are or a brand new spot for helmet attachments. Because Extended Ears will be very much needed with FoW and with No helmet will be very much dangerous as well.


Can't exactly put a helmet on over a big headset... still it'd be nice to see a spec-ops helmet that has built-in headphones or something.

Anyway this game needs FoW to have any kind of staying power. I'm enjoying it, but knowing where all the enemies are on every map makes replaying them (which is becoming a key timesink in the game) pretty repetitive and dull, and takes a lot of the tension and difficulty out.

You clearly intended to have FoW. Perception is completely useless right now as far as I can tell, as are the hearing and sight notifications, and nightvision/hearing enhancements. Scouts are unrequired. I haven't tried yet but I'm pretty sure a squad full of snipers can win in all but the most CQ maps because you don't need to scout ahead for targets. Etc. I can clear most of a map with a single sniper because I don't need to spot at all. CQ characters typically get chewed up pretty badly in equal footing fights, but snipers can rip people apart at almost any range with no effort, so long as someone isn't interrupting them.

In Topic: Cities: enemy numbers

14 February 2012 - 04:05 AM

Make a save and find out?

In Topic: Cant Heal Bug

14 February 2012 - 02:17 AM

Yep, same thing here. I've had to load a game several times because I had a character go down and wasn't able to heal them.

I noticed that if you keep moving around the character trying to heal from different angles eventually it will work... but if the character is dying sometimes you don't have the time to mess around like that...

In Topic: Militia have a real problem

13 February 2012 - 09:16 PM

Part of the problem seems to be that the militia get scattered out a great deal. When I attack a city there's lots of enemies and so naturally many of them are within spotting distance of each other, so when I attack one I have to deal with all of them. But when the AI attacks a city, there's only like 8 people on the map instead of 21, and they're all off in random buildings doing nothing.

We have 'control points' for a reason, perhaps they should defend these points? Ostensibly the militia knows there is an attack coming so maybe they should be grouped together around control points? The enemy AI seems to do this? It always seems like there's piles of enemy soldiers defending a control point but when the enemy attacks me the milita seems to not care at all about them.

I wouldn't mind being able to control the militia (optionally) instead of having it auto-resolve. And you should be able to control them if you have mercs in the battle as well. Yes it would make it a bit easier. But only because there's no fog of war.