can somebody tell me what the yellow aiming cursor means? When aiming,
you can click up to four times with the right mouse button (for four
extra points). But when clicking the fifth time, the circle gets yellow,
but I can't find any documentation about the effects of that.
Thanks
Thomas
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IIRC it just tells you that you've aimed enough, it's time to shoot.
(You cannot aim infinitely.)
--tms--
Thanks anyway
Thomas
Gary White wrote:
>
> It means you have reached the MAX AP, one more click and you go back to
> the minimum AP.
>
I though the white meant maximum aming and the yellow mean chance for a
critical hit.
Wombles
Gatac
the basic fact is that the yellow signifies your tightest shot capability
relative to your remaining AP
you can tighten down your shot all the way, if you have sufficient AP
however, often this amount of AP is unnessessary to hit close targets
learn how well your merc uses their particular weapon
any long range shot is best done with a shot tightened down all the way
but with your best mercs, you have alot of leeway with AP
if you play super tough player edited mapsd with alot of tough Elites, it
is a whole new game
attrition in a 100 sector custom campaign will eat you alive, if you do
not heed my warning
because of a dramatic increase in enemy heavy weapons capabilities, you
need to avoid slugfests and entrenched standoffs
if you keep your Platoon in one spot during a slugfest after the enemy
contacts you, then you will just have to learn the hard way i suppose not
to do that
all it takes is "falling back" or crawling back one full AP move
that illiminates the risk of drwawing unessessarty mortar and grenade
attackes
--------------------------------------------------------------------
there are alot of exceptions to what i just said, but as a general rule,
it will at least protect you in the long 100-sector haul
one exception, is when it becomes clear that the enemy has a search
route, and is sending several gooks along that route
i suggest an ambush, and use of a breaklight, when you can predict
movements
the enemy generally can be spotted well by a good night-ops merc, without
breaklights, but the light will guarantee your security against a sudden
rush
sudden-rushes are the most common way to die, after doorway ambushes
you can get rushed by 3 or more gooks, and get pounded in your position
real bad
-------------------------------------------------------------------
all the above effects how much AP you want to spend each shot
i never shoot during the early phase of the sector operation, unless i
can guarantee a clean kill by having at least two good mercs in
camoflagfed contact
any straglers early in the operation, will cause you great pain, as they
are allowed to radio in your location
if the enemy is prepared to send all 31 enimies your way, (not likely)
then you are in for a turkey shoot at best and a treagic over-run of your
capacity to kill them at worst
----------------------------------------
when it is just a one on one shootout, use your AP and gamble with your
points to get enough shots in to kill a heavy armor opponent before they
can return fire
you always want to balance AP targeting consumption with your offensive
and defensing comnbat style
aggressive Platoons can be devastingly successful, but require good mercs
and smart moves
i have tried playing very aggressively and it always ends up with alot of
satisfaction, until you get your first dead merc
-----------------------------------------
also, avoid swimming towards unsecured beach-heads if you can
when you are shot in water, ...you quickly drown and die
i took down a radar station last night in XCOM J10 and almost learned the
hard way not to do that
i shot several swimming gooks and they all sunk straight down the first
time they were hit and died
...not a pleasant way to loose a merc
-----------------------------------------
i have not had much time to play more than just a few player edited
sectors, and last night was my first one in 8 months
they are tough, and usually full of Elites who throw a ton of explosives
at you
i was lucky to make it through
Hitman was hit and then was caught in a boxed-crate explosion of stashed
explosives, touched off by just one enemy bullet
he got withen 2 points of being dead
i'm in this campaign for keeps with no ressurrecting mercs, so loosing
Hitman would have been a real aced out bad deal.
lot's of surprising shit can happen in player edited maps
i had 14 mercs at night
my Platoon was very beat up at the end
there is plenty of challenge, as i consider myself very lucky this time
around
gooks that protect the mission goals are very well armed and armoured,
and have the best equipped guns
they are more than a fair match when the object of the game is no dead
mercs.
another reminder to newbies, is go get a bipod to keep burst shots in
line, otherwise the bullets fan out and you miss
the most devastating attack you can make, is with a bipod, where all
shots hit, ...it usually runs around 100-150 death points
but a machinegun also can run up a huge death count when all shots hit
a bipod is the way ta go, rather than use up that space for a rod/spring
keeping your bullets in line pays of better than the few extra AP
---------------------------------------
here is a tip...
always avoid walking thru suspicious doors
even a 100-agility merc can get wacked if the enemy is good enough
use high explosive TNT charges and HMX etc, to blast out walls that open
up your view into the buildings
you can also stand straight away from a door and launch M79 grenades into
some doors to blast them out
sometimes the M79 takes two or three shots
Mortars work great, but usually the rare ammo is best spared for
emergencies to save mercs
-----------------------------------
I never go thru doors anymore now that i play custom maps and can
prestash a small catch of goodies before each mission using the Editor
i also pay my mercs each 5000$ per mission
>
>i find that good mercs can do just about anything, as you also just said
>
>
>another reminder to newbies, is go get a bipod to keep burst shots in
>line, otherwise the bullets fan out and you miss
>
>
>the most devastating attack you can make, is with a bipod, where all
>shots hit, ...it usually runs around 100-150 death points
>
>but a machinegun also can run up a huge death count when all shots hit
>
>
>a bipod is the way ta go, rather than use up that space for a rod/spring
Hmm bipod adds another +10%-to-hit-chance
>
>keeping your bullets in line pays of better than the few extra AP
>
4 expansion slots have always been enough. Never use talons, bolt
replacement is a must on LMGs.
>
>---------------------------------------
>
>
>here is a tip...
>
>always avoid walking thru suspicious doors
>
>even a 100-agility merc can get wacked if the enemy is good enough
It's experience level that counts the most in this
>
>use high explosive TNT charges and HMX etc, to blast out walls that open
>up your view into the buildings
>
>you can also stand straight away from a door and launch M79 grenades into
>some doors to blast them out
>
>sometimes the M79 takes two or three shots
>
>Mortars work great, but usually the rare ammo is best spared for
>emergencies to save mercs
>
I tend to think they make things too easy.. No need for them unless on
those really mad maps.
>-----------------------------------
>
>I never go thru doors anymore now that i play custom maps and can
>prestash a small catch of goodies before each mission using the Editor
>
>i also pay my mercs each 5000$ per mission
I started playing Tracona Unlimited. Now have 8x Val Silent, 5x P90 6x
G11 4x Barrett.... etc etc. Just about every mapmaker puts way too much
stuff on his maps. The gameplay suffers, you have to play hard maps with
elites wearing coated spectra or it's really boring. I would really like
to see a campaign that procrastinates the advance through the tech-tree
so that you're forced to play with lowtech weapons for as long as
possible. But I think the game just wasn't designed that way..
today i finished a sector with a large cat-cage with 24 cats and a large
building with 32 gooks
your right about to much stuff
when i got done i had well over 500 pieces
at any rate, i was able to further equip a still rather greenhorn
Platoon, after just two PE-sectors on top the regular game
i am finding out i really like the weapons editing i did to increase the
shooting and perfect the game to my custom preferance
for ease of use i upped the ammo capacities and slot storage capacities
of most stuff
i think the game is plenty challenging if the goal is no dead mercs
twice now i have been very lucky in the past two PE-sectors
there are always a few damn gooks sit and wait, and then unload near the
mission goals
i don't believe in using the x-ray cheater, so i usually end the sector
tossing grenades into suspected doorways and i also get at least two good
blasted holes to see into
i managed to rush the final gook and slit his neck with my custom merc,
which was well worth the effort
i think it was reaper who said the goal is to kill will finess and beauty
at any rate, i never tire of the kill
perhaps near the end of 100 sectors, or 50 sectors, i will lay my guns
down
but for awhile i still have a very green platoon with alot of tough work
ahead
i custom edited everything with Proedit25, so this game i got is pretty
damn good as far as no bullshit from whiners, and no shit-mercs, just in
case i start to need replacements down the road
good luck