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Aiming question

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Thomas Rast

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Mar 7, 2001, 1:33:43 PM3/7/01
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Hi all,

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


-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCS/IT/M d- s+: a--- C+++ UL++++ P+++ L++>+++
E?>+ W++ N++ o K w--- O? M? VMS? PS+ PE-
Y+ PGP+ !tv b++ D- G e+ h! r-- x?
------END GEEK CODE BLOCK------

Gary White

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Mar 7, 2001, 2:02:34 PM3/7/01
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It means you have reached the MAX AP, one more click and you go back to
the minimum AP.

Tuomas Kilpeläinen

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Mar 7, 2001, 2:43:48 PM3/7/01
to
> 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.

IIRC it just tells you that you've aimed enough, it's time to shoot.
(You cannot aim infinitely.)

--tms--


Thomas Rast

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Mar 8, 2001, 8:19:34 AM3/8/01
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Oh, and I thought it really had something to do with how the mercs aim.

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.
>

Peter Pisani

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Apr 27, 2001, 4:09:42 AM4/27/01
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Thomas Rast <t.r...@iname.com> wrote in message
news:3AA786E6...@iname.com...

I though the white meant maximum aming and the yellow mean chance for a
critical hit.

Wombles


Robert Mueller

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Apr 27, 2001, 5:06:40 AM4/27/01
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Going yellow doesn't inflict more damage. Trust me on that.

Gatac


Rugged Mountain

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Apr 27, 2001, 10:01:53 PM4/27/01
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here are some tips on aiming

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.

Poffertje

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Apr 28, 2001, 4:50:13 AM4/28/01
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Note that you get a +10% to-hit-bonus starting with your second shot.
So, the most efficient way of shooting would be, first single shot at
target, merc also has to make agility test, as he has to turn towards
the target, further decreasing your chance to hit. I call it the
calibrating shot. Second shot, a nice burst hopefully taking out that
guy. Then, either move out or make sure someone with full APs will
interrupt the next one to come.
You can of course forget about that once your mercs have become better.
My current level-9, mrk-100 Raven and Buzz can score a full burst at
anyone, at any time. Just beware the "burst bug", which will make you
miss the second bullet when you fire while standing up. Only the higher
burst penalty on the G21 sometimes makes that last bullet miss, which is
why I think the RPK74 is the best gun in the game. The difference in
weight is about that of an additional grenade launcher too, if your
group has about 3 or 4 of these you can make mince meat of nearly any
patrol. The funniest maneuver has to be a few grenades to the sides of
the attackers to sweep them all into a big bunch, then drop a nice
mortar shell or LAW on top. Spice up with some mustardgas to your
liking. Muhahahaha!


Rugged Mountain

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Apr 29, 2001, 5:41:36 AM4/29/01
to

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

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

Poffertje

unread,
Apr 29, 2001, 9:09:32 AM4/29/01
to
On Sun, 29 Apr 2001 02:41:36 -0700, Rugged Mountain <em...@address.com>
wrote:

>
>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..

Rugged Mountain

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Apr 29, 2001, 11:56:26 PM4/29/01
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i think i am satisfied with the XCOM 100 campaign

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



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