On 1) I think the gun, shooter and type of shot should have major influence, the great bulk of it IMO.<br /><br />On 2) Some but not much.<br /><br />On 3) Not quite sure what you mean in the first part of that question. On deviation it should definitely be reduced. I take it that the units have some military training, but on many occasions you have to wonder whether it is the first time they have ever fired a gun, as they can fire as if they have their eyes closed, so wild the shot can be. ;)
I think I'm detecting some kind of subtle undercurrent of displeasure with the accuracy of shooting? :) Fair enough, it probably needs a good look at it. <br /><br />I guess the first thing to decide is how the accuracy should work, or more specifically, the following:-<br /><br />1) How much influence should the gun, the shooter, and the type of shot have on the overall accuracy?<br /><br />2) How much of a random element should be added?<br /><br />3) How accurate should the "physical" shot be, based on the "final" accuracy value after taking into account the gun, shooter, and shot type? And if a shot is inaccurate, how far should the bullet deviate?<br /><br />[I'll have to cut this post short as the PC I was writing on just had a hard-disk crash, but I managed to rescue the above. I'll write more soon].
Yep Steve, I feel the same about gun shooting accuracy as Xeno. I get fed up losing a game down to a seemingly random game of chance when using guns. This game's strength is in strategy and making intelligent decisions. A certain ammount of chance is good but the amount of dud shots I get is really frustrating. More accuracy would be most appreciated. Op fire inaccuracy bothers me less but when I commit a unit to fire and every shot misses, then the next is the same etc, ahhhgggh!!! When you actually hit the enemy is feels such a rare thing. More likely to hit the poor fellow next to you on your own side. Increased accuracy would improve the game. I always thought the wild miss shooting to be unrealistic. Worth trying out an accuracey improvement, gets my vote Steve.
I would like raise a discussion about this. <br /><br />I'm not sure why I haven't raised this before because it has frustrated me for sometime. Maybe not wanting to rock the boat. But my frustration has reached it's limit to speak out.<br /><br />The shot dynamics, whatever you wish to call them, does not make sense. I have someone with 46 shot skill and someone with only 26. Yet the difference according to an aimed shot is always the same. On a snap shot it is only a few percent. I essentially have a marksman who is only a few percent higher to hit his target on a snap shot than, let's say a rookie. And on an aimed shot no difference. Both say 85%,or 75% depending on the weapon. In practice the accuracy is marginal yet someone with a 46 shot skill over a 26 shot skill has say, haven't done the exact maths, 40% something greater chance.<br /><br />Just fed up with the shot stats meaning very little when they should mean a substantial amount. Annoying when you put a lot of time in to tactics and equipping and then the shot system is so flawed. <br /><br />I hate saying this. Steve is a top bloke, I've grown to become fond of you all.
Thanks Steve. It's really cool to know that! I thought you were hidden in the top left of the map. So in a last turn before the game ended emptied my last rocket in that spot. It was a really fun one!
Something wrong here. My Sergeant Hale in the corner near the top left CPU was definitely on opp fire. In fact he hasn't moved since the first turn! He was killed after seeing the enemy according to the log but never fired once.
Suppose it is a tricky one. But when you've taken a base and a clone can just appear and invisibly just walk up to a unit on opp fire and kill them it is rather illogical and annoying. Then again I suppose the solution is to destroy them first.
Thanks for letting me know. I think it's open for debate whether they should or not though. It might be a bit annoying for players if their clones get shot the moment they step out of a clone generator? (Not that I'm trying to avoid work! ;) ).
I'm afraid there's not really much I can do with this issue. I've watched the replay and it shows that something may not be right, but without being able to recreate it exactly, I'm not really sure how I could "fix" it anyway.
Just watched playback.... my troops move to the top of map past a doorway with a invisible alien! All I saw was a door but in playback the alien is standing in doorway??? You can see after that it appears and gets stuck into my troops. I then move my medic ontop of dead soldier and try to pick up a rifle and mag which I can do as it's not there? I then start to run and the rifle mag reappears on the ground.
It was... stood onto of Marsec and clip.. watch reply... I'm dead now could pickup.... I'll forfeit game and you'll see my medic standing ontop of weapon and doing a dance... I click on pickup and it acts like theres nothing there
Sounds like another shot missed and another clone dead! Not sure I'm going to send another over to pick that M4000 up. Think there might be a mutiny if I do that! Yes stick to grenades. I'm gonna stockpile them and have a grenade party. You are all welcome.
The M4000 has to ve one of most inaccurate weapons in the game. Fired 12 times hit just twice. Noticed this far too often. Will be sticking too Marsec or even a heavy laser, as even though no better isn't no worse, yet cheaper.<br /><br />Just having a whinge.
Couldn't get a simple shot through one square without it going at a 90 angle.....from then on i had lost. Frustrating when there is zero accuracy or intelligence from your troop... moved troops into open to finish game quick
They're doing it again... ms auto cannon and a good shot couldn't get it through one square... you'd have to be retarded and on drugs not to make the shot. They are dead now because they clipped the door frame. Game lost .... beyond frustrating
Okay hopefully you can find it and alter it otherwise it means in games with victory points for kills incendiary grenades and flame throwers will have be be banned.<br /><br />I just lost this game although I should have won. No biggie of course but still a bit annoying.
I can see in the game logs you used a variation of the Tennison gambit, apparently it works as good in Stellar Forces as it does in chess:<br /><br /><a href="https://www.youtube.com/watch?v=E2xNlzsnPCQ">https://www.youtube.com/watch?v=E2xNlzsnPCQ</a>
I'll have a look at this. You should get the VPs if it was your grenade. I'm not sure about the flamethrower though. Thinking about it, I don't think game keeps track of who set someone alight. It's been a while since I looked at this, so I'll have to refresh my memory.
Hello, Mr. Rost310, nice to meet you, please allow me to introduce myself, I am Trollmineitor, a powerful AS (artificial stupidity) running on top of the most packed Linux servers datacenter in the galaxy. I'm in command of the Globex Trollmineitor Battalion and our elite escort detail services are hired very often by our old and very good customer Sterner Regnix. Please do not shoot and let Uncle Sterner prime and throw a second grenade as a gesture of good faith and friendship. Thanks.
Trolly, look at the league table. Rost310 is no novice mate.<br /><br />I know why he does it because I've done the same. Super heavy armour reduces your APs so much you give them the lightest firearm. Yes not very powerful but from close range you can fire rapid low cost auto fire and you're able to take most punishment back.
Steve, something else that needs altering. In this game I'm not getting victory points for kills with incendiary grenade or the flame thrower. Twice I have killed an opponent with fire and neither were added to my points total. Seems rather unfair.