Difference between revisions of "Talk:Submersible Weapons Systems"

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(→‎X-COM Turn reaction fire immunity: general reaction fire breakage)
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It's not the only aspect of reaction fire that's broken in TFTD of course. Probably this is a symptom of the general brokenness of reaction fire in TFTD - e.g. the underwater only weapons that reaction fire on land. I wonder how they managed to break it so comprehensively? And if it could be patched back together? [[User:Spike|Spike]] 11:29, 19 June 2009 (EDT)
 
It's not the only aspect of reaction fire that's broken in TFTD of course. Probably this is a symptom of the general brokenness of reaction fire in TFTD - e.g. the underwater only weapons that reaction fire on land. I wonder how they managed to break it so comprehensively? And if it could be patched back together? [[User:Spike|Spike]] 11:29, 19 June 2009 (EDT)
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: Reaction fire on land with aqua-only weapons is more a case of not getting the job done thoroughly than breaking the reaction fire mechanic. See, reaction fire has always been a standard response for all off-turn units in this game that have a firearm. They made aqua only weapons through changing the fire commands by adding an extra set of conditions that check the depth of the map against certain items in obdata.dat before they let the gun fire. Sort of like the ceiling intersection check that grenades get before they're allowed to be thrown.
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: It's really the exact same issue that we have with the Gauss/Coelacanth arming bug: only got half of the necessary source code changes were done.
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: But yeah I do feel that the whole reaction fire element in TFTD feels a whole lot different from what it was in UFO. But that's probably caused by generally slower snap weapons and higher enemy stats. -[[User:NKF|NKF]] 03:37, 20 June 2009 (EDT)

Revision as of 07:37, 20 June 2009

X-COM Turn reaction fire immunity

Just based off a question on the Strategycore Forums by user Veki, it seems that TFTD breaks the reaction fire mechanics for SWS during X-COM's turn. In other words, they're immune to reaction fire. They will get attacked during the aliens' turn, but they don't get fired on during your turn.

This appears to occur in both patched and unpatched dos versions as well as CE. Can anyone else test this out and return with their findings? What I'd really like to know is if this occurs in the Playstation edition as well, just to round things off.


While not unwelcome, it's certainly a most unbalancing feature. Note: This does not occur in UFO. -NKF 19:46, 29 May 2009 (EDT)


It's not the only aspect of reaction fire that's broken in TFTD of course. Probably this is a symptom of the general brokenness of reaction fire in TFTD - e.g. the underwater only weapons that reaction fire on land. I wonder how they managed to break it so comprehensively? And if it could be patched back together? Spike 11:29, 19 June 2009 (EDT)

Reaction fire on land with aqua-only weapons is more a case of not getting the job done thoroughly than breaking the reaction fire mechanic. See, reaction fire has always been a standard response for all off-turn units in this game that have a firearm. They made aqua only weapons through changing the fire commands by adding an extra set of conditions that check the depth of the map against certain items in obdata.dat before they let the gun fire. Sort of like the ceiling intersection check that grenades get before they're allowed to be thrown.
It's really the exact same issue that we have with the Gauss/Coelacanth arming bug: only got half of the necessary source code changes were done.
But yeah I do feel that the whole reaction fire element in TFTD feels a whole lot different from what it was in UFO. But that's probably caused by generally slower snap weapons and higher enemy stats. -NKF 03:37, 20 June 2009 (EDT)