Difference between revisions of "User:Tauon"

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(Created page with "I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series. == Things to do/wish list/questions == <ul> <li>...")
 
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<li>learn when to use pulsers, DPL - keep lugging the around only rarely using them if i'm really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&reloads by end of July  
 
<li>learn when to use pulsers, DPL - keep lugging the around only rarely using them if i'm really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&reloads by end of July  
 
<li>try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.
 
<li>try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.
 +
<li> TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)
 +
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)
 
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Revision as of 11:06, 4 November 2010

I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.

Things to do/wish list/questions

  • identify the usos/map modules which have routing/or alien placement errors
    • battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)
    • heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)
    • port map: tricences get stuck/placed in the wire fences
    • artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it
    • colony map: similar to above - stuck in a small compartment with a single door
    • (artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)
    • unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map; top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1; sometimes if the uso is parked close to the map border units get problems moving around them.
  • tftd terrain description analog to ufo
  • which tiles burn longer then 1-2 turns?
  • optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)
  • base development of first base after the initial additions
  • base defence layout
  • learn when to use pulsers, DPL - keep lugging the around only rarely using them if i'm really out of other ideas in order to get a hard to get alien;usually MC and drills are enough to finish most uso maps without losses&reloads by end of July
  • try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.
  • TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put) Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)