Difference between revisions of "User talk:NKF"

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: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)
 
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)
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::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.
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::I guess Smoke Grenades are okay if they're pre-primed and kept on the shoulder straps. Otherwise there's too big a TU cost to use opportunistically. Turn 1, on the other hand, you're not doing anything anyway because of all the full-TU aliens.
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::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)

Revision as of 09:59, 22 August 2014

NKF:Talk

Welcome to NKF Talk. Pardon the mess.

The NKF-Centric TO-DO-List of Doom

Total Randomness

UFO Base Kit

The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at Template:UBK to see how to use it.

Stats Card (complete)

Well, it has been ages since I thought about making a stat cheat sheet, and not knowing how to organize it without making it overly confusing has kept me behind. But with all the wonderful stuff that came with the recent Mediawiki software updates, and getting some ideas from Madned's infobox templates followed by a crash course in understanding named parameters over the last few days, it's there. Kind of. Check it out on the Lobsterman page.

It's not the fancy GI-Joe style action figure dossiers that I envisaged below, but I guess it's sufficiently functional. Of course, as with the nature of wikis, it needs to be perpetually improved!

One future plan is to create a separate infobox style template to create multiple-column rank/difficulty combination data tables. -NKF 03:46, 13 January 2011 (EST)


Lobsterman
Time Units56-112
Energy90-148
Health90-125
Bravery80-90
Reactions60-108
Firing Accuracy21-87
Throwing Accuracy62
Strength70-86
M.C. Strength 35-62
M.C. Skill0
Melee Accuracy78-115
 
Front Armor8-26
L/R Armor8-26
Rear Armor6-21
Under Armor4-14
Lobsterman

This is a staggering creature, taller than a man and boasting six limbs, it resembles nothing more than an aquatic Demon. The similarities between this creature and the Earth lobster have earned it the nickname of Lobsterman with the X-Com troops.

This is a behemoth of the deep. A carefully designed fighting creature of incredible strength and practically invulnerable to missile fire. Its pincers alone can crush steel.

Lobsterman Autopsy
Autopsy

Once past its virtually indestructible shell the creature is an amazing construction. Powerful muscles ripple around a titanium skeleton, a sophisticated targeting system with multi-band scanning ability is hooked directly into the creature's brain. Its multiple eyes are protected by harder than steel plastics and it is clear that when well deployed by their masters these creatures are all but unstoppable.

Buried deep in its body are devices of unknown construction and function.

Clean up

Wiped old discussion for brevity. Cleanup of the vandalism of the Russian pages has been resolved for the moment. Will keep a watchful eye out for further abuse of the the wiki. Thank you. -NKF 07:17, 26 October 2010 (BST)


Test of Gallery markup


Now with adjustments

Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.

Spam

I'd recommend adding the following extensions to the wiki's installation, if you can get hold of the person who runs the wiki:

And blocking open proxies: set $wgEnableSorbs = true; in your LocalSettings.php

While we're at it, it would be really nice to add http://www.mediawiki.org/wiki/Extension:SphinxSearch since the default Mediawiki search engine sucks.--Ethereal Cereal 02:06, 29 January 2011 (EST)

Agreed, I'll pass those along. Pete's going to add a QA section in the signup page as well, so hopefully we'll be able to clamp down on them soon. -NKF 03:28, 29 January 2011 (EST)

Smoke Grenades

IMO they're only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. Magic9mushroom (talk) 00:02, 22 August 2014 (EDT)

Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The Smoke Grenade page has some scenarios listed. NKF (talk) 03:26, 22 August 2014 (EDT)
Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.
I guess Smoke Grenades are okay if they're pre-primed and kept on the shoulder straps. Otherwise there's too big a TU cost to use opportunistically. Turn 1, on the other hand, you're not doing anything anyway because of all the full-TU aliens.
At least we can agree that Dye Grenades are terrible! Magic9mushroom (talk) 05:59, 22 August 2014 (EDT)