🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: alt.games.x-com
4 messages
4 total messages Started by Gabor Melis Sat, 18 Oct 2003 21:32
reaction stat in TFTD
#35444
Author: Gabor Melis
Date: Sat, 18 Oct 2003 21:32
25 lines
1905 bytes
I'm conducting a campaign on superhuman in a reasonably scientific
manner based on my previous games, the wisdom of the net and this
newsgroup. The strategy is well in hand or so it seems (as always
until it all goes down in flames ...).

However, I wonder if my _tactical_ skills are a bit lacking. I read
that the reaction stat is important for an aquanaut and some players
use high reaction scouts with pistols. I cannot keep scouts alive for
long, so in my troops they are fodder. Very catious fodder, mind you.
They move stealthily from rock to rock, a few squares ahead then back
to a safe place hoping to spot an enemy for the grenadiers and snipers
to play with. Maybe, I don't play it right and reaction fire could
help them a lot.

I read that the chance of reaction fire for a naut is depends on the
speed (total/reamining? TU) of the enemy:

http://groups.google.com/groups?hl=en&lr=&ie=UTF-8&selm=79sgo8%24sp4%241%40nnrp1.dejanews.com

Is this true in your opinion in tftd?

If it is true, then on superhuman where the aliens get so many TUs is
reaction fire useful/viable? How/where/when/...?

Cheers, Gabor
Re: reaction stat in TFTD
#35445
Author: BladeFireLight
Date: Sun, 19 Oct 2003 05:26
37 lines
2437 bytes
At superhuman the reaction stat is so hight on the aliens that they
alwase get the fire first.

It's usualy better when your armor sucks to alwase end the turn behind
cover so they cant shoot you.

basicly it's move, shoot, hide.

-Blade FireLight


mega@hotpop.com (Gabor Melis) wrote in message news:<fb0fb805.0310181332.11fe57bc@posting.google.com>...
> I'm conducting a campaign on superhuman in a reasonably scientific
> manner based on my previous games, the wisdom of the net and this
> newsgroup. The strategy is well in hand or so it seems (as always
> until it all goes down in flames ...).
> 
> However, I wonder if my _tactical_ skills are a bit lacking. I read
> that the reaction stat is important for an aquanaut and some players
> use high reaction scouts with pistols. I cannot keep scouts alive for
> long, so in my troops they are fodder. Very catious fodder, mind you.
> They move stealthily from rock to rock, a few squares ahead then back
> to a safe place hoping to spot an enemy for the grenadiers and snipers
> to play with. Maybe, I don't play it right and reaction fire could
> help them a lot.
> 
> I read that the chance of reaction fire for a naut is depends on the
> speed (total/reamining? TU) of the enemy:
> 
> http://groups.google.com/groups?hl=en&lr=&ie=UTF-8&selm=79sgo8%24sp4%241%40nnrp1.dejanews.com
> 
> Is this true in your opinion in tftd?
> 
> If it is true, then on superhuman where the aliens get so many TUs is
> reaction fire useful/viable? How/where/when/...?
> 
> Cheers, Gabor
Re: reaction stat in TFTD
#35446
Author: Gabor Melis
Date: Tue, 21 Oct 2003 13:55
12 lines
1407 bytes
kid3@usa.net (BladeFireLight) wrote in message news:<2e8ed39f.0310182126.21f13a0f@posting.google.com>...
> At superhuman the reaction stat is so hight on the aliens that they
> alwase get the fire first.
> 
> It's usualy better when your armor sucks to alwase end the turn behind
> cover so they cant shoot you.
> 
> basicly it's move, shoot, hide.

Yes, that is what I do. But can it be that if a naut has high enough
TUs then he will make a good scout, door opener because he simply
never gets shot at?
Re: reaction stat in TFTD
#35447
Author: Dr Ratt
Date: Tue, 21 Oct 2003 16:35
21 lines
1953 bytes
"Gabor Melis" <mega@hotpop.com> wrote in message
news:fb0fb805.0310210555.3a4fe44c@posting.google.com...
> kid3@usa.net (BladeFireLight) wrote in message
news:<2e8ed39f.0310182126.21f13a0f@posting.google.com>...
> > At superhuman the reaction stat is so hight on the aliens that they
> > alwase get the fire first.
> >
> > It's usualy better when your armor sucks to alwase end the turn behind
> > cover so they cant shoot you.
> >
> > basicly it's move, shoot, hide.
>
> Yes, that is what I do. But can it be that if a naut has high enough
> TUs then he will make a good scout, door opener because he simply
> never gets shot at?

to maximise the chance of reaction fire, in my experience, you must leave
enough tus for 2 snapshots
a scout will only not be shot at if the aliens don't leave tus for reaction
fire, which they usually do
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads