General help or What I would like to see in a patch...

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Guest

Guest
Hi everybody,
sorry if this is not the right forum to post this, but it took me long to choose...

So I think that there are little things that could be easy to implement in a patch, and realy, really useful for gameplay. And as i can't figure who to tell it, let's do it here and see if it walks its path :

- first, two keys to hide/unhide upper floors of buildings (one for one more level, and one for one less on the whole map) because it can be hard to see targetable critters on roof if you have a character inside the building (don't always work automatically for me, and i would like to see where i'm going).

- the move cost in turn-based is too long to display for me, it should be possible to have it always dislayed near the cursor.

- and i would like to see the descriptions of things in barter/stealing screens without buying them (maybe it exists, but didn't find how), including base damage, accuracy,etc... (this as well for unequipped weapons, it's really annoying having to equip a weapon to see its stats, and i didn't find the informations on critical chances and accuracy bonus for weapons)

So if there is a little chance that this could be included in a further patch (i know developpers have a lot of work right now), I think many people would be pleased.
For direct reactions to this message, you can mail me at simbad@mnet.fr, or if it's not the right place (for moderators), so i can post it where it fits.

Thanks for reading so far, and sorry for mistakes but i'm french.
Simbad
 
I would also like to see these implemented 'one day', (Take note i said one day! no rush). It kinda makes it hard to throw a grenade into a room through a window while outside, seems to always land on the roof hehe.
 
building levels...

I agree heartily on the building levels, but as a little trick you can right click on any of the character tabs and it will take you to their perspective (even with another character selected) this will often get you the perspective you want...

As for weapons stats, they never any of those options in the previous fallouts but I too would like to see them...
 
building levels and weapons

I tried the right click trick, but as you said it OFTEN works, but in some cases, i couldn't do what i wanted. I don't want to monopolize one of my mercs just for the purpose of seeing a roof.

And for weapon, i just have an example which currently turns me mad : i have 2 snipers with hunting rifles with a range of 40. I found two M16A1 with range 42, higher damage and burst mode, so naturally i equipped them with this. The problem is that the accuracy drop with range is much higher and not indicated (and no way to test it inside brotherhood cause we cant target friends).
So i have to finish the current mission without any sniper...

Thanks for reading, and sorry again for mistakes cause i'm still french :)
Simbad
 
RE: building levels and weapons

One of the reasons for the faster drop in accuracy is pretty reasonable. If you take a single shot, you can aim pretty well. What about when you fire off a burst of 10 bullets at a range of 50 meters (or whatever)? Logically, you're going to be a hell of a lot more inaccurate. Even if the bullets might have a max range of 42, you won't be as accurate. Sorry. I would guess that if you had REALLY high Small guns skill, the effect wouldn't be as bad. Seeing that most of my characters are around 130 skill and still don't do very well at distance bursts, I don't know how high your skill would need to be to get bursts to be accurate.
 
RE: building levels and weapons

Yes, but the accuracy drop i was talking about is for single shots !
M1A1 has evidently shorter range (+/- 30) and lower accuracy in burst mode, but it also has a lower accuracy using single shot. This can be understood as it is an assault rifle and the other a sniper one, but who knows ? The longer range made me think it was linked with accuracy in gameplay, not only with pure power of the gun.
It's not, so we need another information to make choice a bit easier.
Simbad
 
RE: building levels and weapons

Yes, but the accuracy drop i was talking about is for single shots !
M1A1 has evidently shorter range (+/- 30) and lower accuracy in burst mode, but it also has a lower accuracy using single shot. This can be understood as it is an assault rifle and the other a sniper one, but who knows ? The longer range made me think it was linked with accuracy in gameplay, not only with pure power of the gun.
It's not, so we need another information to make choice a bit easier.
Simbad
 
RE: building levels and weapons

Ah - I see what you're talking about. It's been a while since I used other weapons, but I do seem to recall that weapons that were capable of burst mode always seemed to be less accurate at a distance, even in single shot mode. Since I'm basically playing all of my characters as snipers (more or less), I've really only used the Hunting Rifle (at first), followed by the M1 when I encountered it, then the Sniper rifle. I'm now having most of my characters carry Laser Rifles (or Plasma Rifles) as a secondary weapon in order to allow me to take out robots (if they get close enough). But I only use the burst-capable weapons if the enemy gets really close. Like the FN FAL works great if they get in range, but even with a listed range of 32, it seems much less accurate than it should be. It's possible that this is an actual bug, or it may simply be an issue of them not explaining the mechanics of the game very well.
 
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