I'm not really seeing the advantage to using the heavy laser over laser rifles - which are much faster - unless we're talking about sectopods or something.
You know, that's what I've thought about Heavy Lasers since the 90's.
So it's... kind of the same.
So bumping its accuracy up by a bit would help make it less of the big turd its big, brown sprite tries to convey.
Maybe so. I just didn't want to change things unless absolutely sure it's necessary. I'd like to hear more opinions first.
If I was to take an educated guess then lasers have bad accuracy in vanilla X-Com because they have infinite ammo, since there's only two ways to balance out infinite ammo in xcom - either low damage or low accuracy, since missing means a little bit less with no ammo to waste.
Maybe, but I don't think it really matters. People like pointing this out, but have you ever used all your plasma clips? I don't think I have.
*reads Solarius`answer and throws in yet another improvement*
I managed to fix a default XCom "bug" in your Planes_2.MCD, that special tile from the set was a "C" shaped tile and one could see through it (partially), which caused some weird shootings going on in some weird situations :-)
Hmmm, I think I've fixed that at some point. I'll have to double-check.
And well... the icon is different, not bad, how dare you say that of my lovely icon!? `
I'll get back to this in a second.
But AFAIK Solar hates blur filters
Shit. This! I haven't thought about this. It might look better with the blur.
However, to say I don't like the filters is a gross understatement.
I wish they never existed.
Seeing how lovely all this stuff from TFTD looks like on your screenshot... can somebody explain why some stuff from TFTD taken over to FMP looks really awful?
For example:
- TFTD ufopedia articles (chtonite, reptoid, ...)
- TFTD dead/unconcious alien sprites in the inventory screen
- probably some more...
Yeah, all that, partially for technical reasons, but it also should be noted that some TFTD graphics were downright horrible.
I'd spend time improving them, but I'd rather replace them with better original sprites.
The ramp isn't dangerous. It provides cover.
It has its merits, yes; especially when you're already on level 0. But it makes you lose so many TUs that it is indeed a bit problematic.
Still, the biggest problem is that there's only one exit, and this is bad news for your soldiers.
Having to depart from lvl 1 instead of lvl 0 has some serious advantages, you can easily deploy into all direction for example.
When i testplayed the FMP a little bit, i was honestly so offended by the Skymarshal, together with some other things, that i skipped playing it.
You know what, I wasn't a huge fan of it either at first. But so many people liked it that I just ran with it and started improving on it. THen I started to really like it.
There is another map I liked, but my soldiers were adamant not to spawn in it. (Even if I reproduced the map wholly by maself from scratch.) So I jossed the idea.