It is the EXALT Bouncers who have too good night vision.
11 tiles, your guys and most anyone else human has 9. Night ops gear and Liquidators have 12. This is not the main cause of all this.
I also thought that I was being discovered by ordinary EXALT soldiers,but this is not the case.
The other thing that makes you 'spotted' is hitting an enemy. Yes, snipers don't need a spotter to see you or even to exist.
Yes, it's weird and unintuitive. No, I don't think it's going to change, Solarius and ohartenstein, the person responsible for the sniper-spotter code, have made that clear.
...if I throw a smoke grenade, will they stop firing at me?
Smoke is semi-useless now. On top of all the enemies with infravision, choke damage from camping inside for too long, and gating until Promo I, snipers don't care. You get the LoS-less accuracy penalty, but with the amount of fire usually headed your way, it's either hard cover, even harder armour or pain.
In general, in the game 2 cults that fight well at night are Red Dawn, with their mind-blowing disguise and infrared night vision...
Not really. They're much worse during the day. The Red Ops and Pioneers have 2 tiles of extra camo at night and essentially
+10 tiles during daytime. And Red Dawn has a grand total of
zero units with infravision. But they're
all snipers. Yes, even the gopniks.
...the cult of Dagon, who just see well at night,but the smoke affects them.
Dagonites are probably worse to fight in darkness, except that their weaponry is somewhat weaker. Their rank-and-file doesn't really see much better at night (+1 tile for Disciples and Priests), but higher ranks do: Chosen and Sorcerers +6 , Gilldogs +7 and the neo-Gillmen +11. They are not all snipers, though, which is why you think smoke 'affects them'. Smoke affects both Red Dawn and the moisties equally, it's just that most of the latter aren't snipers and can't take a shot anyway.
This seems to push the player to the fact that it is necessary to fight with EXALT and Black Lotus at night,getting a tactical advantage...
The night vision difference between BL and Dagonites isn't so big that throwing flares like candy wouldn't negate that. If throwing ranges were somewhat realistic, and you had to wait for grenade launcher or mortar illumination rounds, you might have a point...
I usually just find the hassle of managing light sources and remembering who is a sniper and who isn't too much trouble. So daytime, hard cover and overwhelming long-range firepower are my go-to choice.
A1 and A2 use CN gas,which paralyzes,and A3 uses CS gas,which causes burns on the body, paralysis of the heart,lungs.
I don't know where you're getting this info from. M7A1 is CN, an older and less useful alternative to CS (because it has more toxic long-term effects and less immediate ones, not so good if you want the rioters 'down now!' and back to being productive citizens afterwards). Both M7A2 and M7A3 are CS. Neither agent causes immediate paralysis or death, unless you manage to stick the recipient into an enclosed space room and flood it with gas, or hit them pretty much directly with the grenade.
The lethal dose of CS is 1 minute of being in a gas cloud.
So all the rioters who've been in a tear gas cloud are dead now?
The best I can see is that they've killed some animals with high concentrations, a few prisoners with health issues and long-term exposure, and people in prison vans who pretty much took a direct hit. And it took at least 5-10 minites of inhalation even for rats and guinea pigs. Non-inhalation can be faster, but that's not a gas grenade any more, then.
I think that paralysis of the heart is very lethal...
Source for this one-minute paralysis thing?
Sarin is the agent that causes muscle paralysis and fast suffocation.
Therefore, the M7A3 can be fairly added as a gas weapon(thanks to USA for this).
A riot grenade is
designed to be non-lethal. While CS/CN may be less 'non-lethal' than advertised, they're still something that's actually seeing constant use, the military trains people using CS, and I'm not aware of great numbers of rioters or ABC trainees dying on the spot.
The distance of destruction by F-1 grenade fragments is 200 meters.
That's the distance where you
might be hit by a stray piece of shrapnel. It's not particularly likely, and if
you are the one with the grenade, relying on this number is not a particularly bright idea.
At a distance of 5 meters, the target is completely hit by shrapnel, which means that even if the bulletproof vest and helmet are not pierced(a miracle will happen)
Not
completely, since the grenade has to spew shrapnel in a sphere, and at five meters, your part of that sphere is not that big. But, yes, five meters is more or less the "get dead" radius for most frag grenades. The vest and helmet will probably be stopping a lot of it, maybe even all that's headed their way. But they don't cover many of the sensitive bits like arms, face or throat.
I think you overestimate the protective properties of a bulletproof vest and a helmet, modern versions are mainly made to protect against accidental fragments, but not from the explosion of a grenade nearby.
Modern body armor is increasingly made to stop small-arms fire. Long-range fragments, too, of course.
But, yes, close-range frag grenades are deadly. Just not a
guarantee that everyone in armor is dead or incapacitated
immediately afterwards.
I agree that a person may not immediately die from injuries,but what they will be ! In a couple of minutes, the target will die from bleeding from numerous wounds. By the way, this can be implemented in the game.
Indeed, that's a good and pretty 'realistic' idea, as far as game mechanics go.