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| 7,62 Tactical action game, sequel to Brigade E5 |
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#1
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Ahh! Another good update! And with the tricky situation: That's the reason I always keep a smoke grenade on every merc. You throw the smoke 'nade near the wounded and got good cover to heal him without getting shot while doing so.
And definately keep the USAS automatic shotgun. This weapon rules on one of the next missions when it goes down into the bunker. Do you think Stefan Uribe might sell a special customized Saiga shotgun in full auto in the final BSM2.0? And I really look forward to see what your "hammer & anvil" tactic is?! And the reason why BNC does not hit very often is her lack in the shooting skill. AFAIK heavy weapons are grenade and rocket launchers but not machine guns in the Apeiron world. Last edited by Hurzwa; 07-19-2012 at 12:02 PM. |
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#2
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Maybe you're right, but why do you get a skill increase in Heavy Weapons when you shoot a machine gun in long bursts? It might be that it wont make any difference unless you shoot more than 10 rounds, and I've been conserving ammo and keeping the bursts very short. I think the Heavy Weapon skill has some influence when using machine guns by helping "zero" in on targets, making it more accurate the more rounds fired. The calculation for this might include other stats, like strength and such. |
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#3
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Nice update! I did the Skyrider mission in night time as well but with silenced weapons only. It's funny to see how the enemies start shooting in different directions something even hit themself
With the Jingo attack mission I experienced a minor bug. The Jingos were not hostile to me. The boblings nearly killed all of them. For the vote: Dismiss Kelly! The reason is obvious: She has the most annoying voice of all characters! 'Okey!!' |
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#4
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Seriously tho, consider the Jingos coming to the harbor to kill Billy-Bob. They start fighting with the Boblings to get the job done. Your team is an unknown variable, you're not part of the Bobling garrison, so why should they try to kill you as well? Anyways, that's how I thought when I scripted the mission, might not be clever but it's the best I could do Next session has been posted btw, and it's a big one, 99 pics to fit all the action. |
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#5
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Wow! Massive update! (it took several minutes to load the page)
Actually I hate the jungle levels. It's annoying when my blokes can'T shoot at the enemy because they lose the aim all the time between the trees. One suggestion for the final BSM2.0: It's good that I cannot repair the bulletproof vests anymore. Makes the game a tad more difficult. But Paquito can repair any weapon with ease. Therefore it would be great if the repair tools degrade with every weapon that's repaired. This way the player cannot repair every weapon before selling it and rather keeps a weapon instead of repairing the new one and switch it. Looking forward to the next update! |
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#6
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When the enemy is running in and out of cover, I don't use the "fire until dead" option since then it's more likely they will stop their action. If you choose one shot at the time they will have a better chance of staying with the target.
The idea about limiting the uses of the repair kit is a good one, and I've thought about it. I have some problems figuring out how to tell the player how many times he has left or how many times he has used it tho. Don't think there's a good solution for that since it's hard to keep track of one repair kit. If one is used a couple of times, and then the player gets a new one, that will have the same amount of uses left. I'll spend some more time thinking of a solution, promise. And doesn't the base mechanic repair the weapons for free? There are also a few traders that do it for a small fee, so preventing the player from switching to new weapons will only work until that's discovered |
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#7
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