OK, I wasn't sure it was the same bug. Can't you use the same code for displaying the AOE that you use for computing the weapon range? Perhaps as special case for guided weapon.
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Show posts MenuWeapons (after 1) | +33%, +38%, +24%, +17% |
Imp. weapon cyclers (-25) | +33%, +50% |
Adv. targeting computers (+8) | +16%, +14%, +12% |
Adv. core analyzers (+10) | +15% |
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For a long while I was having trouble resisting incorporating nice hackware I found into my combat build, but always felt it kept me from being a fully effective fighter, so I've been resisting the urge more recently to see if I fare better. So far I've found I pretty much can't hack anything at all, which is kind of annoying
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That's bizarre. I'd like to see the morgue after you finish. I don't think that's ever happened to me.
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I can also go for two more weapon slots perhaps, and fill one or two slots with weaker weapons (quantum rifles etc). That is probably better as makeshift armour than propulsion, and will be just as plentiful.
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Some cool tidbits: 2.5 hours spent in Access, peak influence of 9.7k, 98 assault squads dispatched (I think I defeated all but three), and 61% of the run spent at alert 5.