FS has released. Its pretty much the same as when we last played except its got a flashy new interface and lots more players.
#21
Posted 27 May 2011 - 10:31 AM
#22
Posted 31 May 2011 - 04:26 PM
As requested, here are some basic pointers for tactics and strategies in FS
Scouting and intelligence is probably the most important part of the game (unless you're playing light in which case you suck). Scouting tips:
Combat aim timers are vital to winning the game. When a non-explosive unit spots an enemy that is in his range (and he isn't in Continue on Sight) then he will target that enemy and his aim timer will start counting down until it reaches 0, at which point he will fire a killing shot. The aim timer is affected by the following factors in order of importance:
Playing the game at intermediate level is mainly about gaming the aim timers to distract units for long enough for you to get the upper hand. Usually this means running a unit on CoS into the enemy's view for a fraction of a second less than it takes him to kill your unit, while simultaneously moving your shooting unit into view. This is pretty cheesy and you can play without doing it but you need to know how it works to stop people doing it to you. The best counter to this is to put guys in a blob together and set individual guys to ignore units or zones (set zones by holding down T and dragging your mouse).
Scouting and intelligence is probably the most important part of the game (unless you're playing light in which case you suck). Scouting tips:
- You can select your opponent's units and give them orders to simulate their moves. This takes into account grenade and rocket launcher timings and what you see is what you get in game.
- Hold down V to see a line of sight from your currently selected unit. A segmented straight line is full line of sight, a segmented crossed line is line of sight to standing enemies only and a segmented horizontal line means that point is out of weapon's range.
- Hold down CTRL and click to give a peak order. The unit will carry on its orders while peaking for half a second in the direction ordered. If you are moving in Engage on Sight mode then your unit WILL shoot at any enemies he spots. This order is bugged and will not always work, so sometimes you will need to use a couple of waypoints as a work around.
Combat aim timers are vital to winning the game. When a non-explosive unit spots an enemy that is in his range (and he isn't in Continue on Sight) then he will target that enemy and his aim timer will start counting down until it reaches 0, at which point he will fire a killing shot. The aim timer is affected by the following factors in order of importance:
- Positives:
- + If the shooting unit saw his enemy before he saw/engaged him
- + If the shooting unit was standing still when the combat started
- + If the shooting unit is behind cover (the closer a unit is to the cover, the more this bonus applies)
- + If the shooting unit is aiming (this used to apply more when the aim was directly at the target but this no longer applies)
Negatives: - - If the shooting unit recently changed to crouched/standing
- - If the shooting unit was moving when the combat started
- - If the shooting unit is being shot at by an enemy he isn't set to ignore (unsure about this, I need to test it)
Bear in mind that range also affects the time it takes to fire a shot. The further away the target is, the longer the shot. I'm not sure if this applies to snipers. There's a much more detailed discussion of this in this old thread, though it might be a bit out of date.
Playing the game at intermediate level is mainly about gaming the aim timers to distract units for long enough for you to get the upper hand. Usually this means running a unit on CoS into the enemy's view for a fraction of a second less than it takes him to kill your unit, while simultaneously moving your shooting unit into view. This is pretty cheesy and you can play without doing it but you need to know how it works to stop people doing it to you. The best counter to this is to put guys in a blob together and set individual guys to ignore units or zones (set zones by holding down T and dragging your mouse).
Edited by Lobotomy Lobster, 31 May 2011 - 05:43 PM.
#23
Posted 31 May 2011 - 09:51 PM
http://forums.mode7g...php?f=20&t=2907
This is my current magnum opus, if you guys could weigh in on whether its good/crap in the thread then I'd appreciate it as I know Omroth gauges stuff by how popular it is
This is my current magnum opus, if you guys could weigh in on whether its good/crap in the thread then I'd appreciate it as I know Omroth gauges stuff by how popular it is
#24
Posted 25 January 2012 - 07:46 PM
http://www.mode7game...01/25/mutators/
Some new FS DLC is coming out with a UT style mutator system including
This might get me playing again, hit me up if anyone wants to try this stuff
Some new FS DLC is coming out with a UT style mutator system including
Quote
- Focus Aim – when move-aiming, if you round a corner and engage someone very close to where you set the target, you are said to be “focus aiming”, and would have a big advantage over that enemy. This would lead to less camping, as camping units would be killable by moving units if you can predict exactly where they are.
- Move-and-shoot: You continue moving on your plan while targetting and firing at the enemy.
- Move-and-shoot: You continue moving on your plan while targetting and firing at the enemy.
This might get me playing again, hit me up if anyone wants to try this stuff
#25
Posted 26 January 2012 - 10:18 AM
#26
Posted 26 January 2012 - 03:11 PM
DLC I don't think is going to be free, but will be cheap. if it is. The focus aim sounds awesome. I've wanted that every since FS release. Was impossible to get in a room where people were camping if they could see all the doors. At least with this you can go in from a side and if you're aiming at them you will kill them.
#27
Posted 26 January 2012 - 05:41 PM
Paying for this is a major turn off. FS is pretty quiet if not dead now, so I don't really want to lay more cash on it just for a few balance fixes
#28
Posted 26 January 2012 - 07:00 PM
If they fixed that and it's free I might play.
"It's only hubris if I fail." - Gaius Julius Ceasar
#29
Posted 27 January 2012 - 12:24 AM
I think the DLC will only be a few quid from what omroth said. I'll them tomorrow at what they are hoping to price it at. They did ask in the dev channel a month or two ago and we all said we'd paid a few quid at least for it, so tbh I wouldn't expect less than that. Will find out and report back.
#30
Posted 27 January 2012 - 12:44 AM
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