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| Game Functions |
I'll try to explain the basics of the different functions
that you can use in the game. Most of this can be found in the Help
menu that is in the game itself, but repeating such important basics
is always good.
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Movement  |
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There are three different movement settings that units can have.
This determines how their movement is affected by sighting a new
unit. A new unit is a unit that wasn't seen at the beginning of
the turn.
Continue on Sighting:
The unit simply continues on sighting without stopping if it sees
an enemy. A unit with this order could run straight through a nest
of enemies without taking note of them unless you've ordered it
to stop in the middle.
Halt on Sighting: This
is a very useful order in some cases. This means that your unit
will stop if it sees an enemy unit that wasn't previously sighted.
When it stops, it will most likely begin to fire at the unit.
You need to use this carefully, however. If an enemy suspects that
your units are on Halt on Sighting, he might pop a unit out behind
a corner at the beginning of the turn to stop them. This means that
when your units see the unit that was popped out, they just stop
and sit there for the rest of the turn!
So, as with the rest of the movement orders, this isn't the way
to go in all situations.
Retreat on Sighting:
If your unit has this order, it will run back the way it came if
it sees a unit. Once it has stopped, it will no longer move. This
is useful if you're unsure where the enemy is. So you can send a
unit with this order out to investigate. When it sees something
it runs back (hopefully) unharmed.
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Shall I Fire Or...?
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There are two different settings you can have for units
if they shall shoot or not shoot at will. This is pretty basic. Generally,
units that can do splash damage and kill your own units should have
Hold Fire, the rest should be Fire at Will.
Fire At Will: The unit will fire at will if it sees
an enemy unit.
Hold Fire: The unit will
hold fire if it sees another unit. Some unit has this by default,
for example the Grenadier. If the Grenadier has Fire at Will, he might
kill your own units by shooting grenades at impossible places!
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| Different Ways
To Fire |
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Combat. This can be really confusing at first. Most units can fire
in some way (exception are for example Scanners). Most of those
who can fire, can fire in four different ways. I'll try to explain
them here.
Direct Fire (PINK): Direct
Fire will tell the unit to shoot in a direction. The direction is
defined by the line you see when you right click somewhere on the
map. The units will just fire and the shots will hit whatever is
in the way. This is marked by a PINK line. Grenadiers mainly use
this way of firing. If you use Grunts or Commanders to fire like
this, you should be more or less sure that the target you're firing
at is stationary.
Direct Fire (RED): If
you have Direct Fire selected for your unit, and right click directly
on an enemy unit, the line will turn RED. This means the unit will
shoot right at the enemy unit. This is greatly useful for a few
reasons:
1) The firing time is slightly faster. Do not understand this wrong.
The unit will stand still and aim for it's entire firing time (represented
by the time indicator that rises when you order the unit), but the
actual shot will go off faster. This therefore be used fighting
corner dancing snipers with your own snipers for example.
2) It works a bit like Terrain Fire. If the enemy unit goes out
of sight, your unit will continue with his regular orders. In the
scenario in the picture below, you could for example give the Grunt
10 RED Direct fire orders, and then a pursuit order (left click
on the enemy unit). This means that IF the Exterminator stays still
for 10 seconds, the Grunt will shoot him ten times, but if at any
time the Exterminator tries to escape, the Grunt will immediately
chase after it.
Terrain Fire (ORANGE):
Some units can destroy terrain. If you select this type of firing,
you will be able to issue firing orders targeting the terrain. You
will also se a % of how big the chance is for the terrain to be
destroyed.
As a Marine player, you can destroy walls with Commanders, Snipers
and Grenadiers.
You can destroy walls or terrain with Direct Fire too. However,
Terrain Fire has a major benefit. The unit will stop shooting at
the wall or terrain if it has been destroyed, saving lots of time.
Opportunity Fire (YELLOW):
This is something you will use a lot, and is perhaps the hardest
concept to understand. If you order a unit to Opportunity Fire (Opp
fire), it will:
1) Aim along the way you ordered the shot to be made
2) If an enemy comes along, it will shoot it
3) If there's no enemy, the unit will stop aiming without firing
and carry on orders
This is crucial in the actual game play. It means you can order
your units to fire at any units in a certain area for a certain
time and then do something else. Note that with Direct Fire you
need to SEE the unit to be able to get a sure hit (the RED line).
With Opp Fire, the unit will shoot anything that comes along, and
not shoot if nothing comes along.
It will also save shots for units with low ammo, such as Commanders
and Snipers. If you always used Direct Fire, the units would run
out of ammo within the first few turns.
The bad thing about Opportunity Fire is that the actual shot is
fired always at the end of the aiming time. So in a way, it's a
slow way of firing, but also a fast way (you'll understand what
I mean when you get accustomed to using it).
There's something called Corner Dancing, that used Opp Fire. Read
about it in the More Tips section.
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| Useful Game Functions |
Here are some things that are really useful:
1) Pressing U will undo
the latest order. Without it, planning orders would take ages.
2) Pressing H will make
the unit hold for 1 second. This might be useful in many situations.
You will develop a feel for it when you play more.
3) Pressing P will bring
up the 2D map view. You won't have to be bothered by walls or such.
Will make tight movements easier to plan.
4) Pressing V will turn
on the Vision Tool. If you have a unit selected you will see his line
of vision. What he can see will be overpainted in a blueish color.
Something that a unit can't see, he can't fire at! Remember this if
you try to use your Grunts to fire at enemy Snipers.
5) CTRL-LMB will force
a movement order. This is useful if you want a unit to move to the
positon of another unit. Without holding CTRL before issuing the movement
order, you would just select the other unit instead of telling the
first unit to move there.
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| A Few Questions
Answered |
Q: How long does it take for
my unit to fire?
A: You can check how long it takes by issuing any of the fire commands
described above. The unit will always stay still for the same amount
of time, but the shot might go off faster depending on which firing
mode you use. If you use Opportunity Fire, the unit will aim for the
entire firing time and then shoot anything that appears during that
time (this means that if a Grunt pops out behind a corner 0.2 seconds
before the unit will stop aiming, it will shoot it! If you hadn't
put it on opportunity fire, the unit would have to have aquired the
Grunt first and then shot, taking the full firing time).
Q: Is standing still the fastests way
to fire?
No! This is the slowest way to fire of all ways. You should almost
always use opportunity fire or any of the other firing modes. Generally,
the only time the units are allowed to fire by their own is when they
stop due to a unit sighted when they have the Halt On Sighting movement
order. If you don't fully understand the concept of the different
firing modes, try it out in hot seat!
Q: How do I avoid Grenades and such?
You just run! Try to spot the Grenadier. Make sure you know where
he can fire or where he can't fire. A Grenadier can fire a grenade
each 2,5 seconds. This means that if you can kill him before that,
you're safe.
Grenadiers only have 8 grenades, Missile Tanks only have 5 missiles.
Use this to your advantage. A unit without ammo is harmless (until
it reloads).
Q: How does Hold for 1 Second Work?
The unit will stand still for 1 second. It will not try to shoot or
anything like that! So keep that in mind when you use it.
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