With 3 snipers vs shotguns/MGs on defence I fancied my chances anyway, but seeing them all lined up like that...
I actually had no idea what I was doing in that game. I was trying to drag the grey unit icons at the top onto the field. Hit prime. Boom. Mostly dead.
With 3 snipers vs shotguns/MGs on defence I fancied my chances anyway, but seeing them all lined up like that...
I actually had no idea what I was doing in that game. I was trying to drag the grey unit icons at the top onto the field. Hit prime. Boom. Mostly dead.
That last guy I just moved out to his death.
Oh right. Well, the grey units are enemies you haven't seen. You can place them anywhere and give them orders to help you run your simulations.
In most game types (ones other than extermination) the first turn will involve you placing your guys on the field AND giving them their orders for the first turn. In this case, those grey units were because you wouldn't have any idea where I chose to place my guys on the first turn.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
I've only played one match so far but I definitely lost a kill because I thought a guy could get his gun around the corner but instead his rounds were just clipping it.
I've had scenarios like that, but basically your guy would have hit eventually, and on time, if he wasn't killed before then.
When a firefight happens, by the maths the outcome's pretty much already decided (assuming it doesn't go over the boundary of a turn where both players can change orders), it's just a question of how long each participant is due to take to "hit" his opponent.
So when an SMG guy open up, it's not a question of him missing and hitting other objects as such, it's a question of how long this period of fire will continue until mathematically he's supposed to get that hit, and whether his opponent gets his hit in faster. Basically you can think of it as playing out the numbers that have happened, all fire up until that point in time where he's supposed to hit his target, will miss. So it's just a question of when he should get it. Fire enough shots and you're bound to hit something basically.
So yeah, even when it looks like your dude's continually hitting a piece of cover, if he's firing, it means eventually there's the chance for a hit. The question is whether the enemy doesn't have a better chance (and therefore lower time to achieve it).
EDIT: And Zenitram basically said all that in one sentence, so I just feel stupid now.
So when an SMG guy open up, it's not a question of him missing and hitting other objects as such, it's a question of how long this period of fire will continue until mathematically he's supposed to get that hit, and whether his opponent gets his hit in faster.
And this is why snipers beat machinegunners if they have enough range.
Echo on
0
The DeliveratorSlingin PiesThe California BurbclavesRegistered Userregular
edited May 2011
Wow, I'd forgotten about this game. Feel free to throw me challenges at TheDeliverator. I don't expect I'll be a tough opponent though.
I'm about to fucking give up on the campaign. I've done this escort mission 7 times now, and every single fucking time the AI manages to magically kill the VIP 5 inches from the door with nothing I can do about it.
I'm not sure how you're having so much trouble with that third mission.
In mine, the AI didn't spawn any guys in the last 2 turns it took my VIP to get to the finish line. I put a machine gun on either flank, and then a shotgun in the middle, to go to either side, and I was pretty much able to clean up without an issue.
If you're not able to kill the reinforcements on the turn they appear, then you probably need to keep part of your team in a more forward position. Cause none of the reinforcements survived long enough to do anything when I ran through it.
InkSplat on
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
what do you guys think of the idea of adding a stungrenade to the game?
It would have the following characteristics:
-It will temporary disable/disorient anyone in it's range. The duration is short so the attacker will have to act quickly to gain the benefit.
-You have to in direct line of sight of the explosion center to be affected, this means if you are behind a wall or ducked behind cover you don't get affected even if you are in range.
-The range of the explosion would be bigger than the distance you can throw it. This will discourage the use of it willy nilly and promote it for use in walled or low cover areas.
-The throwing range will be very limited, maybe 1 or 2 meters.
- maybe restrict it to the mg unit and only one per unit. Giving it to the shotgun, grenade or the rocketman would be overpowering.
- maybe multiplayer only if it messes with the single player campaign to much.
The main reason for such a supplement would be to discourage extreme defensive gameplay like camping and encourage more dynamic gameplay.
There will be con's of course. It might lead to kamikaze attacks and basicly discourage sqaudmates sticking to together to cover each other.
This game's actually starting to piss me off with the machine gunners. I have two of them covering a very good sector of no man's land, but my enemy is using a shotgunner far away to draw their attention. Their lone machine gunner kills one of my guys and pops back down before my other gunner gets him.
Then I tell the gunner to ignore the shotgunner, somehow my opponent knows this will happen and the shotgunner marched willy-nilly all the way across an open area by himself.
Would be nice if you could give priority to targets: aim at the shotgunner unless the gunner pops his head up, then immediately aim at him.
This game's actually starting to piss me off with the machine gunners. I have two of them covering a very good sector of no man's land, but my enemy is using a shotgunner far away to draw their attention. Their lone machine gunner kills one of my guys and pops back down before my other gunner gets him.
Then I tell the gunner to ignore the shotgunner, somehow my opponent knows this will happen and the shotgunner marched willy-nilly all the way across an open area by himself.
Would be nice if you could give priority to targets: aim at the shotgunner unless the gunner pops his head up, then immediately aim at him.
I guess the solution to that would be to set your gunner to ignore the shotgunner, and then on a timed delay turn off the order to ignore the shotgunner. To get the timing just right you should simulate the enemy shotgunner charging straight at your machinegunners and see when you need to time it to make sure your machinegunners get the kill.
Getting your guys to do exactly what you want them to do in these sorts of games definitely takes a bit, mostly because it takes a while to figure out how the AI is going to parse it all.
isn't there a command to prioritize a specific enemy? I never used it but can you prioritize the mg or the ghost of the mg?
You can "Ignore" or "Focus." Focus makes it so you only shoot at that target. I'm pretty sure those are the only two options (haven't yet figured out what Focus on Zone means.
Zenitram on
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited May 2011
if you give orders to red team during the prep phase, do you see that go through when you press play?
so you can simulate what you think the other team will do too?
INeedNoSalt on
0
Blue mapHello darkness, my old friend.Registered Userregular
if you give orders to red team during the prep phase, do you see that go through when you press play?
so you can simulate what you think the other team will do too?
Yup.
Inquisitor on
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited May 2011
FYI, using the "ignore target" option will also let you break off a firefight you're going to lose provided the death of your guy isn't in the next couple of bullets. So if you have a rifleman who gets caught just a little bit out in the open at the end of a turn, you can have him ignore the target he's shooting at, run him to safety before he gets hit, then "clear focus/ignore" so he can attack again.
It also lets you duck a guy back under cover without making him have to wait for a firefight to finish. Then you can save him from explosions or bullets or whatever.
FYI, using the "ignore target" option will also let you break off a firefight you're going to lose provided the death of your guy isn't in the next couple of bullets. So if you have a rifleman who gets caught just a little bit out in the open at the end of a turn, you can have him ignore the target he's shooting at, run him to safety before he gets hit, then "clear focus/ignore" so he can attack again.
It also lets you duck a guy back under cover without making him have to wait for a firefight to finish. Then you can save him from explosions or bullets or whatever.
"Continue on sight" does the same thing and also removes the chance that another target will run out and distract you and get you killed.
Love the game. However some mechanics aren't clear, and how are you supposed to finish a game when both have 1 rocket guy left each and no scenery to blow up?!?
Love the game. However some mechanics aren't clear, and how are you supposed to finish a game when both have 1 rocket guy left each and no scenery to blow up?!?
It's like having only kings left in chess, its a draw. I guess just run the remaining turns out?
Inquisitor on
0
FiggyFighter of the night manChampion of the sunRegistered Userregular
Love the game. However some mechanics aren't clear, and how are you supposed to finish a game when both have 1 rocket guy left each and no scenery to blow up?!?
It's like having only kings left in chess, its a draw. I guess just run the remaining turns out?
Exactly, and that's not going to happen often, especially once you know what you're doing.
Posts
I actually had no idea what I was doing in that game. I was trying to drag the grey unit icons at the top onto the field. Hit prime. Boom. Mostly dead.
That last guy I just moved out to his death.
Oh right. Well, the grey units are enemies you haven't seen. You can place them anywhere and give them orders to help you run your simulations.
In most game types (ones other than extermination) the first turn will involve you placing your guys on the field AND giving them their orders for the first turn. In this case, those grey units were because you wouldn't have any idea where I chose to place my guys on the first turn.
I've had scenarios like that, but basically your guy would have hit eventually, and on time, if he wasn't killed before then.
When a firefight happens, by the maths the outcome's pretty much already decided (assuming it doesn't go over the boundary of a turn where both players can change orders), it's just a question of how long each participant is due to take to "hit" his opponent.
So when an SMG guy open up, it's not a question of him missing and hitting other objects as such, it's a question of how long this period of fire will continue until mathematically he's supposed to get that hit, and whether his opponent gets his hit in faster. Basically you can think of it as playing out the numbers that have happened, all fire up until that point in time where he's supposed to hit his target, will miss. So it's just a question of when he should get it. Fire enough shots and you're bound to hit something basically.
So yeah, even when it looks like your dude's continually hitting a piece of cover, if he's firing, it means eventually there's the chance for a hit. The question is whether the enemy doesn't have a better chance (and therefore lower time to achieve it).
EDIT: And Zenitram basically said all that in one sentence, so I just feel stupid now.
If you're using a rocket guy he can hit cover instead of having pass overhead if he's crouched.
And this is why snipers beat machinegunners if they have enough range.
I did not know this. This is HUGE!
why is there no "no thanks" button for these ones, they're just auto-started
I do not want to fight you, sir
I'm not sure how you're having so much trouble with that third mission.
In mine, the AI didn't spawn any guys in the last 2 turns it took my VIP to get to the finish line. I put a machine gun on either flank, and then a shotgun in the middle, to go to either side, and I was pretty much able to clean up without an issue.
If you're not able to kill the reinforcements on the turn they appear, then you probably need to keep part of your team in a more forward position. Cause none of the reinforcements survived long enough to do anything when I ran through it.
It would have the following characteristics:
-It will temporary disable/disorient anyone in it's range. The duration is short so the attacker will have to act quickly to gain the benefit.
-You have to in direct line of sight of the explosion center to be affected, this means if you are behind a wall or ducked behind cover you don't get affected even if you are in range.
-The range of the explosion would be bigger than the distance you can throw it. This will discourage the use of it willy nilly and promote it for use in walled or low cover areas.
-The throwing range will be very limited, maybe 1 or 2 meters.
- maybe restrict it to the mg unit and only one per unit. Giving it to the shotgun, grenade or the rocketman would be overpowering.
- maybe multiplayer only if it messes with the single player campaign to much.
The main reason for such a supplement would be to discourage extreme defensive gameplay like camping and encourage more dynamic gameplay.
There will be con's of course. It might lead to kamikaze attacks and basicly discourage sqaudmates sticking to together to cover each other.
Then I tell the gunner to ignore the shotgunner, somehow my opponent knows this will happen and the shotgunner marched willy-nilly all the way across an open area by himself.
Would be nice if you could give priority to targets: aim at the shotgunner unless the gunner pops his head up, then immediately aim at him.
I guess the solution to that would be to set your gunner to ignore the shotgunner, and then on a timed delay turn off the order to ignore the shotgunner. To get the timing just right you should simulate the enemy shotgunner charging straight at your machinegunners and see when you need to time it to make sure your machinegunners get the kill.
Getting your guys to do exactly what you want them to do in these sorts of games definitely takes a bit, mostly because it takes a while to figure out how the AI is going to parse it all.
You can "Ignore" or "Focus." Focus makes it so you only shoot at that target. I'm pretty sure those are the only two options (haven't yet figured out what Focus on Zone means.
so you can simulate what you think the other team will do too?
Yup.
It also lets you duck a guy back under cover without making him have to wait for a firefight to finish. Then you can save him from explosions or bullets or whatever.
"Continue on sight" does the same thing and also removes the chance that another target will run out and distract you and get you killed.
Think you're going to win this match, Xaviar. :P
Same. So when I go to Texas2, the games from the main server vanish, and vice versa. Can't wait til they can un-fracture the servers.
Send challenges to Rend
I am infinitely impressed by this game.
[EDIT] Drez, what's your name? I've got some guns with your name on them.
It's Drez.
I have to take a break for now but I'll be back on in a couple of hours. Feel free to start a game with me.
Steam: adamjnet
You'll have to challenge me, it's telling me your name does not exist.
It's like having only kings left in chess, its a draw. I guess just run the remaining turns out?
Exactly, and that's not going to happen often, especially once you know what you're doing.
Steam: adamjnet
Depends on the game type. For Extermination, it's 8.
http://www.youtube.com/watch?v=SaiI2iLbCKI
Im sure Wolvie though will post my match from later that day where he thoroughly humiliated me. Its only fair.
Dark means there is fog of war, which, personally, seems like the much better way to play.
You should really just take 5 minutes to read through the help files in the game's menu.