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Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Fri Nov 28, 2014 11:34 pm
by rezaf
Fimconte wrote:Changed in update 1.01
w00t?!? I didn't even know there was already a patch out. That's what I get for playing the game too much.

Thanks for the heads up Fimconte - I stand corrected.
_____
rezaf

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Fri Nov 28, 2014 11:40 pm
by Fimconte
rezaf wrote: w00t?!? I didn't even know there was already a patch out. That's what I get for playing the game too much.

Thanks for the heads up Fimconte - I stand corrected.
_____
rezaf
Don't mention it, just kill some Orcs in the name of the Emperor.

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Sat Nov 29, 2014 1:59 am
by Kerensky
I'll have to check about that stealth 1.01 patch, see if we can't get it posted somewhere with better visibility and also detail some of the things it's done too! :)

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Sun Nov 30, 2014 6:04 pm
by sdeix75
rezaf wrote:
Fimconte wrote:Actually, Leman Russ Annihilator, both standard and Upgrade A pattern feature 2 shots (ammo icon) on '2 Lascannons' slot (turret), 1 shot on the Lascannon (body) slot and three on the '2 Heavy Bolters'.
Hmm.

Image
_____
rezaf
I think that the tank has accuracy of 65 for ranged and close combat which is base accuracy. then you take the weapon which most seem to be 100% with - 10% per hex.
if you shoot from 2 hexs the weapon is now 80% and this is then applied to the tanks accuracy which brings it to 52% per shot. I think LOS may effect accuracy and cover reduces damage

this is only a guess may be wrong

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Sun Nov 30, 2014 6:37 pm
by Falke_MatrixForum
From Looking at the combat Simulator in the Editor.

1. There is a to hit roll Base Acc x (1-cover Bonus) x Weapon acc. = Chance to hit
2. Then a Damage roll based on Weapon power - (Defense x (1- AP) = Attack Efficiency. This can fail (Deflect) be 1-4 hp or a kill (eliminates a whole str unit).

The result of this is that eg Punisher , Upgraded annihilator and devestator are about equal vs infantry due to the latter 2 having more 2hp damage hits.

The volcano cannon is the best weapon in the game due to it often doing 3-4HP damage per hit or even a Kill

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Sun Nov 30, 2014 10:03 pm
by Razz1
^

Umm.. I think I disagree. Let's consider this:

Hellhound has higher defense and an inferno cannon which has special traits which is Siege and Terror. It is an offensive weapon to route out the defender.

Slots are limited, that's why you would want a Command Salamander over a Salamander and a Command squad. Another reason is recon units gain experience faster.

The real question is why would you want a Command Salamander (440 cost) over a Command Squad (500 cost)and a Chimera transport?

This is answered by play style. If you play defense you choose the CS and Chimera. It has higher Strength and Hit Points. It will take more punishment.. Weakness with this combination is when the CS is not loaded on the Chimera. The CS takes allot of damage as it gets attacked more often.

If you pick the Command Squad, you have higher offensive capability and better weapons.

As far as the units with Auto Pistol vs Autogun, you are correct. The Unit should be cheaper with the Autopistol.

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 4:02 am
by Fimconte
If Salamander Command wouldn't lose 1 sight range, I could maybe justify their use.
But right now, going from a Salamander to Salamander Command isn't very useful, due to higher replacement costs and losing sight.

I also haven't found mobility to be an issue. Most of your units are 4 move anyway, allowing Command Squads to easily keep pace with the offensive.
And if they do need a bit of extra mobility? Chimera.

Also, why do Terminators lack Land Riders as transport option?
At move 3, the Terminators for me are relegated to a "never bring since they're fucking slow" slot.

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 8:48 am
by Dragoon.
Seeing how I no longer can control the cost of replenishing my forces, since at the beginning of next scenario the game will auto recruit and send me a bill. I'm trying currently to get away with the cheapest possible units and still maintain a zero causality policy. It amazing to see with what is possbile once you put your head to it. Morale bonus from command is nice but it's not worth the money, especially those of the command squad. I found it's quite possible to get away with cheap regulars and make profit in requisition at the end of the scenario. Especially since the AI currently don't react to being attacked from outside his LOS, and if the AI would, you could abuse that as well to lay ambushes.

BTW about mines in the training scenario. The AI seems to prioritize attacking them. I can put a fully exposed min. range unit next to the mines, and if the AI has a choice it will always attack the mines. I tested it, and it seem the AI would even walk right past a unit to attack the mines in instead. Only if it can't reach the mines in the same round it will resort to attacking me.
Is this scenario specific or a general behavior?

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 1:31 pm
by CiZerin
Razz1 wrote: Hellhound has higher defense and an inferno cannon which has special traits which is Siege and Terror. It is an offensive weapon to route out the defender.
That's nice, because you will never know about this from in-game. I can't post screenshot as a new user, but you can check by yourself in game, there is only Terror trait for Inferno Cannon and no traits for Hellhound. So, I've checked unittypes.whdat and found no traits for Hellhound. Than, I checked weapons.whdat and found *surprise surprise* Siege (and Terror) trait for Inferno Cannon. So now I think I'm going to check all weapons and units to find othere "hidden" traits. Don't know is that a bug or feature :|

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 1:47 pm
by gokkel
CiZerin wrote:
Razz1 wrote: Hellhound has higher defense and an inferno cannon which has special traits which is Siege and Terror. It is an offensive weapon to route out the defender.
That's nice, because you will never know about this from in-game. I can't post screenshot as a new user, but you can check by yourself in game, there is only Terror trait for Inferno Cannon and no traits for Hellhound. So, I've checked unittypes.whdat and found no traits for Hellhound. Than, I checked weapons.whdat and found *surprise surprise* Siege (and Terror) trait for Inferno Cannon. So now I think I'm going to check all weapons and units to find othere "hidden" traits. Don't know is that a bug or feature :|
What does "Siege" do anyway? Is it like the trait in Panzer Corps that lets Pioniere ignore fortification bonus?

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 1:57 pm
by CiZerin
gokkel wrote: What does "Siege" do anyway? Is it like the trait in Panzer Corps that lets Pioniere ignore fortification bonus?
According to weapons.whdat: Ignores 1/2 the cover bonus provided by any terrain.

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 2:10 pm
by Plaid
I have 1.01 version and no "siege" trait on hellhound or any other unit. What am I doing wrong?

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 2:16 pm
by CiZerin
Plaid wrote:I have 1.01 version and no "siege" trait on hellhound or any other unit. What am I doing wrong?
I've checked weapons.whdat and follow weapons has "siege" trait:

Demolisher Cannon
Hellhammer Cannon
Heavy Mortar
Medusa Siege Gun
Heavy Siege Mortar
2 Twin-linked Stormshard Mortars
Earthshaker Cannon
Chem Cannon
Inferno Cannon
Melta Cannon
Quake Cannon
Tremor Cannon
Flame Belcha
Supa-kannon
Supa-lobba

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Mon Dec 01, 2014 11:29 pm
by DarkFenix
Kerensky wrote:We do have a trait that makes Titans twice as effective when on the offensive compared to when they are on the defensive
This seems to manifest as a doubled shot count. I was confused for a good while about this, how my 6 shot Apocalypse launcher was somehow killing 12 Gretchins per turn (and making me look very stupid for wasting points on Deathstrikes).

Just figured I'd chip in here with that, since it confused me.

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Tue Dec 02, 2014 12:27 am
by sshnuke
CiZerin wrote:
gokkel wrote: What does "Siege" do anyway? Is it like the trait in Panzer Corps that lets Pioniere ignore fortification bonus?
According to weapons.whdat: Ignores 1/2 the cover bonus provided by any terrain.
how do you find each trait's use in weapons.whdat?

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Tue Dec 02, 2014 12:59 am
by CiZerin
sshnuke wrote:
CiZerin wrote:
gokkel wrote: What does "Siege" do anyway? Is it like the trait in Panzer Corps that lets Pioniere ignore fortification bonus?
According to weapons.whdat: Ignores 1/2 the cover bonus provided by any terrain.
how do you find each trait's use in weapons.whdat?
oops, sry, correct file - strings.whdat

Re: Combat Mechanics - Tips & Tricks & Guides

Posted: Fri Dec 05, 2014 5:42 am
by orci
Hello guys,

as a non-veteran of PzC (never played this game) and a Final Liberation veteran and absolute fan I want to thank you for your inputs.
Especially thanks to Kerensky and his post here and other threads (difficulty curve etc.)
Really helped me to understand the mechanics and play better. Even Kerensky is guilty that I thought about starting the campaign all over again because of new ideas about core unit setup.

Besides I don't like the idea to field 18 Titans till now I don't feel the need. Playing the campaign on normal with one Warhound Titan and now mixing infantry and vehicles/tanks I had no trouble so far (just rescued Kommisar Yarick yesterday evening).

Please keep up the tips and discussion!

Thanks,

orci