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Tips ... Did you know?

Posted: Fri Nov 04, 2011 3:28 pm
by Merr
Here's a few things I've come across that players might not be aware of ....

Hunt Mode ... aka, Sneaking
:arrow: Two effects ...
(1) Better chance to hit for the hunting unit (compared to moving fast)
(2) Lower chance to react (op fire) against the hunting unit.
:arrow: Did you know? ... If your hunting unit Fired before (or during) it's hunting, #2 above is now cancelled?
:arrow: Tip ... Shhhh ... Be wawey, wawey qwiet ... I'm hunting wabbits.
Image

Reverse Mode ...
:arrow: Did you know? ... There isn't a move penalty applied, unless you moved forward (fast or hunt) before reversing?
:arrow: Tip ... If you want to reverse into the LOS of the enemy, you can do one of two manuevers ... aka, Merr-Manuevers.
- If there's room available (tile-wise) ...
(1) If you plan on using the unit as bait (to draw Op fire) ...
- then ... Move Fast one tile, and reverse into a tile within LOS of the enemy unit (preferably with your front facing it!).
- Advantage ... You are harder to hit (agility penalty applied to enemy unit).
(2) If you plan on shooting the enemy unit ...
- then ... Hunt one tile, and reverse into a tile within LOS of the enemy unit.
- Advantage ... see hunt mode above.

That is your Merr Tip for the day ... Good Luck!

(I have more ... if anyone likes to hear me mumble)

EDIT ... btw ... You can see the exploit in Reverse Mode ... You can "moon-walk" (Michael Jackson style) a fast vehicle and have no move penalty at all!
(albeit, a risky manuever, but an exploit none-the-less)

Posted: Fri Nov 04, 2011 3:47 pm
by Merr
Pip,

Would it be "off-the-BA-theme" if I requested the reverse sound to be changed to the Michael jackson song Thiller, or perhaps Beat It?

:lol:

Wait ... even better ... The BeeGees ... Stayin' Alive ...
The first line in the lyrics can say ...

'Well you can tell by the way I use my reverse, I'm an exploiter, no time to cheat ...'

:lol:

All tounge-in-cheek Pip ... :P

Posted: Fri Nov 04, 2011 4:03 pm
by pipfromslitherine
Given that reverse (if memory serves) costs the same as a hunt, we thought it was fair to not give you any penalties.

While I keep pitching a comedy version (e.g. when you blow up a jeep 45 clowns get out of it, one at a time. And tanks have a chance on firing to blow themselves onto their backs, where they are stuck) I am constantly shouted down... ;)

Cheers

Pip

Posted: Fri Nov 04, 2011 9:38 pm
by Obsolete
(I have more ... if anyone likes to hear me mumble)
Unfortunately I was aware of these, but hoping to find SOMETHING I didn't notice before. So lets see the others...

Posted: Sat Nov 05, 2011 11:02 pm
by Merr
Obsolete wrote:Unfortunately I was aware of these, but hoping to find SOMETHING I didn't notice before. So lets see the others...
Eh .... You're more observant that the rest of us :wink:

Ok ... You know this one so I'll turn it into a "suggestion/idea" ....

Armor Facings ...

Armor facings are measured in degrees ... 0-45, 46-135, 136-180 ...
Since we're dealing with tiles it might get confusing when your Sherman kills a Panther from (what looked obvious) a frontal shot, when it was probably hit at 46 degrees (side-shot) ....

I was wondering if a mod/slith change would help ....
(Idea #1) ...
- Could add in a "Facing ToolTip" that displays the name of the face you're hitting. I know the ChanceToPenetrate and ChanceToKill is a give away, but it might explain why. At least players who might not be aware that units have a facing can see it.

(Idea #2) ...
A facing overlay ... Hitting a hotkey (lets say "F"), will show a quick color overlay showing the facing. This might help when the unit isn't facing exactly in one of the 8 directions and we need to locate a tile (roughly) that gives us the facing we want the target to present itself.

Merr