How-to

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TokyoDan
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How-to

Post by TokyoDan »

The turn system is completely confusing. For example, I create two members ("Leader" and "BadAss") in a squad and assign the same type of titan to each member. I start a new game. I am informed that is it "Move Mode" for "Leader". I click the run button then before anything happens I am informaed that it is "Move Mode" for "BadAss". I click the run button for "BadAss" then "Leader" moves, and again I an informed that it is "Move Mode" for "Leader". Up to this point everything makes sense and I expect the move modes for each titan to continue alternately in sequence. But sometimes I get "Move Mode" for "Leader" (or BadAss) more that once in a row (sometimes two or three times) before I am informed that it is finally "Move Mode" for the other titan.

Why do things get thrown out of sequence like this? I intentionally setup each squad member in the same way and gave each squad member the exact same moves to see what would happen.
LarkinVB
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Post by LarkinVB »

This is normal since moves can take different times due to different terrain. When your mouse pointer hovers above the move button it will tell you how long the move will take.

A titans move and attack action are put into a queue and the game time will advance till the next action is finished and a new one can be entered.

Forget about the UGO-IGO turn sequence. This is TOS and it will work out perfectly once you have grasped it..
Thorgrim
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Post by Thorgrim »

Different chassis also have slightly different BMTs (even within the same weight class). Check the factory.
Iceman
rosary
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Post by rosary »

Originally posted by Thorgrim
Different chassis also have slightly different BMTs (even within the same weight class). Check the factory.


He said that they are using the exact same Titan design.

Do they have the same scouting skill %? Even a small increase here would make a difference from a jock without this skill. Especialy if you're moving through cover.
Thorgrim
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Post by Thorgrim »

ONLY if you're moving through cover you mean. And it MIGHT make a difference.
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rosary
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Post by rosary »

I should have written 'especially if there's cover' wink wink nudge nudge.
TokyoDan
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Line of Sight?

Post by TokyoDan »

1. What info does the Line of Site function (shift + Left click) give you that you can get by just eyeballng the map from above?

2. Also, When the path for the LOS function zig zags, does that mean that you can't hit the target.

3. And what do the little circles on the path mean?
Thorgrim
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Post by Thorgrim »

It tells you what hexes to target with your autocannons to set smoke screens so you can block your opponent's LoS ;) Same for setting woods in the path on fire, or steam screens in water patches.
Basically it draws the path the round/beam/rocket/missile will have to cross to reach your opponent. Intervening terrain/toppings in that line might block LoS, depending on its height.
Zig-zagging has no effect, it's just that the line passes through the center of the hexes.
The circles mark the center of hexes, nothing else.
Iceman
TokyoDan
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Line of Sight (Space + Left Click)

Post by TokyoDan »

But can't just looking at the map give the same information. I cn't understand the advantage of using the Line of Sight function.
Thorgrim
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Post by Thorgrim »

You don't need to use this feature. It's intended to help in determining LoS. It shows how the program calculates LoS. So if you want to be sure, use it.
I'm sure if this feature wasn't in the game, someone ask for it :)
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Sleeping_Dragon
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Post by Sleeping_Dragon »

There are times when which hexes LOS is traced through may not be obvious by just looking at the map... especially at long distances, you can't be sure if it runs through one hex or an adjacent hex. Under most circumstances it don't make a big deal... until you need to block LOS with smoke, steam, etc.. then you need to know exacly where LOS is traced through.

Its a nice function to have. Hardly ever use it, but when you do need it, it's golden.
Power does not corrupt; It merely attracts the corruptable.

AKA: Bblue
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