Terrain Effects + Locking

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pmiranda
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Terrain Effects + Locking

Post by pmiranda »

Hi there,

Just started playing ToS:WS. There doesn't seem to be a terrain effects chart in the documentation. I'm specifically interested in the effects on movement (which terrains trigger movement checks (+ penalty), which don't) and on combat (penalty to hit). Is this information available somewhere?

Also a question about locking: the manual states that a titan needs line of sight OR sensor range to lock an enemy unit. Does that mean that I can lock a unit my titan can't see (and presumably fire missiles later using indirect fire)?
By the way, locking seems to be automatic. Is that correct or is there a chance of missing locking?

Thanks!
Black Knight
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Post by Black Knight »

If a titan is in sensor range, you will see it as when it is in your line of sight. If you can't see it, you are neither sensor range nor he is in your line of sight.

What do you mean with "locking is automatic"? I don't think that you can fail locking a titan, except for it gets out of your sensor range.
"Der Tiger sucht seine Beute"
pmiranda
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Location: Préverenges, Switzerland

Post by pmiranda »

Thanks for the answer.
That means that I automatically detect enemy titans if my scanner is active, even if I don't have a line of sight, correct?
There is no way I can miss a titan (ECM, for example) within active scanner range, then?

With locking, I was wondering if one can miss a lock, but there's apparently no skill check, so I suppose it's automatic (I've just played a few minutes so far, so I don't know by experience).
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tarendelcymir
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Post by tarendelcymir »

Originally posted by pmiranda
Thanks for the answer.
That means that I automatically detect enemy titans if my scanner is active, even if I don't have a line of sight, correct?
There is no way I can miss a titan (ECM, for example) within active scanner range, then?

With locking, I was wondering if one can miss a lock, but there's apparently no skill check, so I suppose it's automatic (I've just played a few minutes so far, so I don't know by experience).


If you have line of sight, or if the titan is within your scanner's "line of sight" you can lock it - it'll show with the little x in the corner as indirect LOS. Significant terrain features will block both, though. You can be a couple hexes from an enemy titan and not see it, if it's behind a mountain or several thick forests. So it's not exactly automatic.

Once you can see them, succeeding in a lock is automatic as long as you choose to lock, and keep them in sight long enough to lock.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
pmiranda
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Location: Préverenges, Switzerland

Post by pmiranda »

Thanks for the explanation. That makes sense: no scanning through mountains.

Anyone have an idea about the terrain effects? To hit penalties, Movement cost and skill check modifiers? Etc...
rosary
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Post by rosary »

The map editor can give a good understanding of what does what. Just let the mouse hover over the specific terrain type and it will inform you.

Dense woods gives the following information:
Attack -5% You lose 5% to your chance to hit the enemy
Defense -25% The enemy loses 25% chance to hit you.
Move 1.7
Hiding 0.4
Stand -5% chance on the stand skill check.

Move and hiding can be reduced/increased due to the scouting skill.

All the terrain and cover has information about it. Some of this information is also available just by mouse clicking on the target hex during battle.
LarkinVB
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Post by LarkinVB »

Move time for open terrain is normal. If the height difference is > 8m you will get a modifier calculated by height difference. Uphill is slower than downhill. Moving in/out hexes with cover will take more time dependant on cover type. Move time in dangerous terrain (water,lava,acid,swamp,quicksand) is reduced and will take a skill check when moving into it. Moving out of dangerous terrain will force no skill check. Cover will give defensive to hit modifiers, depressions/pits/wadis will also give a small modifier.
Defensive mod for heavy cover is bigger than for light cover.

Usually your move time will be dependant on the hex you are moving into. Exception is cover which will count partially if you move out of it and height difference as explained above.

The complete table would take me big time to do as there are multiple formulas. This should help as a short guide.
Thorgrim
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Post by Thorgrim »

Read the guide.doc and the tables.xls files attached somewhere in this forum. It's all there.
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