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Disabling SAM sites...[message #278216] Tue, 19 April 2011 23:21 Go to next message
InstantKarma is currently offline InstantKarma

 
Messages:5
Registered:April 2011
Location: NL
Playing JA2 again after a loooong time of absence. Installed 1.13 and went on Insane difficulty.

Anyway, a question about disabeling SAM's: I've taken the NE SAM site and decided to blow up the console to render it useless.
My team trained some militia for good measure, and then pulled out to continue on other missions.
The NE SAM gets overrun by an enemy horde a day or two later. The militia loses but my airspace is still green, as one would expect fomr a disabled SAM.

So far so good...

A few days later, I do the EXACT same thing with the central SAM. I had Bull RPG the console to tiny bits and moved out to leave the sector for what it is.
Then, the enemy comes and retakes the central SAM. But this time, the airspace turns red again...

What went wrong here? Any ideas?

-InstantKarma

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Private
Re: Disabling SAM sites...[message #278218] Tue, 19 April 2011 23:35 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Probably, the SAM site on the other occasion was retaken by blackshirts (or at least one blackshirt among them). They are able to repair the SAM computer. Same thing with reinforcements after you just destroy the SAM copmputer but don

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Sergeant
Re: Disabling SAM sites...[message #278253] Wed, 20 April 2011 14:52 Go to previous messageGo to next message
InstantKarma is currently offline InstantKarma

 
Messages:5
Registered:April 2011
Location: NL
Thanks for the reply Wonka!

Guess i must have been lucky at the first SAM... and pray that they don't send reinforcements with blackshirts heheh...

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Private
Re: Disabling SAM sites...[message #278256] Wed, 20 April 2011 15:12 Go to previous messageGo to next message
Tue is currently offline Tue

 
Messages:48
Registered:April 2008
Location: Copenhagen, Denmark
InstantKarma
Guess i must have been lucky at the first SAM... and pray that they don't send reinforcements with blackshirts heheh...


Or you could do it like reVurt suggests here:
Take the SAM and leave some explosives with a remote detonator and exit the sector. When the queen's troops take it back you sneak in, detonate the explosives from a safe distance and retreat. Since the sector is still under their control, the SAM doesn't get repaired.

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Corporal
Re: Disabling SAM sites...[message #278417] Fri, 22 April 2011 19:26 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Tue
InstantKarma
Guess i must have been lucky at the first SAM... and pray that they don't send reinforcements with blackshirts heheh...


Or you could do it like reVurt suggests here:
Take the SAM and leave some explosives with a remote detonator and exit the sector. When the queen's troops take it back you sneak in, detonate the explosives from a safe distance and retreat. Since the sector is still under their control, the SAM doesn't get repaired.


Correct.

But you don

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Sergeant
Re: Disabling SAM sites...[message #339599 is a reply to message #278417] Sun, 22 February 2015 23:14 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
I guess the move to a new forum has butchered some of these posts... So, I'd like to ask these questions once more: Blowing up the console at a SAM Site disables the SAM site for how long? Is there a formula? "As soon as a blackshirt enters the map" would be ridiculous on Insane.

Also, is there a way to permanently destroy the SAM sites (as Tue suggests here)?

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Master Sergeant
Re: Disabling SAM sites...[message #339601 is a reply to message #339599] Mon, 23 February 2015 00:53 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
A SAM can get damaged by explosives (or by doing something else with lua scripts, so it would be doable by quest stuff a modder scripts).

A SAM will get repaired if an enemy group reinforces that sector. This is a bit misleading - the enemy groups intention must be to reinforce - its kind of an internal behaviour you can't really deduct without looking at the values. Groups sent specifically to retake the SAM have that intention, and will thus repair it. For other groups this doesn't have to be the case - it would be possible for a group to enter that sector, beat your forces, but still don't repair it, I am however unable to give you an exact scenario. The size and rank of the enemy forces is irrelevant, there is no specific need for Elites. Modder scripts could also restore the SAM site.

As a result, a relatively easy but unsatisfying way to permanently knock out a SAM is to use a spy. If you blow up the SAM but leave enemy troops intact, the AI has no reason to reinforce the sector, an can thus not repair it. Plus, you only need one merc and can perform secret spy stuff cheeky

[Updated on: Mon, 23 February 2015 00:56]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Disabling SAM sites...[message #339605 is a reply to message #339601] Mon, 23 February 2015 02:09 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Okay, that sounds doable. I have taken all SAM sites and I am able to defend them, except for the one in Meduna. I have no real intention to go for Meduna just yet, so all I need is a Spy with Explosives-Skill to walk into the Meduna SAM site, blow up the console without starting a battle and the Meduna SAM site will be disabled forever... right? And... how exactly is this unsatisfying? big grin

[Updated on: Mon, 23 February 2015 02:10]

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Master Sergeant
Re: Disabling SAM sites...[message #339636 is a reply to message #339605] Mon, 23 February 2015 23:08 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
As long as the queen does not retake it (which would happen after taking and then losing Meduna again, so pretty much never), you should be good.

Some people are likely unhappy to leave any sort of enemy in the map, they would be unsatisfied by this solution cheeky



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Disabling SAM sites...[message #339638 is a reply to message #339636] Mon, 23 February 2015 23:34 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Oh, I see what you mean. But on Insane there is an unlimited number of enemies, so that is something I just have to live with. And I do plan on conquering Meduna eventually, just not any time soom and I would love to be able to fly around a bit more freely.

Speaking of flying around... it's a shame Skyrider can no longer reach every sector on the map... and it's a shame you can't ask him to land instead of hovering to safe fuel.

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Master Sergeant
Re: Disabling SAM sites...[message #357827 is a reply to message #339601] Sun, 11 August 2019 04:30 Go to previous message
Wolfe is currently offline Wolfe

 
Messages:36
Registered:July 2019
Flugente wrote on Mon, 23 February 2015 00:53
A SAM can get damaged by explosives (or by doing something else with lua scripts, so it would be doable by quest stuff a modder scripts).

A SAM will get repaired if an enemy group reinforces that sector. This is a bit misleading - the enemy groups intention must be to reinforce - its kind of an internal behaviour you can't really deduct without looking at the values. Groups sent specifically to retake the SAM have that intention, and will thus repair it. For other groups this doesn't have to be the case - it would be possible for a group to enter that sector, beat your forces, but still don't repair it, I am however unable to give you an exact scenario. The size and rank of the enemy forces is irrelevant, there is no specific need for Elites. Modder scripts could also restore the SAM site.

As a result, a relatively easy but unsatisfying way to permanently knock out a SAM is to use a [url=http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20228&goto=309312&#msg_309312]spy[/url]. If you blow up the SAM but leave enemy troops intact, the AI has no reason to reinforce the sector, an can thus not repair it. Plus, you only need one merc and can perform secret spy stuff cheeky


That spy option sounds awesome. I'm glad I checked out this thread. I in my experience I've pretty much held on to the SAM sites. What is annoying is the one right outside the central city mine south of the hospital. You can't reinforce with troops from the adjacent sector because it's "outside the city."

Best advice of taking a SAM site is with your best people at night. Doing as little damage to the defenses as possible. Not easy in all cases. Taking the first after Drassen and storming the two sector northwestern city are good so you can easily fly back the civilians and continue your fight.

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