Building up a Perimeter Defense[message #305516]
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Sat, 02 June 2012 17:49
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Soto Banaris |
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Messages:129
Registered:May 2012 Location: Germany |
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Due to recent activities on the modding front, you don't have to hunt them down anymore, you can let the queen's forces come to you. Building up the defense, you can fortify up the entire sector into your own private little fortress. Listen up, soldiers! Here we discuss some tactics of how to defend of what you liberated.
As for now we differ between:
- Claymores
- Explosives
- Gas agents
- Tripwire
- Guns (to be triggered with tripwire)
- for now, depending on the tileset of the sector, Sandbags and barbed wire fortifications (with the restriction hopefully being lifted for every mapmod soon. Otherwise see the newest AIMNAS version 25.)
Ok, everyone understanding the concept of tripwire can place it here and there, put some explosives nearby and hope for the enemy to step into it. You can help this by walling with blue flags as well but honestly, this is far from efficient.
For instance, 360
[Updated on: Sun, 24 June 2012 22:53] by Moderator Report message to a moderator
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Sergeant
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Re: Building up a Perimeter Defense[message #305520]
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Sat, 02 June 2012 18:51
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Soto Banaris |
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Messages:129
Registered:May 2012 Location: Germany |
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FlugenteVery nice! I hope to see a lot of tactics here. Good work.
An advanced technique for your perimeter defense would be hierarchical networks. The idea there would be to set up small networks with a low hierarchy level, like 1. For example you could divide the part of your network that contains the stun grenades into two networks, but with no connection between them. You could then set up a connection between them with hierarchy level 2, more in the direction of your gas mines. That way, Enemies stumbling onto the stun grenades wont trigger them all at once.
If they then proceed to the west, they can trigger lvl2, which will then also ignite the previously undiscovered stun grenades.
Ah, I see. Like this not every grenade is wasted in an instant if it hits nothing. So a hierarchy of 1 can trigger a 2, but not vice versa... Good to know.
Flugente
The error you posted has me rather baffled. Can you describe what exactly happened? Soldiers shouldn't ever lose their ubId...
I have NO idea. Had the Trap view running to watch my step and suddenly BOOM, had to press ESC to end the crash and go back to Desktop. Happens when walking, happens when taking triggerwire from one item slot into the hand, I can't specify why it happened. But the merc I used for placing the tripwire was the only one getting out of hand. This never happened during the rest of the campaign until now. I just thought it may have to do something with the wires since this happened as soon as I mess around with it a bit longer than placing a mere claymore and some wires.
[Updated on: Sat, 02 June 2012 18:52] by Moderator Report message to a moderator
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Sergeant
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