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the Steel Beasts Anti- Frustration Kit. - The 29th Armored Regiment

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vehicles appear but usually don't see half of 'em go by. When you are <strong>the</strong> TC - are you better than AI<br />

TC??<br />

<strong>The</strong> computer TC is fast, yeah, but <strong>the</strong>y have a real problem with obscured targets, or targets at range, and a<br />

major problem spotting anything to <strong>the</strong> sides and rear of <strong>the</strong> vehicle.<br />

<strong>The</strong>y're good enough to provide a high level of competence, particularly with a good battle plan that keeps<br />

everything to <strong>the</strong> front, but a sharp player will be able to outperform <strong>the</strong>m regularly (same as <strong>the</strong> computer<br />

gunners).<br />

Mekhazzio - 04/2001 SBCom Forum<br />

About SA:<br />

Maintaining SA is simply <strong>the</strong> matter of not allowing yourself to get fixated on any one thing : don't micromanage<br />

from <strong>the</strong> map, leave <strong>the</strong> gunnery to <strong>the</strong> gunner, and always keep an eye out for new threats you might have to<br />

deal with.<br />

Mekhazzio - 06/2001 SBCom Forum<br />

About "Cavalry to <strong>the</strong> Rescue"-mission:<br />

While <strong>the</strong>re - is - a lot of terrain to scan in this mission, you can narrow that down by excluding that which you<br />

can consider reasonably safe.<br />

For instance, you can consider everything south and east as clear until you get to <strong>the</strong> PCs, since <strong>the</strong> enemy<br />

only approaches (and has time to approach) from <strong>the</strong> north and west. Also, you can dismiss most of <strong>the</strong> far flat<br />

plains area, since it's flat and anything moving across it would be spotted -- no need to keep scanning over it<br />

much.<br />

Also, you can mostly leave <strong>the</strong> frontal arc to your gunner...with a human gunner especially, since <strong>the</strong>ir TIS will<br />

spot things a heck of a lot better than you will.<br />

So I mostly focus on <strong>the</strong> side arcs, and <strong>the</strong> major areas of concern are <strong>the</strong> "dead zones", places you couldn't<br />

see before that are now revealed as you cross over/around a terrain feature -- part of using terrain to your<br />

advantage is to keep those dead zones down to <strong>the</strong> smallest manageable area -- if you're coming around a hill,<br />

you can just scan around that hill as you circle it -- it's opening up a minor portion of area at a time (one you can<br />

keep your gun on, in fact) -- but if you go OVER that hill, you're instantly revealing <strong>the</strong> entire area on <strong>the</strong> o<strong>the</strong>r<br />

side, which is way too much to cover before you could receive a round from anybody in <strong>the</strong>re.<br />

IMO, <strong>the</strong> external view really hurts more than it helps -- you're not controlling <strong>the</strong> tank, <strong>the</strong> AI is, and <strong>the</strong> AI<br />

doesn't really spot as well as a human can. With external view you're also giving up <strong>the</strong> GPSE and override<br />

capabilities, as well as <strong>the</strong> tank intercom (so you can't hear your gunner scream "Identified!! BACK UP!!" at you<br />

in MP)<br />

IMO it's also a lot easier to drive from <strong>the</strong> TC's seat, and <strong>the</strong> arrow keys that jump you to facing front/side/back<br />

of <strong>the</strong> gun really help <strong>the</strong> quick checking of this or that direction (checking up on wingmates, or going to ano<strong>the</strong>r<br />

direction, etc)<br />

<strong>The</strong> TC's seat is <strong>the</strong> place to be.<br />

Mekhazzio - 07/2001 SBCom Forum

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