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Combat Interface for the Rookie

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Combat Interface for the Rookie Empty Combat Interface for the Rookie

Post  Henry Fri Jul 10, 2009 5:27 am

Combat Interface for the Rookie:

So, you have decided to pilot a mech in combat.
What can you expect?

That is an advanced question. It depends largely on what you are piloting and what units you will face.

How do you pilot?
There, I can help you.

COMBAT SCREEN:
Most of the combat screen is the map, showing all of the engaged units, and the terrain.
The information you need as a pilot is in a strip of stacked boxes on the left side of the screen.
From top to bottom they are:
Piloted Units
Weapons
Phase & Controls
Unit Information
Non-Piloted Units (opponents and allies)

Piloted Units: This box has information for all the units you currently control. The unit name, Pilot skill, Gunner skill, the X/Y coordinates on the map, it’s current Heat Sinks and current Heat, the % intact the unit is (100% - damage) and the unit Battle Value.
This is where you select individual units to move or fire.

Weapons: This box shows all the weapons available to the unit selected in the Piloted Units box. There is a box to select the weapon for firing, a calculated To Hit number for the selected target (if in range, and with LOS [line of sight]) the name of the weapon, weapon Mode (some weapons have more than one), weapon damage, weapon ranges (minimum, short, medium, and long) the weapon location (where it is installed on the mech), any modifiers to hit, Ammo quantity (shots remaining), and Initiative status (no init = 1, with init = 2).

Initiative note: Init is determined every turn. Init is a random function, modified for piloting skill, unit weight, BV, speed and jump capability. Lower BV, lighter, faster units with jump are more likely to get init, but any unit can get init. Units with init display an "I" inside a red square on the unit icon.

Phase & Controls: This is an important box. It shows the phase you are in (P: ) either Fire or Move, the Range (R: ) to your target, and the time (T: ) remaining in the phase. Time in the Move phase is split in 2 counters. If a unit does not have initiative, it must move before the red timer expires. Units with initiative can wait, and move after the red timer expires, but they must move before the orange timer expires.
At the bottom of this box is a row of buttons: Cmd will bring up a window with all the mechs you can/do control in the battle. This is where you can take control of more mechs, or release control to AI. C will center the map on the selected unit that you control. Mod lists the to-hit modifiers of the selected mech based on movement. (R)ead calls up the battle message window, where pilot messages are broadcast, and fire results are listed. (M)sg opens a window where you can enter a message to be displayed in the battle message window. 100, 75 and 50 scales the map accordingly, so you can see the action in greater detail, or over a broader area.

Unit Information: This has the name of the selected unit, Empire, Heat (if yours) Move rate, skills (if yours) and damage of armor and internal structure at all locations. It does not list critical damage, like engine crits, or damaged weapons.

Non-Piloted Units: This is where you will see data on all of the units in combat that you do not control. Unit name, type, X/Y coordinates on the map, Owning empire, House/Clan and % intact.

Now you know the screen layout. But what do you do with it all?
It depends on which phase you are in. Because you will usually have to close with your target before you can shoot it, we will start with movement.

During the Move phase, select the unit you want to move, either from the Piloted Units box, or from the unit icons on the screen. (I always use the box). You must always select the unit prior to moving, even if there is only one unit (It makes more sense when there are multiple units, but you always have to do it.) In the Phase & Controls box, new controls will appear. A central box with a number in it (move points), six surrounding boxes, one for each hex facing, a ‘PR’ (prone) button, a ‘B’ (Back) button, if the unit has Jump Jets, a ‘J’ button, if the unit is prone, a ‘Stand’ button, a ‘Commit’ button, an 'Undo' button and an ‘End’ button.
So, you have selected the unit to move, and you see the new controls. How do you move?
There are three ways to control the movement:
1-click the hex on the map where you want the unit to move
Or
2-click the facing buttons surrounding the Move point box
Or
3-keyboard (I always use the keyboard)
For the keyboard: Q=NW, W=N, E=NE, A=SW, S=S, D=SE
J= engage Jump Jets, F= Commit move
Using whatever method you choose, after you have moved your unit, commit the move – ALWAYS COMMIT THE MOVE. If you don’t commit the move, it never happened, and the unit will reappear at it’s starting position when the timers expire.
If you made a mistake, or don't like where you have moved, but haven't committed the move yet, the 'Undo' button is your friend. You can 'Undo' and re-move the unit as many times as you like, until time runs out. Once you commit, you can't Undo - you have to live with the move.
When all of your units have committed their moves, the timers should expire quickly. If you don’t want to move all of your units, you can hit the ‘End’ button to finish your move phase and get the timers to finish faster.

Jumping: When you Jump, no terrain modifiers apply, one move point = one hex moved, and facing changes are free. Always remember to select your facing carefully before committing the end of a Jump.

Now you have moved into range of your opponent. He is in your sights. How do you shoot him?
Just like movement, start with selecting the unit you want to fire with. In the Phase & Controls box, you will see new (and different) buttons. There will be a ‘Fire’ button, a ‘DA’ (Dump Ammo) button, a small round red button, and an ‘End’ button.
Select the firing unit, then select the target. Numbers will appear in the ‘To Hit’ field of the weapons that are in range. Lower numbers are better chances to hit. Click the ‘Fire’ box for each weapon you want to fire, then the ‘Fire’ button to commit the fire. Just like moving, ALWAYS commit the fire.
The round red button is the ‘Alpha’ button. It fires and commits every weapon in range. Depending on the unit firing, it could cause heat to rise dangerously.
When all of your units have fired, the timers should go quickly. If you haven’t fired all of your units, but are done firing, you can click ‘End’, just like for the Move phase.

These are the very raw basics.

Now you have to practice.

Go to the Sims, and start fighting.


Last edited by Henry on Sun May 08, 2011 5:43 pm; edited 1 time in total (Reason for editing : Init 1600 BV to random init changes)
Henry
Henry

Posts : 938
Join date : 2009-07-01

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Combat Interface for the Rookie Empty Re: Combat Interface for the Rookie

Post  gunga Mon Jul 13, 2009 11:14 pm

that breaks it down pretty good Henry good job give your self a gold star for the day.
gunga
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Posts : 19
Join date : 2009-07-03
Age : 58
Location : Walton MI USA

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