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There's abilities that increase the familiarity bonus but I prefer to just grab a better gun when I find one. I don't know what you can do about busting into a guarded house. You could always blow a hole in the wall and come in somewhere else. Or you could try sneaking a scout in to get the first shot. Also I find that if you're in turn-based mode and you move a soldier one step at a time there's much less chance of the enemy getting an interrupt, so you'll get the first shot.
That's all the advice I got, hope it helps
So i no longer will loot, keep switching to better guns (i thought that familiarity would increase the hit chance so it would be important), breach and clear (didn't know that i could destroy walls, windows i knew and done that but never acomplished the walls, i even tried using tnt on the door and it didn't work) and i should take one step at the time so that i don't activate the enemy turn.
As you can guess, heavy machineguns are perfect for this purpose, specially because they can also penetrate brick walls and even take out chunks of walls down. Rocket Launchers and fun to use but too bulky, IMO.
See, this is what games fail to do in terms of tutorials, that awesome stuff that blows your mind (in the sense of "YOU CAN DO THAT????") doesn't appear in the tutorial... in the other hand, it must be amazing when you accidentally find about that (it was awesome when i threw a granade inside a house and saw the bodies flying through the windows).
Now i must try the machine gun on wooden floors. :)
PS - This game is truly amazing, that kind of stuff is way ahead of its time.
Also, Most ppl recommend arming your team with rifles, because the increased accuracy over long range allows you to kill enemies quickly even in the first missions, which is true, but training some of your team members in long and short burst fire with automatic weapons can be really rewarding later on.
Both the Shooting and Burst skills raise pretty quickly by just firing bursts at enemies, even if you miss so pack a lot of ammo and rain down bullets on them. If your use your side's weapons, you don't even have to worry about ammo coz if you hit the "Arrange" button in the store's inventory window, it will spawn ammo for all of your side's weapons.
It takes a lot of random encounters to train your guys in automatic weapons, but they will start to hit enemies and then you will have awesome team members, useful at both medium ranges and close quarters.
Sniper (main character) with, well, a sniper;
Soldier with heavy machine gun;
Soldier with sub machine gun;
Enginner (with the mod to help with the medic stuff) with a rifle;
Scout with silenced pistol and knife.
Not sure about the scout (since i'm new to the game), if i get caught it's insta kill for her so i don't see the point in using her unless it's for late game when she has better stats.
There is no financial advantage to salvaging weapons from the field in s2 but you really should be checking them out. Allied and Axis armourers stock different kit of and finding the best tools for the job often involves taking war trophies. As an example Axis MGs are brutal and belong in Allied hands if you are playing that side. Once you find an enemy weapon you like plunder the battlefield for ammo. Some weapons like the MPseries smgs are very common on the battlefield and you will never have to worry about running out of ammo even if your QM can't hook you up.
Unless you are playing with mods limiting your inventory I'd suggest carrying multiple weapons for most of your specialists. A soldier is more useful with a rifle (or HMG) for long range engagements and an SMG for CQ fighting. I like grenadiers quite a bit too. They are solid if you are fighting a tight map when armed with an smg and grenades. The sniper as a main character can be restrictive because they lack the versatility of other classes and really only shine in open engagements.
Find the game style that suits you. I like picking a team of six that I can split into two squads of three at times. So I either pick two scouts, two snipers, a medic and an engineer. (My medic can do some engineering tasks, and my engineer some healing, so they compliment each other.) Sometimes I'll forgo the two scouts and use four snipers instead. My main character will be either a scout or a sniper depending on the team layout I go for.
The scout can be good if you want to use them to sneak up on enemies. They survive enemy fire far better than snipers. (Great if you're trying to sneak-up-and-stab enemies.) But when they're not sneaking I use them as snipers too. ..everyone in my team I'll arm with a sniper rifle and an SMG. I don't tend to use big machine guns or rocket launchers -- they're fun, but too bulky.
I'll only pick up weapons or ammo if they're better than what I have, and I try to mostly standardise on ammo for my team. I like to upgrade my sniper-rifles to something with a 7 or 10 round magazine, and a scope if possible. The SMG I'll try to upgrade to a baretta or a suomi .. and especially the silenced-baretta for my point-men. There's also one silenced sniper-rifle in the game too, which can be great fun with the silenced baretta.
It's useful to know that there is absolutely no penalty for having the correct ammo in another type of magazine. Some of the full machine-guns have beautifully dense ammo cartridges, so I'll usually bring those magazines if they have the ammo my sniper-rifle uses. (Play with a gun and reloading and ejecting ammo in the armoury to generate lots of a cartridge.)
Also useful to know that a good sniper rifle can shoot holes in most walls and fences. If you want to make a hole in a concrete or brick wall, just line up your men and start shooting in unison. (Select multiple players, then press "a" to attack (shoot) at any point.) For wire fences, shoot out the fence-posts.
I use the soldier mostly to deal with the cover used by enemies. When they hide behind something, I just long burst at their general direction with his HMG, sometimes killing them in the process. This works best when they are holed up inside houses. Their walls can be destroyed easily.
Nothing special about the rest. The sniper usually stays back and shoots at the targets spotted by the rest. The medic and engineer use SMGs and are proficient enough with them to actually kill at medium ranges. The granadier is also armed with a SMG but I use him mostly for crowd control since he can throw grenades from long distances.
The talk of heavy machine guns reminds me: as soon as I start seeing the FG42 on the battlefield, I replace my SMG's with that. It can't do a long burst, but it's range and lethality make it worth the compromise. ..The first time I ever encountered enemies with the FG42 it *really* hurt. (I was like "why can they fire that far! and in bursts!") ..it takes care of that medium gap where you're too far to use an SMG, but the rifle won't dispatch them quick enough.
Also, shoot-up lots of things on the battlefield. The more familiar your players are with their weapons, the more reliable their shots are.
And, even if you're bored with random missions, try out the ones in Switzerland, when it becomes available. They're rare, (you have to wait), but there can be some *very* good rewards in one or two of the locations there. :) I like the gun above the fireplace..
The disvantages of thrown weapons is the reduced range and the need to go pick them up afterwards. Enemies can also hear where they came from too. But thrown weapons require little AP, 9 action points in the case of surikens.
Also, I just got to a mission where enemies are using FG42... those things can take out a metal door with a single shoot. :O
I'm taking all the ones I find to the base!
I keep meaning to train someone up on the suriken, but by the time I find them, I've usually become attached to the guns and rifles I have. Also I tend to keep my people in squads, rather than getting one scout to sneak up, and rely on my ability to interrupt, out-spot, or out-gun whoever I find. So the thrown weapons don't fit with my play style.
Speaking of cool weapons, I did get to try the random Swiss mission yesterday that bags me the Sea Devil. (So much fun!) But I forgot what a tough mission that is. My point-man with the prototype-weapon was hit for more than 95% damage and stunned for the rest of the mission (despite the best attempts of my master medic), while one of my snipers went down when we stormed through the last door. So I just grabbed my prize, shot through the roof at the last couple of people I could hear upstairs, picked-up my sniper, and got the heck out of there. Painful but fun. The FG42's really helped take out the groups I found, and knock a path through the brick wall. :) You're right @çhiko, they are powerful fun.
Also, you can get those 3 surikens I keep talking about, a HMG and other useful weapons in the beginning of the allied campaign, probably similar with the Axis too. Just hire the ppl with those weapons and then sack them. They won't complain. :P
The silenced sniper rifle (in Silent Storm) can be found (spoiler) on the German Manor level, where you usually have to kill Koch, who has that funky circular launch-pad on his back lawn. ..though sometimes Koch won't be present in this mission at all. If you're playing the allies it's wielded by a guy in the tower to the left, as you come in the front gate. If you're playing the axis, the guy on the roof who shoots you (at the beginning) has it.
The most interesting equipment that can be found is in the Switzerland random missions. Switzerland is pretty quiet, so you might have to wait around on the map for literally minutes before a random encounter will appear. The rifle is on a mission to the right of center on the map. Look for it hanging from a mantlepiece. ie: above a fireplace. ..it will only appear once you're in the room and you have to shoot it down. You'll know you're in the right place if you find lots of its bulky ammo in a metal cabinet in the garage beside the house.
The ammo for that rifle is so bulky that some people don't feel its worthwhile. But I enjoy so much the huge force with which enemies go flying when it hits them. It's just fun. And has excellent range.
The potentially game-breakingly-powerful prototype weapon is in Switzerland in a random encounter on the left-half of the map. You should be prepared for dealing with guys in those crazy armoured suits, as there are a few of them. One suit has an expecially cool paint-job, and I like to do that mission just so I can grab it. The weapon itself is located at the back of the map, beside a particularly odd landmark. Whether or not you decide to weild the prototype, it does have a beautifully dense ammo-cartridge that will make certain other high-tech weapons much easier to use without clogging-up your back-pack with spare ammo.
Have fun seeking out these unique weapons in the game. They all make an interesting change to the way you can play the game. Once you realise how powerful some of them might be, you can decide if maybe they're better not used, so you have more of a challenge. (I've blacked-out some info, for those who want to do a little work of their own to actually find these items .. most of this info is on the Silent Storm walk-thru's that are dotted around the net, so I can't take credit for finding them myself.)