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Having the Character Screen open does not acutally pause the game, as described previouslly. However! Enemies may wander nearby on patrol, and open fire, but player character's controls may not function for battle-scape, while in Character screen. Therefore, no changing Sentry mode, stance, etc.
The old Quick Saves in F1 and F2 were annoying. They were sort of quasi-quick and awkward. Basically, the quick slot had to be repeatedly re-selected if interacting with saves via other controls (ex: Ctrl-L or Ctrl-S).
Now the quick slot is properly dedicated, so it is truly fast and efficient!
I love positioning each unit for the most optimal ambushes. The displayed hit rate will adjust while changing range to target, so the the optimal distance for the best chance can be located.
Just start the unit creeping, then hit W key, when percnetage plateaus. Reverse direction and repeat to fine-tune distance.
It is a bit awkward, since it won't ignore other player units and NPCs, or dead bodies. However, it is possible to micro-move a bit more.
No more discarding partial clips and or trying to recombine them in large capacity weapons, to save weight.
It is also more convenient when trading ammo between units.
Easier to keep track of supplies, since weapons automatically load when placed in hand, and unoaded when traded and or placed within inventory.
Examples:
1) See turtorials, then expand methods to encompass 6 units.
2) Since stealthing seems to fail if adjacent to enemies, stack up a few units at a range of 2, behind multple enemies, have them all equipped with longer ranged melee weapons, like clubs, then toggle on aggressive Sentry at 1%. This works with up to 6 units on a sleeping enemy, but beware, like in Silent Storm and Jagged Alliance 2, you can't rely on a single unit to do a job, always have backup.
3) Set all units at their maximum range for best to-hit chance. Spread them out for clear fields of fire. Have the furthest sniper shoot and draw enemies, while everyone else is in aggressive Sentry ambushes and or defensive Sentry, while stealthed. Continue using furthest snipers if possible, hide anyone discovered, as needed. Peek-a-boo is so much fun!
4) Revenge of Whack-A-Mole! Lower profile of units, hide them all behind obstructions, pop-up with aggressive Sentry at 1% and kill. Hide again, as needed. Wash, rinse, repeat. This method is easy to conserve APs and ammo, by toggling from burst mode to single, when units begin the animation sequence to attack.
5) A crowd of 4 or more at camp-fire? No problem, use #3 above, so that melee enemies charge to their deaths, followed by short range attackers. The snipers probably won't even shoot, just hunker down, becauase his/her hit-chance is too low (player units in dark, enemy in light from fire). Once isolated, the snipers are easy pickings for method #2.
Note: Sandbags, tall grass, rocks, corners, night time, dark interiors, Sneak 75% (or greater)... all of these are our friends while setting up ambushes.
Remember: Sentry won't activate in turn-based, so toggle back to real-time instead of ending turn. Use "END CMBT", not "END TURN" buttons on HUD.
1) Inconsistent behaviors: Sometimes it functions within turn mode, sometimes not.
2) Inconsistent and unexpected HUD and KB controls.
Checklist for Success:
a) Press Alt (left), just incase game had been tabbed out, or game thinks Alt is toggled.
b) Ensure every unit is within respective range for Sentry and weapons are loaded.
c) Ensure all units will have LOS upon execution.
d) Use "END CMBT" if continued reactions by sentries are desired (may fail anyway).
e) Use "END TURN" if no actions are desired by sentries.
f) Only one unit can be toggled via controls, between Sentry settings, even if grouped.
- - Full AP required and it depletes all AP upon activation.
g) If the defensive Sentry mode is desired, it must be set prior to turn based combat!
h) Sneak outside enemy vision cone, focus fire with group, since enemies can interrupt!
- - Of course, player units can't interupt, but enemy can. Kill instantly or risk a heavy toll.
Warning:
Sentry cannot be set to the defensive mode, during turn-based combat. This may not sound serious, but it is hell for stealth play and ambushing. It can turn a multi-assassination into a deadly fire-fight. Especially problematic for stealth-defenders of snipers, in deep-V formations.
Note that any units out of AP, cannot be interacted with. Combined with the fact that only one unit's Sentry setting can be toggled at a time, the player may mistakenly have units on an undesirable setting, double check every unit in the group!
Sentry Keyboard Controls:
Turn off: ","
Defensive: "."
Aggressive: "/"
Play by Play Phail:
a) Ambush set, everyone in Sneak, prone, cover/concealment, weapons=burst, squad grouped.
b) Target wanders into kill-zone.
c) Player clicks on the icon for aggresive Sentry (works better with ammo exploit than "/").
d) Player presses "Y" to change everyone from burst to single shot (during aiming animation).
e) Some, or all units, fire burst for the reduced AP and ammo cost of single shot.
f) Enemy dies, but turn-based mode does not exit to real-time (it happens for various reasons).
g) Player then resets squad to Sneak; any that won't, witdraw.
h) Other enemies appear down range after attempting to end turn or combat.
i) Player wishes to set stealthed units on defensive Sentry, but cannot! Denied by UI!
j) As a result, if the "END CMBT" button is used, as is typically better than "END TURN"...
k) Then there is a risk of premature stealth deactivation, due to ill timed attacks.
l) Workaround 1? Sentry could be deactivated instead.
m) Problem? I want the bastards to return fire if attacked, via defense setting! Thx loads.
n) Woarkaround 2? Use the "END TURN" button instead, so units don't attack (bug?).
o) Problem? Same as "m", above.
Attempting to Isolate functionality variables:
1) Behaviors (Aggressive 1%, enemies in range, ammo present, LOS as per below):
- I've attempted to activate, it fails, log states full AP is required, expected behavior.
- - Units did not have full AP during this turn.
- - Units could be changed at full AP cost, but only one at a time, even if grouped.
- I've had full AP, no LOS, activated during turn, gained LOS, units attacked, as expected.
- - Units also attacked after clicking on "END CMBT" on the retained LOS target.
- - I just started a turn, changed profile, units attacked, just like in real-time.
- I've had full AP, LOS, activated during turn, units don't attack, even after ending turn.
- - No attacks on old or new targets, even with "END CMBT", inconsistent behavior.
- - Unclear as to why. Perhaps the controls didn't actually activate? See "2".
- Sentry is activated to initiate combat, squad kills an emey, but does not react further.
- - Enemies that appear during subsequent turns, via "END TURN" are not attacked.
- - Enemies still within LOS, also not attacked, even if units are taking fire.
- - Using "END CMBT" caused sentries to attack, but this is not always consistent.
- - Unclear as to why. Perhaps the controls didn't actually activate? See "2".
1a) Defensive Sentry (1%, valid range, ammo present, valid LOS):
- - Activated in real-time, attacked manually, passed turn with "END CMBT"...
- - Unexpectedly, the sentries killed a moving enemy, without being fired upn.
- - As per description, this seems like another improper behavior (bug?).
- - Fight continued, units returned fire and killed another enemy.
- - Fight continued, a third enemy moved out of LOS, but no sentries attacked, this time.
- - Possible unknown variables: I'm unlcear as to why Sentry is inconsistent at times.
2) Inconsitent and Unexpected Controls:
- I've toggled from off to on during combat, via KB controls, if unit has full AP.
- - Mouse controls unavailable due to change in HUD (inconvenient design).
- - Only one unit can be toggled at a time, even if grouped, inconsitent vs. other controls.
- - Note that it costs all available AP units to activate Sentry during combat.
- - I've toggled from on to off during combat, via KB controls.
- I've then lost the ability to toggle further. Clicking on "," and "." result in no change.
- - Previously, the mouse-over message changed to reflect status.
- - Reason: Alt-Tab bug. Tabbing in and out of game deactivates various KB buttons.
- Defensive mode cannot be tested during turns, because "." does not function then.
- - Cannot be activated via mouse, since the HUD changes and removes control.
- - This is inconsistently designed. Why should only 2/3 of controls function?
Edits? Tons. Combined multiple posts and continue investigating behaviors.
Aimed shots are the bread and butter of Fallout. Synchronized attacks are the meat and poatatos of proper tactics. I am amazed the devs put so much work into synchronized group actions, but dissallow the the grouped criticals.
Beware! The grouped shot will still charge the extra AP, even though now aim window opens! If it provides increased torso critical chances, I'm not sure; so far, it doesn't appear to increase chances.
Squad Turn Based (STB) with Sentry mode:
Does it function as advertised? Is it consistent between AI and player teams?
For the most part it is what it says it is... for the most part (see 2nd post up).
It does not seem consistent between AI and player units. AI has a huge advantage, since it can interupt the player's first turn in combat.
Forewarning:
Defense mode sets player units into lowest seqence slot, which is disadvantageous.
Player units can't interupt AI, but AI interupts player's turn (I call this a bug, inconsistent).
Always initiate combat with a surpise attack & assassinate all targets, or eat lead.
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I've never seen the player's units actually interupt between enemy attacks... yet. However, I have seen them gun down enemies that are fleeing, scrambling to cover, and return fire in both aggressive and defensive modes. This is odd, because defensive is only supposed to return, not initiate hostilities, so... another bug probably. However, the enemies can decimate a squad with interupts during player's first turn of combat.
Example:
Ambush is set with everyone spread out in a deep V to screen and defend snipers. Everyone is stealthed. Sniper shoots enemy during a turn, enemy changes facing during player's turn, detects a nearby player-unit, uses burst AK-47, then player regains control that should never have been lost. Enemy is cheating, this is on STB, not individual (ITB)... ;)
Undeniable Example:
Rock Falls (3rd Mission), on the ramparts above two guards at Diesoon. Set all 6 units on defense 1%, attack futhest guard with 3 units, so combat's turn based mode activates; guards interupt player's turn and return fire, but even when hit, none of the player's units retaliate. Use the "END CMBT" and any units with enough AP, kill closest guard that is just standing there; it seems like their attack is the last sequence of player's turn. Then the remaining guard shoots during his turn, but no player units interupt to retaliate. Finally, click "END CMBT" again, to end turn, so the final player sequence kills guard.
Solution for latter example: Group all 6, group a subset of 3, then quickly set all to aggressive, and immediately order the subset to attack furthest target. All should fire and hopefully assassinate both enemies, since those non-directed, will attack closest target.
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Some of these are inconsistent within the same game, others seem to have gotten broken, since earlier Fallout editions, some might even be carry-overs.
A couple examples:
ESC key, does not back out of screens at times, while other times it does.
No: Save and Load screens, after entering via hot-keys, "Ctrl-S" and "Ctrl-L".
Yes: Save and Load screens, after clicking "ESC", and entering via the menu dialogue.
Up and down arrows no longer cycle through Perk list, while leveling up a character.
As with previous Fallouts, many Perks seem ill conceived; there isn't usually much reason to take anything, except the most valuable. Meanwhile others, like Silent Running, make not sense at all, since it still doesn't decrease the AP cost to ever bother running. I suppose an overly expensive solution might be to combine with Bonus Move, but what's the point? There is no apparent reason to running anyway. Perks have always felt like the product of a brain storming session, but never fully developed.
In Fallout Tacics, some have been reworked, while others become more valuable due to the change in game play. For instance, I rarely selected Night Vision until there wasn't much more of interest; however, with this rag-tag squad of early conscripts, NV has been quite valuable. Others like Bonus Move, incease by a percentage of distance, which fits well with the non-grid feel of FT.
Traits?
I've always hated wasting Tag and Mutate to fix characters, but in FT it seems invaluable, since so many recruits need fixing. Expensive though, since what most of them need is fixing of SPECIAL stats via Gifted. Two of the possible Traits, wasted on repairs. Some, like Night Person have been invalulable (possible bug too, since bonuses are still active in day-time on a current map; may be that bonuses/penalties are set at entry time on map and not changing dynamically with clock cycles?).
SPECIALs?
In previous Fallout games, the player could pad stats in so many ways, that characters with almost all "10" scores are common. In FT, the conscripts can be so horrible, they should all be used as cannon fodder, rather than fixing them with two Traits to unlock good Perks. With only one item to boost EN by one point, selected stats are final stats in most cases. Of course, Power Armor could boost ST, but now that it penalizes stealth, it isn't always viable. Selecting stat upgrades via level perks is quite a costly edit.
Combined Results?
Many conscripts can be awful. In early game, it is best to look for Sneak, Small Arms, Night Vision, even some talent with melee skills. Then, creep into optimal placement for assasinations. However, unit abilites are so poor, 95% hit-chances fail so often, and so many low Luck stats make criticals scarce; this means it takes 2-6 units all focusing attacks to hopefully score a single kill. This isn't even taking in account scarcity and expense of supplies. With initial characters, before leveling much, the best Barter might be 40%, so a single shotgun shell costs $11. Farming is virtually pointless, unless entering events where two factions kill each other, then loot the remains.
Enemies can be seen and attacked through textures (probably the seams). Conversely, squad could be detected and fall under attack.
Example:
Go to third mission, Rock Falls.
Enter area marked as "1", where the leader can be found, after unlocking huge gate.
Go between the NW wall of building and ladder leadng to ramparts.
Move around slightly NE of ladder, in Sneak mode, until enemies are seen in building.
Shoot and kill enemies, preferably with only one in LOS at a time to eliminate detection.
Ref for Map:
http://fallout.wikia.com/wiki/Rock_Falls_(mission)
Examples:
In the second mission, Freeport, there are some crates female characters can use for cover and a shortcut that breaks LOS (SE end of gully). Also, they can wriggle through a narrow gap, and get behind a defender that is located SE of the still.
There are so many short-cuts to flank deadly enemy ambushes, I'm beginning to think this is by design. Macomb is much easier with female characters.
Male units travel faster, especially noticeable while prone. Animatons seem slightly faster. The movement rate only seems to affect real-time, not turns; therefore, females rule.
Verified:
https://steamcommunity.com/app/38420/discussions/0/45350790772237661/
If the squad only owns one excellent weapon at the time, like when the finally get a CAWS, pass it between assassins. Let one hide, while the other(s) get kills, until a safe haven is created where they can reactivate Sneak.
They can even take turns trading a good weapon, so that whoever has stealth can play peek-a-boo at a door, while the one without stealth can move off to the side and open/close the door.