Battlezone: Combat Commander

Battlezone: Combat Commander

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Vehicle Guide Part 1.
От Tommy_Rebellion и соавторов
A comprehensive guide to Battlezone: Combat Commander vehicles.
   
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Introduction.
One of the key game aspects of Battlezone: Combat Commander is understanding how crucial it is to understand the function and cost of your units, but also the structures that make up your strongholds. Careful planning of the units you will use and their particualr structural requirements is essential. The decisions made throughout the game will directly affect progress and can occur at any given moment so the following information provided should give insight into how to use vehicles, buildings and weaponry.
ISDF Vehicles from the factory.
Rocket Tank:


Craft Type
Treaded
Speed
Slow
Armor
Heavy
Cost
65
Turn Rate
High
Hull Capacity
3000
Ammo Capacity
2500
Image Signature
250%
Heat Signature
50%
Speed
Slow
Radar Signature
10%

Hardpoints:
  • 2 Rockets (C)
  • 1 Rocket (A)
Default Options:
  • Shadower Missiles
  • Salvo Rocket
Strategic info:

Rocket Tanks deal major damage. They are pretty agile and have the ability to turn quickly which can pose issues when attempting to circle them. On the plus side, if you are able to seek out cover, you can avoid their heavy fire by moving in and out of your position.
  • Take advantage of their slow movement.
  • Be wary of agility of unit.
Pilot tips:

It is advised to utilise Service Trucks nearby when using this unit. It is also worthwhile considering combining them with Assualt Tanks and Walkers and their similar speeds mean a devastating force that is incredibly tough to take on.

Key points:
  • Consider combining with other units.
  • Utilise high damage output on weaker units.
Mortar Bike:

Craft Type
Hover
Speed
Fast
Armor
None
Cost
45
Turn Rate
High
Hull Capacity
1200
Ammo Capacity
1000
Image Signature
100%
Heat Signature
300%
Radar Signature
10%

Hardpoints:
  • 1 Mortar
Default Options:
  • Mortar
Strategic Info:

Dealing with Mortar Bikes as quickly as possible increases your chances of survival. The AI of the Mortar Bikes are particularly accurate, moreso than a lot of real players are capable of. In some cases heavier units may be guarding them, but despite this, taking the Mortar Bikes out should be priotitised due to their ability to deal quick and precise dmg to units.

Pilot Tips:

The AI of the Mortar Bikes are an advantage, in that they infrequently damage themselves upon use. You can man the Mortar Bikes with troops and then orchestrate an attack plan.

Key Points:
  • Be aware of the lethality of the Mortar Bikes and consider them as a priority target.
  • Utilise speed against slower vehicles.
Assault Tank:

Craft Type
Treaded
Speed
Slow
Armor
Heavy
Cost
70
Turn Rate
Medium
Hull Capacity
4500
Ammo Capacity
3000
Image Signature
500%
Heat Signature
50%
Radar Signature
500%

Hardpoints:
  • 1 Cannon (A)
  • 2 Mortars
Default Options:
  • Plasma
  • [empty]

Strategic Info:

Whilst Assault Tanks are pretty easy dispatch as solitary units, they are much more fearsome as a collective. The barrel of their cannon moves very slowly, so by circling them closely and firing at them during this process, you should be able to destroy them due to their limited movement. Finding ditches when up against Assault Tanks is beneficial as they cannot shoot down.

Pilot Tips:

The Plasma Cannon of the Assault Tank has incredible range. Enemy Gun Spires should be targetted, as you will be able to inflict damage without resistance due to the significant range. These cannons can deal major damage

Key Points:
  • Consider the severity of Assault Tanks in groups.
  • Take advantage of the Plasma Cannons range against oncoming enemies.
Walker:

Craft Type
Walker
Speed
Slow
Armor
Heavy
Cost
100
Turn Rate
Low
Hull Capacity
8000
Ammo Capacity
6000
Image Signature
500%
Heat Signature
10%
Radar Signature
500%

Hardpoints:
  • 2 Cannons (C)
  • 2 Guns (C)
Default Options:
  • Blast Laser
Strategic Info:

Opposing AI utilise Walkers well and they are particularly dangerous. Attacking Walkers in force is advised as well as avoiding them all together if possible. Lone Walkers can take out multiple Warriors on occasion highlighting the severity of their damage capabilities. Using a wingman as a distraction could be as useful tactic while the focusing fire on the Walker to disable it.

Pilot Tips:

The initial set-up for the Walker can be beneficial in combat, however a re-customisation of your weapons from Blast to Plasma can greatly improve your fire power. The range of the Plasma Cannons allow for damage to be inflicted upon oncoming enemies before you're able to be attacked yourself. The rate of fire enables major damage with a few precise shots.

Key Points:
  • Using Plasma Cannons can greatly increase you risk of survical as their range is devastating to oncoming enemies.
  • Using distractions aid your abilities to take on opposing Walkers.
Bomber:

Craft Type
Flying
Speed
?
Armor
None
Cost
75
Turn Rate
?
Hull Capacity
2000
Ammo Capacity
5000
Image Signature
50%
Heat Signature
1000%
Radar Signature
0%

Hardpoints:
  • None
Default Options:

Strategic Info:

One of the major disadvantages of coming up against Bombers, is that defensive units like Gun Spires and your offensive units have a tendency to ignore Bombers altogether. It is crucial that Bombers are taken out as soon as possible as they are often ignored and can deal significant damage.

Pilot tips:

It is recommended the use of Bombers in continual and constand when playing as ISDF. Allow for the Bombers to get close to the enemy base and let loose, particularly focusing on Matriarchs and Recyclers.

Key Points:
  • When defending against Bombers make sure to take them out as early as possible as they can deal major damage when ignored.
  • Use bonbers as frequently as possibly so as to inflict a lot of damage upon enemies.
APC:

Craft Type
Flying
Speed
?
Armor
Light
Cost
50
Turn Rate
?
Hull Capacity
3000
Ammo Capacity
3000
Image Signature
50%
Heat Signature
1000%
Radar Signature
0%

Hardpoints:
  • None
Default Options:

Strategic Info:

Buildings are the most at risk of getting major damage when up against APC's as they are useless againt units. An oncoming assault of APC's should be dealt with swiftly, however take into account you won't need to protect any wingmen you have. APC's carry troops armed with rocket launchers. Once deployed the troops attack structures and are assisted by the APC's.

Pilot Tips:

It is recommended APC's are not deployed to attack units due to their ineffectiveness against them. Grouping APC's together improves their effectiveness when attacking Scion bases. Direct your APC's to focus on and destroy Recyclers during the attack so that the process is not thwarted.

Key Points:
  • Prevent APC's from deploying troops by destroying them early on.
  • Group APC's together to improve damage effectiveness.