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Old 10-28-2007, 07:21 AM   #16 (permalink)
 
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Re: WiC Tactical Discussion

Keep in mind that I am not the greatest at infantry, but the one I enjoy the most to play. Request smoke,request smoke, request smoke. Smoke does not seemed to be used enough in my opinion and is a great tool for cover and concealment. Also I tend to use several squads of snipers and place them in certain positions to defend against flanking infantry. Also use the Airborne feature when available, as you can drop units behind enemy lines and kill them with artillery. I found this to be a largely successful tactic in the wooded environements as you can drop them straight into trees.

Just my two cents
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Old 10-29-2007, 09:45 PM   #17 (permalink)
 
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Re: WiC Tactical Discussion

Inf + Smoke = Domination... Period... First... a group of a few Inf can Demolish a Group of tanks in the Open... Before the tanks do the only thing then can and thats run them over... Inf in the Forest... Forget about it.. But What has been brought up is lack of Smoke use... Vegabond seems to use it alot.. But a nicely placed smoke can really help the Inf moving across the open area.
I am pretty crappy about getting snipers.. but they are really effective with lots of other Inf.. and pretty cheap.
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Old 10-29-2007, 09:56 PM   #18 (permalink)
 
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Re: WiC Tactical Discussion

Quote:
Originally Posted by Magnum50 View Post

1. Teamwork...

2. Scouts...
3. [b]Rear repair stations[/B
4. Fortifications...
5.Tactical aids...
Just a Comment on Mag's list:
1. No Doublt the biggest point.. COMMUNICATIONS!!! Boy that helps...
2. Scouts... I really agree that burying a Scout deep in enemy territory can get you great Intel. Plus I have parked one deep and not moved it..and they don't even notice it.
3. Rear repair stations I have used on the Liberty Map for transport Helos' that get beat up. Works well... This probably works with Helo's the best.
4. How many times have you seen folks just leave a circle to chase a helo or an AA unit or something... STAY PUT!!.. and don't be afraid to lose the unit...we will build more.
5. This pisses me off a bit... Use the damn points folks.!! Nukes and the big boys are cool.. but Tank Busters will clear alot of command points and win ya the game... what is one nuke like 60 ponts..? That like 10 Clearing busters!!
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Old 10-30-2007, 05:48 PM   #19 (permalink)
 
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Re: WiC Tactical Discussion

Nuke is 80 points with a 450 second charge time and a 15 second drop time. About the tanks only being able to run over infantry, I use their offensive ability (the heat shell or whatever it is). It can be very effective against both infantry and light vehicles.
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Old 10-30-2007, 08:32 PM   #20 (permalink)
 
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Re: WiC Tactical Discussion

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Originally Posted by ikill4aliving View Post
About the tanks only being able to run over infantry, I use their offensive ability (the heat shell or whatever it is). It can be very effective against both infantry and light vehicles.
..

It's ok when it hits..but the recharge time and lack of accuracy on the move tend to restrict it... I wish it could set a forest on fire tho...
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Old 10-30-2007, 09:24 PM   #21 (permalink)
 
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Re: WiC Tactical Discussion

The HEAT is mainly for use against light vehicles (very useful for quickly dispatching an annoying repair tank that is keeping enemies alive or AA that is pestering your teams copters). It isn't really of much use against infantry, it may kill a few, but it's lack of any real radius damage makes it only slightly effective. The Medium Tank has a much better ability for dealing with enemy infantry, plus it sets forests on fire.... as an infantry player, I hate medium tanks. :P
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Old 11-03-2007, 07:44 AM   #22 (permalink)
 
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Re: WiC Tactical Discussion

It normally takes ~3 HEAT rounds to wipe out a full infantry unit.

The Medium Tank's WP round is an Area of Effect munition.
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Old 11-05-2007, 01:41 AM   #23 (permalink)
 
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Re: WiC Tactical Discussion

Hey guys,

I did some research and wanted to share it. I think this guy here does deserve a little bit of credit.

http://www.massgate.net/read.php?3,89333

Quote:
Greetings Players,
I have put together this game engine FAQ with a view to understanding more clearly how certain mechanics work in World of Conflict. This information by itself is not a game winner, rather, with a greater understanding you will focus your resources more efficiently. It should be noted that all figures should be considered "Rule-of-Thumb", as exact numbers are hard to come by in the heat of battle...
The topics that I focus on here are;
* Capturing & Fortifying Perimeter Points
* Gaining Score, Unit Experience, and TA through Combat activities
* Gaining Score, Unit Experience, and TA from Non-Combat activities.
* Unit Point/Score Values
* Unit Ability: Repair Tank & Troop Transport
* Unit Special: Medium Artillery

Perimeter Points
TA Point Allocation to each player inside a Perimeter Point on capture.
Score is also awarded on capture, at 20pts per Perimeter Point Occupied.

2 Command points - Each Player receives 5 TA Points
3 Command points - Each Player receives 7 TA Points
4 Command points - Each Player receives 10 TA Points
* e.g. Round begins with 4 players with ground units, and the Space Needle is ahead (4PP’s). All 4 players put units (only 1 per player required) in the first three perimeter points, and when ready, a unit is sent to cap the last Circle. That’s 40ta if pooled.

You get roughly 1 TA Point for each half of a fortification you set up.
A full 3-bunker fortification can net 5.5 TA Points.
You also gain score by fortifying, 36 in total for each 3 bunker Perimeter Point. 13 MG + 15 AT + 8 AA.
At a bare minimum, it takes a total of 2:30 minutes.
60 seconds to set up the Machine Gun Nest, 45 to set up the AT Bunker, and 45 to set up the AA Bunker.
Prior to reaching 28 unit points, no extra units in the perimeter will affect the speed of fortification.

Using 16pts it takes around 150 seconds to fully fortify. (1 Light Tank)
Using 28pts it takes around 139 seconds to fully fortify. (1 AT Infantry & 1 Jeep)
Using 30pts it takes around 130 seconds to fully fortify. (1 Heavy Tank)
Using 45pts it takes around 94 seconds to fully fortify. (1 Repair Tank & 2 Heavy AA)
Using 60pts it takes around 70 seconds to fully fortify. (2 Heavy Tanks)
Using 90pts it takes around 40 seconds to fully fortify. (3 Heavy Tanks)
Using 120pts it takes around 38 seconds to fully fortify. (4 Heavy Tanks)
Using 150pts it takes around 32 seconds to fully fortify. (5 Heavy Tanks)
Using 160pts it takes around 32 seconds to fully fortify. (10 Light Tanks)

The bonus for having a team-mate in the perimeter point is about 40% faster fortification.
You increase the bonus by a couple percent for all further additional members.
There no point at which fortification speed caps out at, rather, the speed gain arcs like a curve.
Points are always set up in order of MG Nest, AT Bunker, and AA Bunker.
More highly promoted units don't fortify points any faster.


Unit Experience
Units are promoted from combat (damaging enemy units) and from non-combat roles (Capturing Perimeter Points, fortifying, and repairing units). Getting a couple promotions from tanks that have seen no combat is not uncommon, and Repair Vehicles can get to their highest level through just repairing friendly vehicles.
The unit becomes;
* More accurate
* Faster reload time on it's primary weapon(s),
* Faster recharge rate on it's special abilities,
For each level of rank, the unit has about a 15% reduction from the original reload or recharge time.
* Faster Speed
* Units get a longer view range when they rank up.
Unit fire range stays the same however.

By the final rank units will fire more than twice as fast as a brand new unit, and it's special abilities will also reload more than twice as fast as a new unit.
There doesn't seem to be any hit point increase to units, or any additional damage for their rank.

Experience Levels
There are five levels of Experience, ranging from Private to General, indicated by symbol below each unit icon at the bottom of your interface.

Rank Title_________________Exp Needed____Total Bonus
Level 1: Private (1 chevron)_____0 Exp
Level 2: Corporal (2 chevrons)__15 exp______+15%
Level 3: Lieutenant (1 bar)_____45 exp______+15% (+30%)
Level 4: Captain (2 bars)______84 exp______+15% (+45%)
Level 5: General (star)_______168 exp______+10% (+55%)

* Total bonus % is calculated from the original Recharge times.
* Unsure if Accuracy receive the same amount of bonus as Recharge does.
* Force fired rocket or artillery will find their Aiming Circle Shrinks, as rocket accuracy increases with rank.

Experience Gain
Captured Perimeter Point 15 exp
Fortified MG Bunker 13 exp
Fortified AT Bunker 15 exp
Fortified AA Bunker 8 exp
Repairing Friendly Units % of damage (from total friendly health) = % of points gained (from units total point value)
Damaging Enemy Units % of damage (from total enemy health) = % of points gained (from units total point value)

* Experience gained on Perimeter Points are divided among units participating in the action, most likely factoring the division by unit point value.
* Experience and Score is gained in combat on a ‘Per Shot’ Basis.


Unit Point/Score Values
Points referred to are the total points received for fully killing a given unit.
The following point statistics form the Basis for many of the other systems at work behind the scenes in WiC.

*Infantry*
AT Infantry - 17
Infantry Squad - 14
Paratroopers - 12
Demo Engineer - 6
Sniper - 6
Jeep - 11 + Cargo
Truck - 7 + Cargo

*Support*
Heavy Artillery - 46
Medium Artillery - 18
Heavy AA - 13
Medium AA - 13
Demo Engineer - 6
Repair Tank - 19
Jeep - 11 + Cargo

*Armour*
Heavy Tank - 30
Medium Tank - 21
Light Tank - 16
APC - 18 + Cargo
Amphibious - 17 + Cargo

*Air*
Heavy Helicopter - 22
Medium Helicopter - 15
Transport Helicopter - 13 + Cargo
Scout Helicopter - 12

*Fortifications*
MG Bunker - 13
AT Bunker – 15
AA Bunker - 8
* Experience Rank of the unit does not affect the Units’ Point Value.


Unit Ability: Repair Tank & Troop Transport
Repair radius is just smaller than precision arty circle, about 1 and a half tank lengths from the center.
Repair tanks and Troops Transports repair 40hp and 30hp per tick respectively, regardless of armour.
A tick occurs every half second.
Repair Tanks special heals around 600hp.
No Self repair automatically.

Unsure at this moment how unit is affected by experience.


Unit Special: Medium Artillery
Regarding Soviet Medium Artillery in particular and its Special Flaming attack.
The Fire lasts 30 seconds, but it only has effect for the first 10 seconds.
Infantry walking at normal speed across the fire patch won’t take enough damage to lose any soldiers.
If soldiers are caught in the initial burst they are wiped almost immediately.
Medium Tanks take no damage at all,
While Jeeps and AA's take some damage (500) from initial burst & burn.

Regarding NATO & US Medium Artillery
Phosphor effect lasts 26 seconds but the graphic disappear after about 10 seconds. (opposite to Soviets).
The Initial burst for phosphor is much less powerful and only just damages medium AA (no damage over time though),
but can kill a jeep and does fair damage(850) to Hvy AA, over time.
Infantry can cross a patch without losing any men, but will die fairly quickly if stationary.

Both sides seem to burn a equal amount of forest.
Both side cause around 30 damage/tick


Tactical Aid Erratta
You can guide the direction of the aircraft that delivers your Tactical Aid Strike by clicking and holding the left mouse button to place the TA and then dragging it towards the direction you wish the attack to travel.

Example, I click, hold and drag the cluster bomb TA towards the north, the plane will come in with the bombs from the south, drop them and fly out north.


*** Including additional information sourced from posts by -=ŠÞ=-ChimoAUS, -=ŠÞ=-Nukelear, [=SD=]JackTheRipper, [THK]GenericKen, DriftingGrowler (web),
and special thanks to [MSV]Soundboy.
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Old 11-05-2007, 02:54 AM   #24 (permalink)
 
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Re: WiC Tactical Discussion

I am in a bit of shock. How did he do this? And why did he do this?

Yes I can see this can help some people out but in a game like this where the battlefield is so fast passed you literally need to be some kind of genious to do all that math and play effectively.
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Old 11-05-2007, 08:51 AM   #25 (permalink)
 
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Re: WiC Tactical Discussion

pretty much I've discovered the basic key...

three lines of combat all moving and supporting each other...

front line is armor and infantry

second line is helicopters, both types

third line with artillery and AA protecting and supporting the front two

So if a team got together, and called themselves, say Team A, with one person calling the shots, then the three lines could move up and conquer anything, but the lines also have to keep moving constantly, because if you stop napalm or artillery are sure to be called in.

thats the basics IMO, and all you really need to know to get the most out of this game and succeed.
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Old 11-05-2007, 11:23 AM   #26 (permalink)
 
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Re: WiC Tactical Discussion

Wow I didn't know you could choose the direction of all tactical aid. I was wondering about that just yesterday when by Heavy Air Strike was blocked by the ridge on Airbase.

Looks like some pretty solid info there, a very nice find. Thanks Lucky. ^^

I agree with what magnum said in regards to basics and I feel that the whole supporting other roles is one of the most important things to remember. For instance if you were going to take a fully fortified CP, then I always felt it would be best for infantry to go in first with some AT and remove the AT defense (since infantry IMO is the most likely to take the least damage from its specific fortification) then fall back and let the Tanks roll in and remove the AA defense so that the Copters can come in and support the rest of the assault. But maybe that's just me.
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Old 11-05-2007, 03:52 PM   #27 (permalink)
 
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Re: WiC Tactical Discussion

Definetly agree with magnum but its a lot easier to say then to do.
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Old 11-05-2007, 07:38 PM   #28 (permalink)
 
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Re: WiC Tactical Discussion

I think for a quick attack infantry should not be the first in due to the fact that they have to be transported in order to keep up with AA, tanks, & choppers. If the transports don't have to worry about taking many hits then the infantry can be rushed in and dropped off, where they will do maximum damage.

Against a heavily fortified post I'd say arty support is necessary for 2 reasons. First it helps take down the mobile and stationary defenders a bit before the battle is joined, and second it allows your units to move under a smoke screen. A good arty player is invaluable when supporting the attack. The problem with arty only comes when more than one or two people have arty pieces.
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