Difference between revisions of "Real-Time vs Turn-Based (Apocalypse)"
m (→Turn Based: Added more TU mode notes. A RT user myself, but felt it was a bit too one-sided!) |
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==Overview== |
==Overview== |
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+ | For each tactical mission, Apocalypse lets the player choose between [[Real-Time Combat (Apocalypse)|Real-Time]] '''(RT)''' and [[Turn-Based Combat (Apocalypse)|Turn-Based]] '''(TB)'''. Each mode provides a unique gameplay experience, added variety and replayability to the game. Although most players tend to favour one mode of combat over the other, I encourage experienced players to try an entire game using their weaker combat mode as a challenge and for a different gameplay experience. |
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− | Here we'll discuss the merits of Real Time vs Turn Based in Apocalypse. |
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+ | ==Game play experience== |
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⚫ | |||
+ | In real-time mode, all humans and aliens move simultaneously. The player can issue commands at any time and the action will play out continuously in 'real time'. The battles can be frantic, with a lot of stuff going on at once, but the player can still pause or slow the game at any time to get a finer degree of control. |
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− | Real Time combat has a number of benefits. Firstly, everything happens in real time, though you can pause and play at different speeds. This can give you more (or less) time to react to threats. It also means your agents react essentially as fast as you can give them orders. This makes brainsuckers and poppers a lot less dangerous - you get free shots at them as they come at you, no matter your agent's current actions. |
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+ | Turn-based mode is closer to the traditional X-COM style. Teams (eg. X-COM vs the aliens) take it in turns to move their units, each being limited to some basic automatic reactions when it is not their turn. These battles have a greater emphasis on careful unit placement and anticipation of enemy moves. |
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− | Real Time combat can also be more intense, realistic (seeing as each side is not taking turns), brutal, and at the same time easier. If you're more familiar or more comfortable with it, it can be a viable option. The game pauses at important moments (such as reporting that a unit is under fire, a new enemy has been spotted, and so on) so you can't easily get overwhelmed. The events that cause the game to pause can be selected from the options menu during any real-time combat at any time. |
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+ | ==Tactical advantages== |
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− | Real Time adds one more significant benefit to the mix - [[dual-wield]]. In turn-based, wielding two weapons decreases accuracy and you can't fire both at once. Real time is not restricted in this fashion and agents can fire both weapons at the same time. |
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+ | Since there are differences in the game mechanics of the two modes, it is important to develop tactics for each mode. Here are a couple of examples of advantages that the player has in one mode but not the other. |
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⚫ | |||
− | Real Time can also make it a lot harder to accomplish certain goals such as capturing live aliens, as combat is far more frantic and it can be harder to account for gunfire when you are trying to capture certain aliens. |
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+ | * Ability to respond to a new threat as soon as it appears - for example if you see a [[Popper]] in the distance you will have time to reposition/reorder your units to best deal with the threat. This makes fast melee enemies like Poppers, Brainsuckers and Hyperworms considerably easier in RT than TB because in TB that unit can charge and attack on the same turn that you see it. |
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+ | * Dual wielding - in real-time mode, holding a weapon in each hand allows both weapons to fire simultaneously. This effectively doubles your firing rate (at the cost of some accuracy). In turn-based mode there is no firing rate advantage to dual wielding. |
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+ | * Ability to dodge missiles, projectiles, and explosions in mid-animation. Easiest to do this with Teleporters. |
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+ | * Teleporters are instantaneous. This would be equivalent to not costing any TUs in TB. |
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+ | ===Turn-based mode=== |
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− | Grenades also work differently than in turn-based, mainly because of the priming function; a specific time can be given from 0.25 to 7.5 seconds ( in 0.25 second increments ), giving both far more accurate and a lot more trickier control over the moment of detonation. This can actually be used by crafty commanders to detonate grenades literally in front of their face. Impact mode is also available in real-time combat. |
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+ | * Charge attack - you can run from some distance to get directly adjacent to your enemies and kill them at point-blank range without them being able to react in any meaningful way. This works even better when launching ambushes around corners or other blind spots. Teleporters are also quite deadly for this purpose. This makes tough enemies like Megaspawn and Psimorphs considerably easier in TB than RT because you can kill them without them being able to fire. |
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+ | ** Later in the game, you can obtain Personal Shields from Cult of Sirius raids by using the above method combined with Toxigun A ammo. You will require many many shots to kill a COS member with this, so trying to farm COS in this way becomes unfeasible in RT. |
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+ | * Tag team attack - you can have several agents take turns at firing through a particular choke point (a doorway, for example). The advantage of this is that it effectively means all of your agents can fire through the choke point at once, whereas in real-time mode only one agent can at a time. |
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− | == |
+ | ==See Also== |
+ | * [[Battlescape Overview (Apocalypse)|Battlescape Overview]] |
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+ | * [[Turn-Based Combat (Apocalypse)|Turn-Based Combat]] |
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+ | * [[Real-Time Combat (Apocalypse)|Real-Time Combat]] |
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+ | [[Category: Apocalypse]] |
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− | |||
− | Turn Based (TB) is a slower method of combat, that unfortunately can be a lot messier in combat. Particularly with Brainsuckers and Popper encounters. If one compares the loss record of two games - one with all battles conducted solely in Real-Time (RT), and another solely in TB, the losses in TB combat have a tendency to be significantly higher. |
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− | TB mode unfortunately falls to its RT counterpart as the game appears to be geared more towards RT than it is for TB. This leaves this mode severely lacking and unpolished. But it certainly isn't unplayable. |
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− | In TB you have plenty of time to plan your moves and think about your next strategy. Though this is the same in RT thanks to the pause facility, the action in is not being acted out simultaneously. This can be very beneficial if you have a friend or two over and want to play a hot-seat co-op game. |
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− | Your side will be moving single or selections of units at any given time while the world around them is at a standstill (mostly - until the enemies use reaction fire). This gives you more freedom to execute maneuvers against specific enemy targets or important structural features rather than have to worry about everything that's happening around you all at once. |
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− | One good example of this is when you are attempting to stun and capture a difficult enemy like the Megaspawn. Though they aren't impossible to capture in RT with the right strategy, it can be a lot easier to do it when the big wall of missiles and disrupter beams isn't shooting back at you! |
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− | This cuts both ways unfortunately, as when the enemy takes its turn, your units will be all but helpless except for their reaction fire. This can spell disaster with an enemy like the Popper if you react when it's too close. Agents with no TUs, low reaction will make ripe pickings for brainsuckers and poppers, causing the loss rate to decrease considerably. |
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− | Grenade settings work differently in TB. Your timer starts to work by turns and also includes the blast on impact command. Like RT, you can still access this immediately with the left-click shortcut for priming instead of right-clicking. |
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− | Lasting area effect weapons like the stun gas and anti-alien gas require their victims to be moving through the cloud in order for the effects to occur. Standing still will not cause them to be affected. The AI's not that smart, but the player can make use of this to keep their agents in relative safety while surrounded by gas clouds. This does not necessarily apply to fire. |
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− | Dual-Weilding weapons changes for the worse. You can still dual wield and you can still fire both weapons with the shift-click to force the agent to shoot at the selected tile. You will still lose accuracy and each shot will be the same as if you were firing a single weapon. The only benefit from doing this is to have different weapons out at the same time, or to spread your ammunition out between reloading the weapon. In general, wielding only one firearm is still the better overall choice for TB combat. |
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− | Psi use will vary a little as well. It no longer requires maintenance costs. In function it'll behave like it used two in X-Com UFO and TFTD, and each attack will be a one-off expense of TUs that will last the duration of the turn. Note however that you will still need line of sight and psi energy will still be consumed. Psi energy will recharge over several turns. |
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− | Moving in squad-formation (checkerboard) or single-file will work the same, but due to the varying TU and Energy levels of your agents, don't expect everyone to be able to keep up when performing forced marches across the map. |
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− | Movement TU and energy costs will attempt to mimic its RT counterparts. Walking being the best balance of the modes in terms of TU and energy consumption. Running will cost the least TUs but more energy. Crawling costs the most TUs with normal energy drain. Note that you cannot walk and fire simultaneously in TB as you could in RT. |
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− | Agent dispositions will affect a unit's reaction to enemy targets the same as they would in RT. You will not be able to utilise the normal disposition's automatic ability to sidestep ability that allows an agent to pop in and out and return fire at enemies as long as they are standing next to a corner. |
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− | ==Summary== |
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− | Ergo, RT is more suited for survivalists (or those who prefer to minimize losses) and those with fast reactions and fast thinking. |
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− | : Not really since Apoc has Active Pause. You can just hit space (or the pause button in the panel) and the game pauses and you can issue all the orders you want and spend days thinking what to do next if you so want. |
Revision as of 12:14, 3 January 2013
Overview
For each tactical mission, Apocalypse lets the player choose between Real-Time (RT) and Turn-Based (TB). Each mode provides a unique gameplay experience, added variety and replayability to the game. Although most players tend to favour one mode of combat over the other, I encourage experienced players to try an entire game using their weaker combat mode as a challenge and for a different gameplay experience.
Game play experience
In real-time mode, all humans and aliens move simultaneously. The player can issue commands at any time and the action will play out continuously in 'real time'. The battles can be frantic, with a lot of stuff going on at once, but the player can still pause or slow the game at any time to get a finer degree of control.
Turn-based mode is closer to the traditional X-COM style. Teams (eg. X-COM vs the aliens) take it in turns to move their units, each being limited to some basic automatic reactions when it is not their turn. These battles have a greater emphasis on careful unit placement and anticipation of enemy moves.
Tactical advantages
Since there are differences in the game mechanics of the two modes, it is important to develop tactics for each mode. Here are a couple of examples of advantages that the player has in one mode but not the other.
Real-time mode
- Ability to respond to a new threat as soon as it appears - for example if you see a Popper in the distance you will have time to reposition/reorder your units to best deal with the threat. This makes fast melee enemies like Poppers, Brainsuckers and Hyperworms considerably easier in RT than TB because in TB that unit can charge and attack on the same turn that you see it.
- Dual wielding - in real-time mode, holding a weapon in each hand allows both weapons to fire simultaneously. This effectively doubles your firing rate (at the cost of some accuracy). In turn-based mode there is no firing rate advantage to dual wielding.
- Ability to dodge missiles, projectiles, and explosions in mid-animation. Easiest to do this with Teleporters.
- Teleporters are instantaneous. This would be equivalent to not costing any TUs in TB.
Turn-based mode
- Charge attack - you can run from some distance to get directly adjacent to your enemies and kill them at point-blank range without them being able to react in any meaningful way. This works even better when launching ambushes around corners or other blind spots. Teleporters are also quite deadly for this purpose. This makes tough enemies like Megaspawn and Psimorphs considerably easier in TB than RT because you can kill them without them being able to fire.
- Later in the game, you can obtain Personal Shields from Cult of Sirius raids by using the above method combined with Toxigun A ammo. You will require many many shots to kill a COS member with this, so trying to farm COS in this way becomes unfeasible in RT.
- Tag team attack - you can have several agents take turns at firing through a particular choke point (a doorway, for example). The advantage of this is that it effectively means all of your agents can fire through the choke point at once, whereas in real-time mode only one agent can at a time.