Difference between revisions of "Controls (Apocalypse)"

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m (Added some notes on the two formation modes, and bit more here and there.)
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Xcom agents can be controlled somewhat automatically in their actions and reactions to hostiles depending on the settings you choose. To see what each button does, please consult your manual.
 
Xcom agents can be controlled somewhat automatically in their actions and reactions to hostiles depending on the settings you choose. To see what each button does, please consult your manual.
  
=== Agent Attitude Settings and Tactics ===
+
==Agent Attitude Settings and Tactics ==
 
'''Safe Mode = Blue'''
 
'''Safe Mode = Blue'''
 
The agent will seek cover first (even go so far as to break the line of sight to hostile) then engage in combat afterwards if it thinks it will be safe. This is a very similar attitude when panicking. Avoidance is paramount. This mode can sometimes be unhelpful because they can ignore your commands to move, or they stop moving, or they go in an opposite direction. Can be frustrating. Mix of running, walking when seeking cover.
 
The agent will seek cover first (even go so far as to break the line of sight to hostile) then engage in combat afterwards if it thinks it will be safe. This is a very similar attitude when panicking. Avoidance is paramount. This mode can sometimes be unhelpful because they can ignore your commands to move, or they stop moving, or they go in an opposite direction. Can be frustrating. Mix of running, walking when seeking cover.
 +
 +
This mode is primarily used if you want the unit to avoid combat. This mode may not be used often with agent, and is quite redundant with non-combat units under your control.
  
 
'''Cautious Mode = Green'''
 
'''Cautious Mode = Green'''
 
The agent will position themselves behind an object closeby, if one is available, and start firing if allowed to do so. They will sometimes run from an explosive (which is VERY BAD if a Boomeroid is closeby). Your agents remember where the enemy was when they are shuffling for position to fire, but they won't try to break line of sight. The best aspect of using this mode is that its an equal balance of avoidance and offense. They will strafe to fire if behind a corner, will crawl (or go prone) if there is no cover, also likes to crouch behind cover . The best use of this mode when you don't have hostiles which love to throw Boomeroids. Mix of running, walking when seeking cover if your agent doesn't start firing.
 
The agent will position themselves behind an object closeby, if one is available, and start firing if allowed to do so. They will sometimes run from an explosive (which is VERY BAD if a Boomeroid is closeby). Your agents remember where the enemy was when they are shuffling for position to fire, but they won't try to break line of sight. The best aspect of using this mode is that its an equal balance of avoidance and offense. They will strafe to fire if behind a corner, will crawl (or go prone) if there is no cover, also likes to crouch behind cover . The best use of this mode when you don't have hostiles which love to throw Boomeroids. Mix of running, walking when seeking cover if your agent doesn't start firing.
 +
 +
This mode is used best for the sidestepping when next to corners and if you want your soldiers to have some sense of self preservation.
  
 
'''Agressive Mode = Red''''
 
'''Agressive Mode = Red''''
 
Your agents will not seek cover, your agents will not run from grenades, your agents will fire towards hostiles even though there might be neutral security forces in the vincinity, your agents will happily run thruough a swarm of gunfire. Dimension Missiles anyone? This is most common option which is used when fighting against Alien forces. You do not want your soldiers to stop firing when stationary. Offensive is the best defense. If you have a defensive line outside the Alien craft on either side of the door, the last thing you want is for your Agents to get up and shuffle for position. This delay can get them killed. DON'T do the blue chicken dance. Due to this agressive mode, there is no AI movement except turning on the spot. Select the cover for your troops manually instead of relying on the computer to do it for you. It may help to move your troops as a group to the destination, then fine tune their position for available cover once you have reached it.
 
Your agents will not seek cover, your agents will not run from grenades, your agents will fire towards hostiles even though there might be neutral security forces in the vincinity, your agents will happily run thruough a swarm of gunfire. Dimension Missiles anyone? This is most common option which is used when fighting against Alien forces. You do not want your soldiers to stop firing when stationary. Offensive is the best defense. If you have a defensive line outside the Alien craft on either side of the door, the last thing you want is for your Agents to get up and shuffle for position. This delay can get them killed. DON'T do the blue chicken dance. Due to this agressive mode, there is no AI movement except turning on the spot. Select the cover for your troops manually instead of relying on the computer to do it for you. It may help to move your troops as a group to the destination, then fine tune their position for available cover once you have reached it.
=== Agent Speed Settings and Tactics ===
+
 
 +
This mode, being the most popular, is best used when you want full control over the units you're currently controlling and wish them to stand their ground. Note however that you will still lose temporary control of soldiers if they are standing in fire.
 +
 
 +
== Agent Speed Settings and Tactics ==
 
Note: If set to walk or crawl, an agent that has no weapons will run if they see an enemy, but resume walking/crawling once any visual contact is lost.
 
Note: If set to walk or crawl, an agent that has no weapons will run if they see an enemy, but resume walking/crawling once any visual contact is lost.
  
'''Walk'''
+
 
 +
===Crawl===
 +
The agent will drop to the ground and will start to crawl. You need at least 2 free tiles in order to crawl. If in a confined situation, the soldier will kneel in place.
 +
 
 +
Going prone reduces your size as a target and improves your weapon accuracy. However you will move very slowly, and you will not be able to look over small obstacles like low walls.
 +
 
 +
In Turn based, TU movement consumption will be at its highest.
 +
 
 +
 
 +
===Walk===
 
The agent will walk to your waypoint, or walk (usually, but will run sometimes) to a postion when seeking cover. An agent can fire a weapon when walking (which could be a good thing), but at reduced accuracy. Stamina does not drain when walking, nor does it recover. The only two reason to use walk fuction is to fire on the move, and to conserve remaining stamina if you need to make a run for it.
 
The agent will walk to your waypoint, or walk (usually, but will run sometimes) to a postion when seeking cover. An agent can fire a weapon when walking (which could be a good thing), but at reduced accuracy. Stamina does not drain when walking, nor does it recover. The only two reason to use walk fuction is to fire on the move, and to conserve remaining stamina if you need to make a run for it.
  
'''Run'''
+
Your walking speed will vary depending on your speed and encumberance levels.
The agent will run everywhere until tired. Your soldier cannot fire their weapons when moving. Running is very dependant on Stamina. The more your Agent has, the longer they can run.
+
 
 +
In Turn based, TU consumption and Stamina are consumed at the normal rate.
 +
 
 +
===Run===
 +
The agent will run until tired. Your soldier cannot fire their weapons when moving. Running is very dependant on Stamina. The more your Agent has, the longer they can run. Once they run out of stamina, they will default to walking until they regain some stamina.
 +
 
 +
In Turn Based, the TU consumption is reduced, while Stamina consumption is increased.
 +
 
 +
 
 +
===Walking and running in Single File ===
 +
When walking in the single file mode, the agents may, for reasons unknown, vary their movement from a sluggish walk that is slower than the normal walk speed or may even sprint towards the nearest agent or (for the leading soldier) waypoint in varying bursts. This is frustrating, therefore you cannot rely them to walk or run normally when in single file.
 +
 
 +
If you must move rush everyone to a particular location, break out of single file and go to formation
 +
 
 +
==Formation and Single File Squad movement modes==
 +
 
 +
===Formation===
 +
 
 +
The selected agents will move to the next and stop in a chequered formation. They will attempt to move at their best possible speed depending on how tired they are and what movement modes have been set. This can cause faster soldiers to outdistance slower soldiers.
 +
 
 +
This is the default mode and most players never switch from this mode.
 +
 
 +
===Single File===
 +
 
 +
The group of selected agents will dynamically form a chain, no matter how jumbled up they are, and the soldier closest to the waypoint will form the lead unit. This is a very clever manouvre that can show you how coordinated your agents can be.
 +
 
 +
The biggest failure of this mode is that soldiers will move awkwardly at varying speeds, from sluggish crawls to quick sprints for no apparent reason, so the run and walk settings may not have much effect on these soldiers. Some players ignore this mode completely simply because of this.
 +
 
 +
Note that once a group has been formed (after ordering a selected group to move), the chain will remain even after the group is unselected. If you select the leading agent, all units that are behind the lead will automatically follow without having to be given orders to do so.
 +
 +
You can break the chain in the middle by selecting a soldier in the chain and then moving it off. In a way, this can be used to create mini chains of single-file squads. See the next section for a more practical use.
 +
 
 +
This mode fails because of the awkward movement, but is a great way of micromanaging small groups. You can use it to make an agent from a different squad follow a member from another squad automatically. By walking and using aggressive, these units can walk around and automatically use reaction fire on any enemies attacking the leading unit.
 +
 
 +
===Combining Single File and Formation Mode===
 +
 
 +
By using single file mode, you can link agents from any group with agents with another. For example, you can get six agents from another squad attach themselves to your main squad of six agents by making the agents in the first squad the lead unit in mini single-file formations.
 +
 
 +
Once the units are attached, you can select your main squad and then go back to formation mode. Your main squad will now be able to move about in formation, and the soldiers in the other squad will automatically follow the main squad. Note however that because the soldiers are made up of mini single-file formations, your leading units may have their speed affected as if they were in single file.
 +
 
 +
 
  
 
  to be continued...
 
  to be continued...

Revision as of 07:02, 16 April 2007

Xcom agents can be controlled somewhat automatically in their actions and reactions to hostiles depending on the settings you choose. To see what each button does, please consult your manual.

Agent Attitude Settings and Tactics

Safe Mode = Blue The agent will seek cover first (even go so far as to break the line of sight to hostile) then engage in combat afterwards if it thinks it will be safe. This is a very similar attitude when panicking. Avoidance is paramount. This mode can sometimes be unhelpful because they can ignore your commands to move, or they stop moving, or they go in an opposite direction. Can be frustrating. Mix of running, walking when seeking cover.

This mode is primarily used if you want the unit to avoid combat. This mode may not be used often with agent, and is quite redundant with non-combat units under your control.

Cautious Mode = Green The agent will position themselves behind an object closeby, if one is available, and start firing if allowed to do so. They will sometimes run from an explosive (which is VERY BAD if a Boomeroid is closeby). Your agents remember where the enemy was when they are shuffling for position to fire, but they won't try to break line of sight. The best aspect of using this mode is that its an equal balance of avoidance and offense. They will strafe to fire if behind a corner, will crawl (or go prone) if there is no cover, also likes to crouch behind cover . The best use of this mode when you don't have hostiles which love to throw Boomeroids. Mix of running, walking when seeking cover if your agent doesn't start firing.

This mode is used best for the sidestepping when next to corners and if you want your soldiers to have some sense of self preservation.

Agressive Mode = Red' Your agents will not seek cover, your agents will not run from grenades, your agents will fire towards hostiles even though there might be neutral security forces in the vincinity, your agents will happily run thruough a swarm of gunfire. Dimension Missiles anyone? This is most common option which is used when fighting against Alien forces. You do not want your soldiers to stop firing when stationary. Offensive is the best defense. If you have a defensive line outside the Alien craft on either side of the door, the last thing you want is for your Agents to get up and shuffle for position. This delay can get them killed. DON'T do the blue chicken dance. Due to this agressive mode, there is no AI movement except turning on the spot. Select the cover for your troops manually instead of relying on the computer to do it for you. It may help to move your troops as a group to the destination, then fine tune their position for available cover once you have reached it.

This mode, being the most popular, is best used when you want full control over the units you're currently controlling and wish them to stand their ground. Note however that you will still lose temporary control of soldiers if they are standing in fire.

Agent Speed Settings and Tactics

Note: If set to walk or crawl, an agent that has no weapons will run if they see an enemy, but resume walking/crawling once any visual contact is lost.


Crawl

The agent will drop to the ground and will start to crawl. You need at least 2 free tiles in order to crawl. If in a confined situation, the soldier will kneel in place.

Going prone reduces your size as a target and improves your weapon accuracy. However you will move very slowly, and you will not be able to look over small obstacles like low walls.

In Turn based, TU movement consumption will be at its highest.


Walk

The agent will walk to your waypoint, or walk (usually, but will run sometimes) to a postion when seeking cover. An agent can fire a weapon when walking (which could be a good thing), but at reduced accuracy. Stamina does not drain when walking, nor does it recover. The only two reason to use walk fuction is to fire on the move, and to conserve remaining stamina if you need to make a run for it.

Your walking speed will vary depending on your speed and encumberance levels.

In Turn based, TU consumption and Stamina are consumed at the normal rate.

Run

The agent will run until tired. Your soldier cannot fire their weapons when moving. Running is very dependant on Stamina. The more your Agent has, the longer they can run. Once they run out of stamina, they will default to walking until they regain some stamina.

In Turn Based, the TU consumption is reduced, while Stamina consumption is increased.


Walking and running in Single File

When walking in the single file mode, the agents may, for reasons unknown, vary their movement from a sluggish walk that is slower than the normal walk speed or may even sprint towards the nearest agent or (for the leading soldier) waypoint in varying bursts. This is frustrating, therefore you cannot rely them to walk or run normally when in single file.

If you must move rush everyone to a particular location, break out of single file and go to formation

Formation and Single File Squad movement modes

Formation

The selected agents will move to the next and stop in a chequered formation. They will attempt to move at their best possible speed depending on how tired they are and what movement modes have been set. This can cause faster soldiers to outdistance slower soldiers.

This is the default mode and most players never switch from this mode.

Single File

The group of selected agents will dynamically form a chain, no matter how jumbled up they are, and the soldier closest to the waypoint will form the lead unit. This is a very clever manouvre that can show you how coordinated your agents can be.

The biggest failure of this mode is that soldiers will move awkwardly at varying speeds, from sluggish crawls to quick sprints for no apparent reason, so the run and walk settings may not have much effect on these soldiers. Some players ignore this mode completely simply because of this.

Note that once a group has been formed (after ordering a selected group to move), the chain will remain even after the group is unselected. If you select the leading agent, all units that are behind the lead will automatically follow without having to be given orders to do so.

You can break the chain in the middle by selecting a soldier in the chain and then moving it off. In a way, this can be used to create mini chains of single-file squads. See the next section for a more practical use.

This mode fails because of the awkward movement, but is a great way of micromanaging small groups. You can use it to make an agent from a different squad follow a member from another squad automatically. By walking and using aggressive, these units can walk around and automatically use reaction fire on any enemies attacking the leading unit.

Combining Single File and Formation Mode

By using single file mode, you can link agents from any group with agents with another. For example, you can get six agents from another squad attach themselves to your main squad of six agents by making the agents in the first squad the lead unit in mini single-file formations.

Once the units are attached, you can select your main squad and then go back to formation mode. Your main squad will now be able to move about in formation, and the soldiers in the other squad will automatically follow the main squad. Note however that because the soldiers are made up of mini single-file formations, your leading units may have their speed affected as if they were in single file.


to be continued...