Skip to main content

Home/ Long Game/ Group items tagged frozen synapse

Rss Feed Group items tagged

anonymous

Principles of Combat (Frozen Synapse Wiki) - 0 views

  • Common mistakes Ducking does not confer any bonus in a combat, it just allows you to cower behind cover like, well, a coward. Furthermore, changing state from standing to ducking will actually make your unit incapable of defending itself for a fraction of a second. This is often long enough for your unit to lose a vital body part, like a head or torso. Partial line of sight does not provide a defensive bonus, I.E., peeking around a corner will not make you harder to hit. Cover bonuses are only granted when standing behind half height (light blue) objects.
  • The factors that affect this time are listed in rough order below: Unit type - shotguns have the shortest time, snipers the longest. Distance to target - closer target: shorter time. Cover - target in cover: longer time. Stillness - the more quickly a unit was moving before they started firing, the longer it takes for them to get a kill shot.
  • When engaging another unit, the engaged unit will often attempt to shoot back, even if the engaged unit was not previously looking at the engaging unit. Indeed, a unit will only not do so if it is set to Continue on Sight or it is an indirect fire unit. In this case, there is one additional factor to those discussed earlier: first sight. If unit A engages unit B and B is not aiming at A, then B will suffer a penalty for not having first sight; that is to say, unit B will be at a disadvantage because it joined the combat a bit late.
  • ...1 more annotation...
  • How quickly a unit is moving is one of the things that determines the amount of time until a kill shot will occur.
  •  
    "Combat in Frozen Synapse is entirely deterministic, that is, for the same starting conditions and plans you will get the exact same result every time. This is a long way of saying that Frozen Synapse is not a game of chance. Your primary units in a given match are likely to be direct fire units; units firing bullets. These units will attempt to engage any enemy unit that enters their vision and their engagement range. Once a unit has engaged it will shoot at its target until either the target is no longer visible or one of the combatants is dead. The time it takes a direct fire unit to fire the kill shot (the shot that will actually kill the enemy unit, all other bullets fired being eye-candy) is determined by a number of bonuses and penalties described in detail below."
1 - 1 of 1
Showing 20 items per page