AATA Beta 0.9
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smoth wrote:The accuracy tag in spring replaces the need for that tag.Nemo wrote: Edit: Oh, smoth: yeah, the full automatic weapons use sprayangle and burstfire so the shots in a burst spread out.
The accuracy tag is from OTA and has a different effect. Unless it has been coded incorrectly in Spring.
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- Imperial Winter Developer
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- Joined: 24 Aug 2004, 08:59
Okay, so if I was putting together a small infantry force of about 20-30 troops, what sort of ratios would I want for a well-rounded force?
Let's assume I don't have a particular purpose for them, just a general purpose infantry squad.
(My mistake, floz. I seem to remember riflemen in AATA being particularly useless compared to the SMG'ers, but that could have arisen from other issues)
Let's assume I don't have a particular purpose for them, just a general purpose infantry squad.
(My mistake, floz. I seem to remember riflemen in AATA being particularly useless compared to the SMG'ers, but that could have arisen from other issues)
The higher the number the more a shot strays. Yeah it is there. what would I know though... I actually played with both.FLOZi wrote:smoth wrote:The accuracy tag in spring replaces the need for that tag.Nemo wrote: Edit: Oh, smoth: yeah, the full automatic weapons use sprayangle and burstfire so the shots in a burst spread out.
The accuracy tag is from OTA and has a different effect. Unless it has been coded incorrectly in Spring.
Warlord Zsinj wrote:Okay, so if I was putting together a small infantry force of about 20-30 troops, what sort of ratios would I want for a well-rounded force?
Let's assume I don't have a particular purpose for them, just a general purpose infantry squad.
(My mistake, floz. I seem to remember riflemen in AATA being particularly useless compared to the SMG'ers, but that could have arisen from other issues)
when I set my barracks to repeat, I set it to 15 riflemen, 7-8 SMGs, 2-3 MG, 3 artillary officer, 2 sniper, 1 mortar, 4 AT of some sort (depends how long the game has been going - the later in the game, the more AT needed).
That adds up to a troop of 36 or so, and is a force that would be powerful at any stage in the game.
Mortars can project firepower a LONG ways away, officers can spot for those mortars, riflemen will deal with most infantry threats, SMGs will help when things get close and nasty, while the MGs can lay down covering fire from a ways away, or help establish a control point. And of course the AT troops provide tank cover. Snipers are just good to have to eliminate that mortar that's shelling you, or the officer that's spotting for it, or the enemy sniper, ect.
I like talking about this game far too much >_>
Hopefully we'll have something for everyone to actually *play* in the not too-too distant future.
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- Imperial Winter Developer
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- Guessmyname
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Bigger sight range. Sniper's don't have binoculars or anything like that, so they should just have the same LOS and the rest of the infantry. Obs. Infantry have binoculars and a larger LOS and can therefore spot targets for the snipers that the snipers wouldn't have previously seen without having to get much, much closerWarlord Zsinj wrote:Why would one build an observation officer over a sniper?
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- Imperial Winter Developer
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Vs. a small group of infantry, yes. Vs a larger group it will be quickly overrun as the sniper has a pretty long reload time, and the Art Obs pistol is pretty much ineffective. Any sort of vehicle from Jeep up will obviously not have a problem either.Warlord Zsinj wrote:So, obs officer + sniper = pwnage?
actually...I believe that a sniper's range matches their LoS. And both are smaller than the LoS of an officer.
Edit: just checked. For the US, the sight range of a sniper is 165m (normal infantry are 100m), and the range of their weapon is the same. An officer can see about 225m away, but they have a pistol, so all they really do is spot.
If those ranges seem small, they're based on the assumption that you really can't identify a person without visual aid past 100m away, and if you can't identify them, you probably shouldn't be shooting at them.
Edit: just checked. For the US, the sight range of a sniper is 165m (normal infantry are 100m), and the range of their weapon is the same. An officer can see about 225m away, but they have a pistol, so all they really do is spot.
If those ranges seem small, they're based on the assumption that you really can't identify a person without visual aid past 100m away, and if you can't identify them, you probably shouldn't be shooting at them.
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- Imperial Winter Developer
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- Felix the Cat
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Well, I assemble my squads in units of 12. Why? That's how many a SdKfz 251/1 halftrack can carry, and I mechanize all of my units.Warlord Zsinj wrote:Okay, so if I was putting together a small infantry force of about 20-30 troops, what sort of ratios would I want for a well-rounded force?
Let's assume I don't have a particular purpose for them, just a general purpose infantry squad.
(My mistake, floz. I seem to remember riflemen in AATA being particularly useless compared to the SMG'ers, but that could have arisen from other issues)
Generally what I do is something like this:
-6 Riflemen. These are the grunts. They shoot and stuff and try to take the most fire. Nice range.
-1 AT troop. Good for killing slower motor units, stationary units, and especially buildings.
-3 Machineguns. Automatic weapons of DOOM!
-1 Sniper. Long-range support and spotting for the infantry's weapons.
-1 Mortar. Pure pwnination on large masses. Be aware that they tend to hit in front of stationary targets due to some sort of bug.
Depending on the conditions, I would of course vary the amounts. If close combat is expected, sub SMGs for some or all of the riflemen. Maybe an observation officer instead of a sniper or one of the machineguns. Since I mechanize my forces, I try not to have too many AT guys - they're ineffective, and I try to have light vehicles around to kill vehicles anyways.
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- Imperial Winter Developer
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