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File 129450955117.png - (58.33KB , 800x600 , blackcompanyrecruitment.png )
29364 No. 29364 ID: a032e7

This is a /questdis/-before-/quest/ thing. The thing is, this would require a lot of people's participation, and I don't want to start it before I'm sure it will generate a large enough audience.

Here is the basic premise:
You choose one of the classes (listed below) and a name, and join the company as a soldier. You are sent on missions in the form of turn-based strategy, with a minimap given that you make your moves around.
141 posts omitted. Last 50 shown. Expand all images
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No. 74193 ID: a01b62
File 137497412260.png - (27.64KB , 1537x267 , vision.png )
74193

>>74182
Promotions, my good man, spec into those goggles and taste sweet victory.

Also, I may have made a mistake with the 'head poking around corner' one, you're right; he should be able to see everything in front of and left of the door.

>>74187
Here it is fixed.
>>
No. 74196 ID: e3aff6

Just to get confirmation, a [S]'s move or act restriction includes non-class actions like stabilizing, right?
>>
No. 74215 ID: a01b62

>>74196
Unfortunately, yes, stabilizing requires ACT.
>>
No. 74257 ID: 2bef4c
File 137509526656.png - (399.81KB , 1000x2000 , not_actually_a_plan.png )
74257

< not the actual situation

We have 4 kills. We could, in theory, get 2 troopers as reinforcements.

Are some of our fallen willing to join as with secondary characters? (since this is a training mission, your primary characters are not dead and keep their rank)

Or even some new recruits ?

I don't know how the rest of the team feels, but I think we can still turn this around, despite the odds.
>>
No. 74262 ID: a01b62

>>74257
Since it's a training mission, I would allow you to redeploy the people who died.
>>
No. 74270 ID: 2baea8

>>74257
I have [T]Pvt. Nitan and [I]Pvt. Gaston to deploy. Both are likely more useful than Suggestion for proceeding in close-quarters through the building.
>>
No. 74275 ID: 2bef4c

>>74270
I think a robust infantry unit would be a great asset right now, but whatever you choose, we'd be glad to have you back.
>>
No. 74279 ID: 2baea8

>>74275
Yeah, I'd say have the officer deploy some good, solid [I] units.
>>
No. 74287 ID: a4b6b4

Sign up in the main thread and I'll toss you in. Though in all honesty, this officer gig isn't my cup of tea I think. I'll serve as long I'm the only one, but I'd like to get down onto the field!
>>
No. 74289 ID: e3aff6

Actually I have been kind of considering officering. I have been noticing an urge to tell others what to do in the thread fairly often. (Of course, the times I turned about to be right have not been as often...)
>>
No. 74291 ID: a01b62

[E1] should be able to see along the wall, but spoilers: There's nothing there anyway.
>>
No. 74293 ID: e3aff6

>>74291
So that means I can see all those squares in the room above row 29 except N27 and M26, all of which contain nothing including doors?
>>
No. 74294 ID: a01b62

>>74293
There is a door through Q26 to R26 and you can't see M26 or N27. To be precise.
>>
No. 74297 ID: e3aff6

>>74294
The door is closed I guess?
>>
No. 74307 ID: a01b62

>>74297
Yep.
>>
No. 74332 ID: 87e7da

>>74289 >>74287
You guys could switch positions or something like that. Or Zaelix can deploy as reinforcement and Evans gets a on-the-field promotion and remote controls his character from now on (just for this mission, it's just trainign after all).
>>
No. 74333 ID: a01b62

>>74332
Not until the end of the mission.
>>
No. 74402 ID: e193b3

>>/quest/529880
So, [R]ocketeer Evilperson is now officially resurrected as an [I]nfantryman?
>>
No. 74417 ID: a01b62

>>74402
No, Suggestion is. EvilPerson is still alive.
>>
No. 74418 ID: e3aff6

>>74417
I think he is referring to how Evilperson's map icon is now an [I] icon instead of a [R] icon.
>>
No. 74420 ID: a01b62

Oh, dang, I have no idea how I missed that. Damn map glitches.
>>
No. 74701 ID: e3aff6

People in smoke clouds are effectively untargetable by bullets or [T]elekinesis but can still be hit by explosives launched at the smoke squares, right?
>>
No. 74703 ID: 76b151

>>74701
yup, though I do believe the rules were slightly modified so that you can see something right next to you to prevent infinite blocks
>>
No. 74704 ID: a01b62

>>74701
>>74703
It's a LOS blocker, not a forcefield. You can even spot for somebody outside the smokescreen so they can shoot/telepath them.
>>
No. 74714 ID: e3aff6

Are sniper mines safe for all friendlies, or just the sniper who placed them?
Also, if a sniper is right next to somebody can they drop a mine on them (either to attack an enemy or to place it in an ally's space if mines don't friendly fire)?
>>
No. 74728 ID: 09bcf9

>>74714
Codex says "a sniper cannot activate his own mine" - which would indicate for me that all others do.
>>
No. 74886 ID: e3aff6

In the recent update (>>/quest/532747), by line of sight rules we can sprint our entire force (aside from I4) right up behind them without them knowing we are there (and therefore being unable to attack next turn) there unless we open fire, right?
>>
No. 74888 ID: a01b62

>>74886
Yes, though keep in mind you'd have to avoid that turret and go all the way around/through the building. Can't walk through hostiles.

>>74728
Seems likely.
>>
No. 74889 ID: e3aff6

For future reference (it would not be a good idea to try at the moment), do failed attacks reveal your location the same way successful ones do?
>>
No. 74890 ID: a01b62

>>74889
Any failed attack will leave the bullet tracer (but not show you) to alert the other side that they are being fired upon from out of view.
>>
No. 74891 ID: e3aff6

And now that [S1] has Leeroyed (well, as much as a sniper can and still attack), this brings up a curious situation. If I hadn't placed a force wall and the [I] runs west to shoot at [S2], would I get hit from being unrevealed but directly between his shooting position and his target he can see?
>>
No. 74892 ID: a01b62

>>74891
Sorry, I thought I made it clear: It alerts them to your presence. It does not reveal you. They still can't attack you because they don't have sight on you this turn.
>>
No. 74896 ID: e3aff6

>>74892
You answered my question about missed attacks, but [S1] hit the [T] (unless the wall got in the way, which I don't think it quite does). Do successful attacks (or specifically successful attacks that kill the target) also not reveal your position?
>>
No. 74898 ID: 76b151

>>74896
it does not.
>>
No. 74899 ID: 76b151

If you can't see someone you can't shoot. The only thing that allows you to see someone is yourself or an ally directly facing them.

All shooting someone does is allow the person to know the direction the bullet came from. Which means I1 can shoot that infantry this turn, and next turn without fear of return fire. Its not until the THIRD turn that we can expect that infantry to start firing back.
>>
No. 74901 ID: e3aff6

>>74899
Oh, I see. I had somehow gotten the impression that succesfully getting a hit revealed you for attack. I am not sure exactly where I got that idea now that I think about it.
>>
No. 75039 ID: e3aff6

The ability to spot to shoot in at people in a smoke screen means you can also spot for people in the smoke to shoot out, right?
>>
No. 75051 ID: 76b151

>>75039
yes
>>
No. 75200 ID: a7fa71

When it says that smoke grenades last three turns, that is three turns from full deployment (the 3x3) rather than three turns from the initial throw, right?
>>
No. 75338 ID: 47fccc

>>75200
I have the dire feeling I will find out next turn.
>>
No. 75342 ID: e97f9d

>>75200
The former, yes. Three turns to spread, three turns to dissipate.
>>
No. 75352 ID: 09c9d6
File 137689429447.png - (29.26KB , 322x560 , mgs.png )
75352

I have a question:

Would the enemy unit see the infantry sprint past like in this image? Is it aware of the move even if it is not able to attack next turn (has to spot first)?
>>
No. 75353 ID: e97f9d

>>75352
No. Like the players, the enemy can only see final positions. I try to operate off what they would know.
>>
No. 75488 ID: d2995c

So I guess now is the time to discuss transferring [O]fficer status?
>>
No. 75490 ID: d2ad4a

If you want it, now's the time to mention it.
Me, I'm going to be serving as a Medic, since I spent so much time botting Caltech...I think it was Caltech, at least.
So, characters I have:
[O] Zaealix (currently going back for more [O]fficer training)
[M] Alister (currently active.)
Thinking of getting a [T] or [R] as the 'alternate' class I use. Not decided which one yet.
>>
No. 75496 ID: d2995c

I think I will keep with being an [E] for the next mission, to see how things go with the 'NPC' commander.
>>
No. 75502 ID: a5e6d0

What a crazy mission.

Things that really did us in:
- new guys (like me) being unfamiliar with the mechanics
In the beginning, we thought squad Alpha could take advantage of the soft cover on the map.
Then squad Beta decided to let a medic and a Telekinetic scout ahead when both aren't frontline troops.

Although, in general, we rolled rather well, the times when we did not roll well really hurt. Our rocketeers especially. We had groups of enemies, beautifully clumped together, but were not able to take advantage of that. In the end, it was almost like everybody held his breath when a rocketeer took aim.

After we retreated into the building, I think really pulled ourselves together. We advanced very carefully, maybe even a bit too slow, we discussed more etc.
In the end, the battle for the flag was really balanced imho. We healed, we took positions, we threw smoke... it was good. We turned the ratio of damage taken vs damage dealt around in our favour, despite being slightly outnumbered. Maybe the enemy rolled really badly in the end, I'm not sure.

When we got reckless, we got punished. When we kept a cool head, with a bit of luck, we did them in. It is true that Agt. Azure carried us hard, but it was a symbiotic relationship - we scouted, he popped heads. We could have done that for while and basically lay siege to them, but we all wanted to end the mission quickly.

Now the new recruits that survived until the end really know the mechanics, how line of sight works, how to clear rooms, that opening doors doesn't cost move etc. I hope as many as possible stay.

Despite what HQ might say, I leave the training compounds with an optimistic feeling.

One last thing: I had the feeling that we were very support-heavy, lots of low HP troopers, with useful abbilities, but out team was a bit squishy overall.
>>
No. 75513 ID: 2baea8

>>75502
I agree with everything this man said.
>>
No. 75522 ID: 76b151

>>75502
Honestly we had a pretty good mix at the start. The big problem was most of them died when we got ambushed and stayed in the killzone.

That enemy sniper at the time had crazy range if you look at it. He was shooting 3-4 over his natural range and hitting every time. If he had missed once or twice we might have fared MUCH better.
>>
No. 75523 ID: e97f9d

>>75522
Dude just kept rolling 10's.
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