Darkwind
Noob scouting tip from a Noob, Always have a plan

skullkandy


Posted Dec 21, 2009, 5:03 pm
I have been doing scouts non stop since i started about a week or so ago. possibly to the point of annoyance i ask to go on every scout that pops up or just say "anyone planning a scout soon?" in the lobby.

I have noticed that the one biggest difference between a scout ending with glorious victory or horrible defeat is having a plan.

In every success there was always a veteran player who took charge. Before the first turn would start they would come up with a plan and it would be discussed by everyone until we all had a general idea of what to do.

In each of my two defeats the game started, everyone just kinda ran around and did whatever they thought was best for that turn. There was no leader and no cohesion.


This made such a massive difference. A leader, or at least one or two people who general determine what the overall strategy is going to be is very important.


So my suggestions for noobs like myself is listen. If someone seems like they know what they're doing ask them "who should I assist on?" or call your targets "targeting mauler." and if it would help everyone more to target something else they will usually let you know." Also help with other targets, you may feel the need to attack something that no one else is so you can get the kill all by yourself and feel like a big man, but starting out you will do much better if you follow a more experienced player and assist on their targets.
Everyone wants to be the star player who single handedly takes down half the enemy, although taking orders and assisting on targets doesn't sound very glorious it will get you much more success.


So remember, some people are leaders, some are soldiers. Be a good soldier and you can learn enough to lead in the future while winning a lot more fights along the way.
*goat starer*


Posted Dec 21, 2009, 5:14 pm
very good advice...

but beware... I can name at least three 'leaders' in this game whose idea of leadership owes far too much to the Charge of the Light Brigade.

Grograt is a case in point... he couldnt lead his way out of a paper bag.
Nekojin


Posted Dec 21, 2009, 5:19 pm
My general rule of thumb, as a "Veteran," is that if I'm not the leader (host), I follow whatever plans the leader wants to do. If the leader isn't willing or able to lead the party, I'll step in with suggestions - I won't "take over" the Scout unless explicitly asked to.

When I'm leading a Scout, I plan to be calling the shots, I don't want to be second-guessed by someone else. That was one of the major contributing causes for the one serious clash I've had with someone else in the game - a newer player thought he knew better than the Veterans who were leading the Scouts.

There can only be one captain. If it's not you, pipe down and observe. If it is you, take charge and lead.
Procyon


Posted Dec 21, 2009, 6:45 pm
I would add not to follow blindly though.

If your getting your lunch eaten in a dual gat pho as part of a line of apaches, by all means fall back. If you have a position with bad visibility, adjust. You are the only one who is paying close attention to the state of your vehicles and your leader expects you to act with some autonomous intelligence, and if things go downhill, your leader is going to get his cars out.

As a corollary to the last statement, if you see your vet leader starting to turn tail, you best join him before he tells you to :)

But whatever you do, as a new player, don't fail to communicate a deviation from plan. I can't tell you how many newbs I've seen get slaughtered leaving me insufficient firepower to take on the enemy because they decided it was time to charge without telling anyone.
Iffler


Posted Dec 21, 2009, 7:07 pm
goat starer said:
very good advice...

but beware... I can name at least three 'leaders' in this game whose idea of leadership owes far too much to the Charge of the Light Brigade.

Goat starer is a case in point... he couldnt lead his way out of a paper bag.
Joel Autobaun


Posted Dec 21, 2009, 7:28 pm
Good post SkullKandy
Zephyr


Posted Dec 21, 2009, 8:35 pm
Yeah I can definitely corroborate this. Having a specific (yet flexible) plan, clear direction, and an involved leader make a big difference.

And COMMUNICATE! Yesterday I lost a Windsor II, a Chomper, and two gangers, representing about 40% of my total gang's strength, on a scout. The Gang leader (who will go un-named) had his cars specced out for a tail-chase: oversized exposed engines and large rear-mounted weaponry. Myself and the other newb all had front-mounted weapons.

He did not share his plan with us. When he planted the flag and said, go there, we went there, got to the flag, and spun around and stopped to face the enemy. He was like, "WTH you doing stopping? Go to the next flag!" Then I noticed he had re-planted his flag about a mile farther away.

..and it went downhill from there.


Whenever I'm in a scouting mission, first thing I do, before I even finlaize my starting location, is to ask in team chat, "Thanks for having me along. What's the plan?" Three things happen at that point:

(1) The scout owner speaks up and describes a plan. These are the good days.

(2) Stony silence. This makes me nervous.

(3) The scout leader says something like "d00d jus k1ll stuff LAWL." This is when I break out in a sweat and start planning my escape.

I'm happy to follow orders as long as there is CLEAR direction and a good plan.
skullkandy


Posted Dec 21, 2009, 9:05 pm
zephyr is very right! it's all about communication.



to clerify, don't expect someone to tell you how far to turn, who to shoot, what to shoot and how to drive. they may offer suggestions but what you're really looking for is an overall plan to follow so the whole team isn't acting solo.

Sternschnuppe


Posted Dec 22, 2009, 2:07 am
Also, be aware that some people do not make great scout squad mates. While overall, this community is very helpful and friendly, do be careful who you scout with.

If someone is pretty nonchalant with his car/crew, you better believe he could care less about yours.

If someone is "just trying something out", chances are he is not going to contribute anything but CR to the scout.

You may also find "lurkers" who will hang back and avoid contact while you soak damage, just for their shot at the loot page.

As a noob, you should not be taking it on the chin. The vets with better cars and crews should be, and when you reach that stage you should return the favors.
Procyon


Posted Dec 22, 2009, 2:40 am
Sternschnuppe said:
As a noob, you should not be taking it on the chin.  The vets with better cars and crews should be, and when you reach that stage you should return the favors.


I'd have to disagree with this line.  The vets shouldn't be taking it, in fact, there isn't much in SS to scare someone at all who's been around more than a couple months. To a vet SS scouts consist of mopping up a few weak cars for some extra cash and a few points of training.

If you are in a scout with a vet, you should be aware that a group scout in SS is probably the least profitable thing you can be doing outside just blowing money for fun.  The only reason I scout with people in SS is the enjoyment of the social aspect.  There are no rares in SS, and if I wanted cash I could run 5 solo scouts in the time it takes to do 1 scout with a couple newbies AND bring home all the loot myself AND not risk getting stampeded by a hoard of scorps when the line breaks because people didn't know what they were doing.

So, if you think someone with more than a few weeks experience is sitting back letting the new guys do all the work bagging cadronas so he can get his $15K share of the profits, realize that that is the silliest of notions.  More likely, the vet is sizing up the situation, wondering how he's going to recover or escape if his compatriots, who just took a giant gamble by setting up in a bad position or charging in, can't stand up to the onslaught and he has to take on the AI by himself outnumbered 3 to 1 once the smoke clears.

Seriously, I don't have much cash or rares at all compared to most of the players here, but even I can't be bothered to sit in on an hour long scout to hopefully bag myself yet another beat up phoe even if I was guaranteed no risk.  I do it because it's fun playing with other people and it's enjoyable showing newbies the ropes.
*Grograt*
gary.r.horder@gmail.com

Posted Dec 22, 2009, 11:15 am
Some great comments here :D
BigStick


Posted Dec 22, 2009, 11:50 am
Zephyr said:
Three things happen at that point: 
...
(3)  The scout leader says something like "d00d jus k1ll stuff LAWL."  This is when I break out in a sweat and start planning my escape. 


Ahh memories! This is what happened in one of my first scouts I joined ... 1 dead guy and apache-less later... I've re-examined tactics since then  :p

"The difference between school and DW? In school, you're taught a lesson and then given a test. In DW, you're given a test that teaches you a lesson."
*Wolfsbane*


Posted Dec 22, 2009, 11:51 am
proc - is it possible you're confused anout what "taking it on the chin" means? Because I'm having real trouble understanding your post.

I think what Sternschnuppe means (and I agree) is that if a vet (whatever that means) goes out with new players, they should be willing to take most of the risks in order to shield the others. I would never take my best gangers out when showing a new player the ropes simply because I want to be able to sacrifice them if necessary to get a new player out of trouble.

Also, I I agree with Zephyr - if you're going to take new players out (or indeed run any group scout) you should be prepared to be the one coming up with a plan if no-one else will.
Procyon


Posted Dec 22, 2009, 12:12 pm
Wolfsbane said:
proc - is it possible you're confused anout what "taking it on the chin" means?  Because I'm having real trouble understanding your post.

I think what Sternschnuppe means (and I agree) is that if a vet (whatever that means) goes out with new players, they should be willing to take most of the risks in order to shield the others.  I would never take my best gangers out when showing a new player the ropes simply because I want to be able to sacrifice them if necessary to get a new player out of trouble.

Also, I I agree with Zephyr - if you're going to take new players out (or indeed run any group scout) you should be prepared to be the one coming up with a plan if no-one else will.


I agree with that.  It sounded more to me that he was implying that vets use new players to take all the damage while they get dibs on the loot screen, which is just silly.  There's nothing on a group scout SS loot screen worth the hour I spent whether I took damage or not.  I can see why new players might think that a vet is trying to screw them too... when you are trying desperately to save up 20K, that loot scorp looks mighty valuable and they might think that a veteran player with 2 mil in the bank got that way by screwing people out of scorps, which just isn't the case; in fact it's crazy talk.  We all know that goat got his money by using his hammer peds to erect pulveriser statues, whereby Wirt's leg defeated the buzzer for instance, and although his case isn't typical, a new player doesn't know that and is likely to try it and be eaten by cows!  Never emulate a goat.

As for taking risks to save new players after a bad decision, I'm all for it.  Some of the craziest and most fun scouts I've had have been trying to save the situation after multiple new players thought that "go to that hill" meant "go full speed into those rockets!  Make sure they hit you in the side too, that's the way you can barrel roll the best!"
Sternschnuppe


Posted Dec 22, 2009, 3:14 pm
Quote:
It sounded more to me that he was implying that vets use new players to take all the damage while they get dibs on the loot screen, which is just silly.  There's nothing on a group scout SS loot screen worth the hour I spent whether I took damage or not.


Let me clarify by defining "vet" as anyone who is not new, meaning they have their little Wasteland badges.  I agree that to a lot of long time vets (with tons of cash and cool gear) the only reason they scout SS is to help the new guys and perhaps break in new crews.  It is pretty obvious to me when the loot screen pops up and the "old hands" just drop out, because like you said, there is nothing in the loot worth their time.  When I started, I had "old hands" tell me to grab the Black Rock or Pulvie because "those are good cars".

However, new players need to be aware, as I said, that if there is a vet on a scout who is not helping him, showing them the ropes, and actively participating, they may have other motives.  Perhaps I am wrong, but it's just my observation.
*goat starer*


Posted Dec 22, 2009, 3:38 pm
Iffler said:
very good advice...

but beware... I can name at least three 'leaders' in this game whose idea of leadership owes far too much to the Charge of the Light Brigade.

Iffler is a case in point... he couldnt lead his way out of a paper bag.
skullkandy


Posted Dec 22, 2009, 8:00 pm
maybe i've just gotten lucky but every scout i've jumped into with a veteran player they helped a ton and if need be came charging in to save a bad situation that myself or another noob got us into.
they also have let us new players take all the loot for ourselves.

the scouts i've been on without a vet in the mix either

a) the noobs talked amongts ourselves, came up with some sort of plan and rocked hard.

b) no one talked and everyone played as if they were in a solo game.....ending in lots of damage to us.


in my opinion any high skilled player who puts together an ss scout for noobs is doing so just to be friendly and have fun, because let's face it they aren't in it for the loot. So if they sit back shooting when needed and more so offering advice that's an excellent contribution to the scout.


Nekojin


Posted Feb 3, 2010, 5:50 pm
I consider myself a Veteran (of sorts), and I am in it for the loot. I want the Apache, or whatever "rarer" chassis that shows up, as much as anyone else in the Scout. But I'm absolutely willing to pass on the hot loot if someone else *needs* it (a new subscriber who doesn't have a decent car yet, or someone who got their car shot to hell). In a SS scout, I mostly angle to cover my repair costs. If I'm in Kitty Parade, I absolutely want to loot as much as I can manage, taking my fair share. If I'm in Graffiti Punk, my paint car (Ballistics Training car), I'm not so concerned, as there's a good chance that GP hasn't taken more than a few points of damage - and GP is much cheaper to repair than KP, in any case (and easier to replace, as well).

So don't assume that Vets will automatically pass over the hot loot. And, more importantly, don't spare the "hot loot cars" in hopes of taking them home. If it's in your face, KILL IT. If you're getting the "junk" cars hitting you first, by all means overkill them in order to cause the others to lose morale. That's how you take back pristine cars, after all.
Bruv


Posted Feb 4, 2010, 2:10 pm
I agree with lots of what's been posted but would add, bear in mind your car (newb) is not the same as their car (vet).

I was often very disappointed that my pickup didn't hit nearly as much as the apache next to me. This is normal, it may even be worth waiting an extra turn after everyone else starts firing to improve your chances of a hit. Just don't wait too long.

Also it may sound obveous but if you decide to go for a viper or phoenix then don't try to hold the line with the landrunners. I have seen it time and again people lining up sedans next to the bigger cars and expecting to do fine.
FireFly


Posted Feb 4, 2010, 2:13 pm
Actually, I would recommend shooting before you can actually hit, the repeat fire bonus can be substantial for high ammo weapons, like HMG/HGG, but that's just me.
*Grograt*
gary.r.horder@gmail.com

Posted Feb 4, 2010, 2:19 pm
Agreed ( again what the hell ) sustained fire bonus can be a saver for lower end gang skill, but beware of LOS and slow down due to recoil
Nekojin


Posted Feb 4, 2010, 4:20 pm
FireFly said:
Actually, I would recommend shooting before you can actually hit, the repeat fire bonus can be substantial for high ammo weapons, like HMG/HGG, but that's just me.

No, it's not just you. For MG-class weapons especially, starting to fire before you have a good shot improves your chances of having a good shot sooner, at the cost of a few expended rounds of ammo. Yet another reason to carry reloads.
*Wolfsbane*


Posted Feb 4, 2010, 4:21 pm
I keep meaning to test whether bullets fired or hits scored affects training. Has anyone tried this, or am I going to have to make some more NPCs suffer in the name of Science?
Bruv


Posted Feb 4, 2010, 4:56 pm
I just meant that I have been on scouts where the car next to me is scoring CR hits from 120m and I have a pickup with RLs, I figure wait for a bit of purple bar to appear before I waste my limited ammo.

I thought repeat fire bonus was mostly for machine gun type weapons and other types got more from sustained targeting bonus?
*goat starer*


Posted Feb 4, 2010, 5:01 pm
Wolfsbane said:
I keep meaning to test whether bullets fired or hits scored affects training.  Has anyone tried this, or am I going to have to make some more NPCs suffer in the name of Science?



i believe sam has said that it is 'perfect' shots that affect training...

but i could be wrong

Bruv said:
I just meant that I have been on scouts where the car next to me is scoring CR hits from 120m and I have a pickup with RLs, I figure wait for a bit of purple bar to appear before I waste my limited ammo.

I thought repeat fire bonus was mostly for machine gun type weapons and other types got more from sustained targeting bonus?



i start shooting the minute any purple appears with low ammo weapons (ATG, CC, RL) as it racks up accuracy very quickly. With other guns i start shooting around the range i know they can hit at (with sust fire bonus) even if no purple is showing.
Nekojin


Posted Feb 4, 2010, 5:04 pm
Bruv said:
I just meant that I have been on scouts where the car next to me is scoring CR hits from 120m and I have a pickup with RLs, I figure wait for a bit of purple bar to appear before I waste my limited ammo.

For RLs especially, that's not a bad plan of action. Better, though, is to get a feel for what range is a "good" range, and start firing a turn earlier.

Quote:
I thought repeat fire bonus was mostly for machine gun type weapons and other types got more from sustained targeting bonus?

AFAIK, all weapons get both bonuses, and the sustained targeting bonus is universal. The repeat fire bonus is more pronounced in MG-type and rifle-type weapons, yes, but all weapons DO get some benefit from it.

Edit to add: You don't need to open your Manage window to see how good your shot is. The width of the targeting line is also a marker for how good your shot is. A one-pixel line = nearly no shot. A thick line = good chance of hitting.
FireFly


Posted Feb 4, 2010, 5:09 pm
Low capacity weapons, Like RL's and cannons, you save until you have a reasonable chance to hit (Unless you have gunners that can reload them in 2-3 turns), High cap weapons, like machineguns, well...

http://tvtropes.org/pmwiki/pub/images/more_dakka.jpg
DAKKADAKKADAKKA  :cyclops:
Groove Champion


Posted Feb 4, 2010, 5:35 pm
Newb scouting tip # 3520: Don't get attached to your first gangers
Volvo_13


Posted Feb 9, 2010, 5:54 am
I gotta agree groove....

1st scout.. 1 pickup and a rental gone, 2 gagners dead

2nd scout... apache destroyed, 2 men dead
..but got a loot car!!

3rd scout... 2 cars destroyed, 3 dead
..gotta loot pheonix!

Just find a vet, follow orders, do your best, watch your people
die, lose cars, and get better. Really, it gets better.

DO NOT SCOUT ALONE NEWBIES!!

YOU'RE NOT GOOD ENOUGH YET.

iceman


Posted Feb 9, 2010, 9:12 pm
Nekojin said:
I follow whatever plans the leader wants to do.

When I'm leading a Scout, I plan to be calling the shots, I don't want to be second-guessed by someone else.


Hmm must been some other Neko I been on scouts with  :o

The Neko I've been on scouts with is always piping up and complaining  :rolleyes:

I think they are your guys and your cars and you can do what you want with them, but usually the best chance of survival and loot is player cooperation  ;)
iceman


Posted Feb 9, 2010, 9:22 pm
goat starer said:
i start shooting the minute any purple appears with low ammo weapons (ATG, CC, RL) as it racks up accuracy very quickly. With other guns i start shooting around the range i know they can hit at (with sust fire bonus) even if no purple is showing.


Using the purple bar is for sissies...feel the force Luke  ;)
iceman


Posted Feb 9, 2010, 9:29 pm
procyon112 said:
I would add not to follow blindly though.

You are the only one who is paying close attention to the state of your vehicles


+1

This is post apocalypse survival of the fittest not cocoa with the girl scouts people  :cyclops:
*goat starer*


Posted Feb 10, 2010, 12:46 am
johnnynever said:
goat starer said:
i start shooting the minute any purple appears with low ammo weapons (ATG, CC, RL) as it racks up accuracy very quickly. With other guns i start shooting around the range i know they can hit at (with sust fire bonus) even if no purple is showing.


Using the purple bar is for sissies...feel the force Luke  ;)


Johnny... i have always wondered what you were doing on scouts.... disappearing off into the distance... going round in circles... shooting wildly...

now i know

http://www.4tnz.com/files/darthtrike.jpg
LoSboccacc


Posted Mar 2, 2010, 1:28 pm
Procyon said:

If you are in a scout with a vet, you should be aware that a group scout in SS is probably the least profitable thing you can be doing outside just blowing money for fun.  The only reason I scout with people in SS is the enjoyment of the social aspect. 


good point. so, what is a good scouting location for mid-low range player after exiting the pristine nob status? (not there yet but...) so that we can join a scout that would be profitable for vets? or would be better once there (around 50 skill) to be starting solo scouting in SS?

I'd really prefer to play with other beings instead of being the lone wastelander.. but that's just me.
*Wolfsbane*


Posted Mar 2, 2010, 2:12 pm
Gateway has a lot going for it (the maps are ones you'll be used to, the pirates have fame and bounties, the difficulty is not too insane and there is sometimes good stuff available for hero points) but unfortunately there are no experienced players (that I know of) running group scouts out of GW.  Your best bet is probably to ship some gangers you can afford to lose down to Badlands and join in the occasional group scouts that go out there.  I can lend you an HMG/ATG Apache to get you started, but it shouldn't be too long until you loot something you can scout in.

Also, I would recommend solo scouting around SS once you're sure you know what you're doing (for me this was a few weeks, followed by failure and death, followed by a few more weeks).  Not only is it a great way to get a steady income and train up some gangers, it'll also show you how much (or how little) the vets in group scouts have been covering for you :)
LoSboccacc


Posted Mar 2, 2010, 2:28 pm
I've a 4xHMG apache, not as good as an ATG but should holds on its own - I'm waiting to have some more skilled people in it and then I'll ship it to BL then, with some car to act as a sacrificial lamb - right now my heavy gunner have just get over the 20 skill, I'll wait it to be around 30 before attempting that (I already have a 30 scout).

regarding solo scouts, what is the minimum cr I should field? I have a sunrise, a phoenix and the aforementioned apache ready to roll for it, but I'm too coward to risk it all (including my now 31 scout) :p :p :p :p
*Wolfsbane*


Posted Mar 2, 2010, 3:03 pm
Yeah, don't solo with things you can't afford to lose - that's a lesson I had pounded into me a few times :) You need to keep something around to group scout in if it all goes pear shaped. If you don't have cars you can afford to lose you're probably not ready to solo anyway.

I wouldn't try and ship an apache to BL. Taxi there in a 4L pho or something equally fast, and get hold of a scouting car once you get there. You can buy apaches on the NPC market, or one of the people who scout there regularly will probably sell you one cheap, or I can lend you one. They're not rare in the south.

For soloing, never use fewer than two cars. I would train your scout on courier runs until he hits 40, then run a pair of windsor IIs out 40 miles or so. If you target low fame pirates you should pull 3-4 enemies. Some people prefer muscle cars, but that's never worked for me. Either way, a matched pair will make things easier for you.

From the sound of it you'd be better of training a little more. Once you have enough 40-skill gunners to fill two cars you'll have a much better chance of surviving. Good luck :)
*Grograt*
gary.r.horder@gmail.com

Posted Mar 2, 2010, 4:24 pm
Also remember GW AND BL are ammo fests' you dont require four HMG's, but you will require as many reloads as possible for the vehicle, even bring along a fast unarmed ammo carrier, trust me you will need those reloads, as especially in GW the returns are notorious. twin rear armed HMG on an apachee chassis will serve you well give you room for driver and two gunners also seven reloads, that may sound like a lot, but honestly you will need them. Rapid Reloader is virtually a must skill for the truckstops and further, gang skill can make or break your ambitions down there, try and always be in a mass scout, save your solo attempts for SS untill you know you are secure in them, normally by that time your gang be skilled up enough to move and fight any where
Procyon


Posted Mar 2, 2010, 6:19 pm
LoSboccacc said:
I've a 4xHMG apache, not as good as an ATG but should holds on its own - I'm waiting to have some more skilled people in it and then I'll ship it to BL


There's enough wrong with this statement that I have to advise you against soloing BL just yet if that's what your thinking of doing.  Not to be rude or anything.
theHumungous


Posted Mar 2, 2010, 8:30 pm
I think what Procyon is trying to say is

Less guns + better gangers + lots of ammo = more win! :D

Tacking on guns all over the place "just in case" ends up making things more difficult since it adds to your CR. The AI gets away with it because they can shoot more often (at least I believe they can target and fire in the same turn, where players can't).
Snakebit


Posted Mar 2, 2010, 9:21 pm
*Grograt* said:
even bring along a fast unarmed ammo carrier, trust me you will need those reloads


I assume this would be for between event reloads?
Also, does it make sense to bring dedicated fuelers?
*Grograt*
gary.r.horder@gmail.com

Posted Mar 2, 2010, 9:44 pm
only minimum 2 space tanks required

yes between combats you can add the ammo to the vehicles that require reloads
Procyon


Posted Mar 2, 2010, 9:45 pm
theHumungous said:
Tacking on guns all over the place "just in case" ends up making things more difficult since it adds to your CR.


It's worse than that actually.  You can beat the AI even with horrible CR ratio. 

2 HMG's take up 80 spaces of weapons that are never pointed at the enemy; that's 200 shots you didn't bring that would have been be pointed at the enemy.  I don't think there is room for 2 dedicated gunners in an Apache with 4xHMG which means you will be missing a lot more. To say an HMG is "not as good as an ATG but should holds on its own" underscores his tendency toward this imbalance.

Less guns + lots of ammo + superior tactical position with advantageous line of fire and ready means of retreat = more win :)  That 3rd part is the toughest to learn.

Going in trying to outgun the AI is a losing proposition.  They aren't on a budget and the game is skewed in their favor.
*Grograt*
gary.r.horder@gmail.com

Posted Mar 2, 2010, 9:57 pm
http://dw.laasma.ee/carbuilder/view/49/tragic.png
theHumungous


Posted Mar 2, 2010, 10:18 pm
Quote:

Less guns + lots of ammo + superior tactical position with advantageous line of fire and ready means of retreat = more win :)  That 3rd part is the toughest to learn.


Well said, I have started learning this 3rd bit on my two car solo scouts. I have gotten away in the middle of a fight that went sour a few times by paying attention to the terrain and LoS.
iceman


Posted Mar 2, 2010, 10:42 pm
*Grograt* said:
only minimum 2 space tanks required

yes between combats you can add the ammo to the vehicles that require reloads


To be clear in the looting phase using the temp window
iceman


Posted Mar 2, 2010, 10:44 pm
*Grograt* said:
http://dw.laasma.ee/carbuilder/view/49/tragic.png

Thats a nice set-up, low CR too I think 230-235
*Wolfsbane*


Posted Mar 2, 2010, 11:05 pm
johnnynever said:
*Grograt* said:
only minimum 2 space tanks required

yes between combats you can add the ammo to the vehicles that require reloads


To be clear in the looting phase using the temp window


To be more clear and avoid my noob mistake, this only works if you didn't escape the ammo car :)
LoSboccacc


Posted Mar 2, 2010, 11:32 pm
I see. so the point is, being already in disadvantage from computer bonus, to put every cr where it counts, allowing just some for covering a quick retreat.
I've specced my apache like that one and moved the phoenix to a dual gg. I'll see how they roll when they'll be ready tomorrow.
thanks all!
Groove Champion


Posted Mar 3, 2010, 3:59 am
My advice to new players is this:

Avoid flashy posers and their boastful advice.

That is all.
LoSboccacc


Posted Mar 4, 2010, 10:11 am
"how hard could it be to survive one scout with fast cars and rearmounted weapons?"*

my current wanna-be-plan is having one sunrise with rearmounted gg to engage at a 'safe' distance (100m) and then coming down on the flanks with a phoenix.

yeah it's probably a bad idea but one has to start somewhere, at some point :D

*with a Jeremy Clarkson tone
betterlucky


Posted Mar 4, 2010, 10:21 am
Personally, I'd rather have a plain machine gun at that range... GG's are short range in my experience.
LoSboccacc


Posted Mar 4, 2010, 10:28 am
I'm thinking that car rifles would be better suited even, but at that range is more about "making noise" than hitting anything.
unfortunately I can't have a companion weapon for a car rifle without using a 3.2L (I don't even think about running a v8 down there). maybe I'll do a tour on the car configuration tool to see what options I have.
*Wolfsbane*


Posted Mar 4, 2010, 10:29 am
Bear in mind that whatever you want to try, you can probably get a more experienced player to come along and bail you out if necessary - or at least spectate and give advice. Of course you may prefer learning from your own mistakes, in which case good luck, and let us know if it goes well :)
LoSboccacc


Posted Mar 4, 2010, 10:36 am
problem is that adding cars to the fray will only overpower enemies, moreover I'd like to see how a 30 scout encounter is.

but the idea is good. maybe I'll find someone to join with another muscle and aid in the escape if there are more than two/three enemy cars.
*Diablo Vash*
diablovash@gmail.com

Posted Mar 4, 2010, 10:37 am
The main problem i see is that 90% of newbies get a car like a phoenix or sunrise, with GG or MG, problem with this is that they are not newbie friendly imo. Seen to many go head first into a pack in these cars and they cannot handle it. Or they get their speed up and spend more time trying to keep the car on the ground and dodging things to even be able to aim at something.

I would like to see more trying to at least go towards a chomper or even something bigger if it's possible. Stuff that can take the punishment a bit better while they are learning to play.
betterlucky


Posted Mar 4, 2010, 10:41 am
I was going to suggest car rifles, but that would increase your CR. Whereas a machine gun has a lower CR than a GG but is still likely to be more effective...
LoSboccacc


Posted Mar 4, 2010, 10:49 am
*Diablo Vash* said:

I would like to see more trying to at least go towards a chomper or even something bigger if it's possible. Stuff that can take the punishment a bit better while they are learning to play.


I've run an apache also thus far, but it seems to me that faster car are better suited to my driving. I've did some solo scout where with a lonely standard combat sunrise (not A armour, no unarmed, full armour) after lot of running back and forth from elm and I can outrun phoenix even on flattish terrain taking only small hits (S184391 maybe this is with a pho), I plan to do more of this to get confident with the escape phase and then run a couple of muscle in a solo scout

I tend to be too much stationary with suvs and getting eaten.

betterluky, I think that even with this configuration the cr will be around the minimal that the computer throws at me, probably going too much lower won't help either. dunno, I've read somewhere that the minimum cap seems to be 230 but there is any hard evidence on that.
*Ninesticks*


Posted Mar 4, 2010, 11:17 am
My advice would be to not get too hung up about your CR or that of the pirates. The fairly small differences between weapon CR is not going to make that much of a difference in the big scheme of things. This game really isn't about bean counting, that's why many of the actual figures are hidden from the players.

Decide what role you want a car to play/what tactic you want to use - this will decide what chassis best fits and what weapon(s) to go for - everything else will fall in to place. Don't forget to throw out all the advice you get given freely from time to time and just experiment.
Togakure


Posted Mar 4, 2010, 11:37 am
I have tried using muscle cars, and although I was pretty effective, it just wasn't within my personal combat style. This is part of the reason why I became an Infantryman instead of a pilot.

With muscle cars, you still have a bit of armor that should be enough if you can dogfight well and keep moving. Make straffing runs on the enemy, limiting your exposure to their fire while maximizing your own weapon systems. As you learn how to handle your vehicle(s) better and have higher-skilled drivers, you'll be able to power-slide and do other fancy moves that can keep the enemy in your cone of fire while still moving in a safe direction. It takes a lot of practice and skill, but it can be very effective.

I've actually seen MC's go up against SUV's and beat the snot out of em. And I've heard from a lot of players so far that would take an Osprey over a Buzzer any day.


But personally, I prefer the "Gunline" tactic. Get a heavy SUV, arm it with some nasty weapons, slap on a bunch of frontal and side armor, and park. Then you proceed to light up the enemy like it's the 4th of July. Your armor will get chewed up, but if you keep focus and retain situational awareness, you should be able to survive with minimal damage. Of course this tactic works best when you are in line with other heavy vehicles. When I use my Apache on scouts where everyone else is in muscle cars or sedans I almost always end up having to dogfight with my car too.


The reason I personally prefer the SUV over MC is because I just don't feel like I'm doing enough damage in a light car. One or two hits, then I have to move around and line up for another shot or dodge a chaser. With the big SUV though, I just keep blasting away until the battle is over. I know I'm putting a serious hurt on the enemy when I see tons of blue and red text after my shots, and the weapons I'm using now will often demo a car in just a couple turns.


Go with what you are most comfortable with. If you don't feel safe in a small car, ride in the SUV. If you think SUV's are too slow, go with sedans or muscle. This game allows you to use different tactics on every different scout, or you can even mix-and-match and bring both an SUV and muscle car on the same scout. So many possible options.
Dr Meat


Posted Mar 16, 2015, 10:26 am
Great thread. Wish I'd read this before I tried to lead a scout with a newb friend and we got our arses handed to us...

One bit of advice I'd add here, for other newbs, when preparing for a scout - make sure all your gangers have got decent handguns (preferably rifles, or at least shotguns) and RELOADS for them. Handgun ammo costs peanuts, and if all goes to crap and you have to walk home, that $2 reload may be all that stands between you and having your face chewed off by giant bugs in the desert.

:(
*Brunwulf*


Posted Mar 16, 2015, 3:17 pm
Dr Meat said:
Great thread.  Wish I'd read this before I tried to lead a scout with a newb friend and we got our arses handed to us...

One bit of advice I'd add here, for other newbs, when preparing for a scout - make sure all your gangers have got decent handguns (preferably rifles, or at least shotguns) and RELOADS for them.  Handgun ammo costs peanuts, and if all goes to crap and you have to walk home, that $2 reload may be all that stands between you and having your face chewed off by giant bugs in the desert. 

:(


Great point for new players, although I would say Rifle is MINIMUM.
For your leader and specced gangers, Sub Machine Guns are a must for low level handgunners- they fire twice a round- so 2 chances to hit the critters  :D
Also, I think they raise handguns faster than any other handgun- but i'm not positive on this so I stand to be corrected.
Tez


Posted Mar 16, 2015, 3:40 pm
I don't bother with reloads UNLESS the ganger has rapid reload. Just bring 3 rifles or 2 rifles & a shotgun
*Brunwulf*


Posted Mar 16, 2015, 5:04 pm
Tez said:
I don't bother with reloads UNLESS the ganger has rapid reload. Just bring 3 rifles or 2 rifles & a shotgun


Yeah- totally.
Much quicker to swap weapons than reloading.
You only get 1 footsquad encounter (up north, anyway) so if you cant kill the critters with 2 rifles each ganger......
YOU DESERVE TO DIE!  :p
*The X Man*


Posted Mar 16, 2015, 5:43 pm
Tez said:
I don't bother with reloads UNLESS the ganger has rapid reload. Just bring 3 rifles or 2 rifles & a shotgun


Best advice for any player right there.

Remember, you have to stand stationary to reload ped weapons. The pistol is the only one that reloads while moving.

Creatures are much faster than most peds, so standing still reloading can get you swarmed and eaten before you weapon ever reloads.

Rifles have 12 rounds, same as pistols but more damage. This is your best ranged ped weapon next to the crossbow, but those only have 5 shots. So, 3 rifles per ped is my best recommendation.

Most foot encounters don't last longer than 10 turns, unless every player is using new recruits. Another reason not to worry about reloads.

Tip for all new players, stop with the crouching during foot encounters. All it does is make it harder for you to be hit when fired upon. The last time I checked, creatures don't carry guns. So you should run to high ground, shoot, run more if needed.

Also, when in a group foot encounter, shoot at as many different creatures as you can. If everyone shoots at one, all the remaining creatures are getting closer to you. Each player should mark/flag the one they are shooting at. You will take them down much faster and safer this way. The only time this tactic should not be used is when there is only one or LARGE creatures that take many shots to kill.

During combat, dont bunch up all your peds together. Give them a little space so they stay out of each other's line of fire. Losing a ped to a mutant insect is one thing, but losing your ped to a gunshot to the back of the head is quite irritating.

Last thing, the sacrifice. There may come a time when you just know a ped is going to get attacked. So put your worst gangers a little closer to the creatures than you "good" gangers. Creatures attack what is closest, not who is the bigger threat. There is no shame using a low skilled guy as bait and eventually becoming creature snacks if it gives your good guys a few extra turns to shoot and survive.

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