Frozen Synapse Wiki
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Different units have different perks, stats and predispositions. First some rules and facts:.
Games with Steam Cloud support may store data in /.steam/steam/userdata/ / 328600 / in addition to or instead of this directory. The app ID (328600) may differ in some cases. Treat backslashes as forward slashes. See the glossary page for details. Sep 23, 2014 Frozen Synapse Prime is a turn based tactical combat game developed by Double 11 for the PlayStation 3, Vita, and PC.
Every unit have potential to kill at last one enemy. Every unit is capable of operating on its own,. Every unit is more efficient when working in group ( at last one cooperating unit). Units are even more efficient when timing is right. Good timing is one of the first rules of engagement!.
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Units ARE NOT suppose to work on group bigger than 3. The bigger the group the bigger are (eventuallly) loses!.but groups can cooperate too!Now, lets see how, and in what situations units have advantage. = Rifleman (a.k.a. Machinegunner)yeah, he is pretty lame but he can be used as a tactic advantage.
He is reallybasic so i just show u the math:.chances to win match - 1 sniper vs 1 machine gun are equal only when playing heavy urban map and/or machine gun have cover and/or is in medium range toward sniper and sniper didn't spot him yet.also playing CQC(shotgun) vs rifleman, CQC will loose only if no obstacles are found or player is a total newbe. I even managed to win open field engagement on this setup with superAi on level 4 so point have been proven.
Other classes will probably loose even in 1vs2, sometimes, maybe if you will be lucky, an rpg will accidentaly blow rifleman's hideout and you can win but chances are very, very low. = CQCs (close quarter combat specialist a.k.a shotgun)believe me, he can do magic. This is best choice, and if u have one on urban map, try keep him safe. Using him in squadfight make him just fabulous. He have superior reaction time but very short range so try to jump from cover to cover till reach the target. Surprise attack are also very effective. Beware, he is lame at open field!.
= SniperSniper are good choice to control open field or keeping units inside zones we want them. He is something like queen in chess in exception he will die in cqc combat. I will tell more about advantages of having these dudes on your side later. = RPG/expRPG and explosive specialists are solely support units. Difference between them are somehow linked to walls. RPG can only shoot walls, and easily kill anything on other side but have smaller blast radius than grenades which can bounce from walls and be fired over cover when ducked.
Its time for short goals and long goals. Learning to think this way may allow you to gain advantage over your enemy but my be hard and unnatural for som of you so if you really dont want to, skip this part and start practicing!Short goal - fulfilling those will take no more than 2, max 3 turnsLong goal - 30%-60% time limit, usually weighted toward 50% except lifelong main rules(below)The way you want to dominate battlefield should be divided over multiple stages. First of all, there are two basic rules with highest priority: (main short goal) - ensure your units safety and (main long goal) - fulfill game mode objective or eliminate all enemies.Be aware that usually you have turn limit so plan carefully.When game flow starts, usually two basic short term goals will pop up, advance or retreat from position.
Advancing always depend on diversion or flanking. Remember that ensuring safety of your units is vital to your tactical capabilities so it is always on first place (except for cannon fodder). Of course having more than one squad allow you to strategically make retreat of one squad opportunity to advance with another or just wipe the advancing units.
It's of course adviced but also somewhat risky. Retreat is the best option when facing wrong type of unit, lets say CQCs vs Rifle on OF.Another advice on object based tactics is assigning to one task only units that are essential to make it done. Of course remember the first rule, if it's necessary assign more units to task to keep allies alive. Its crucial to find balance in that thinking and of course evaluate situation, because this sometimes may have opposite effect - the more units u SEND the more of them can be neutralized so be careful.Last Advice, hold ground if possible, Especially on FU or HU, chasing one last unit over whole map can be tiring and even dangerous, one unit usually have element of surprise and window of opportunity to kill your units one by one, especially on dark game modes. Of course one unit have bigger element of surprise than tactically placed squad so if its possible, you should take them down from safe distance.