Suggestion: Simulate Enemy Movement


(amazinglarry) #1

I’ve found that while playing, anytime I think I get myself into a good cover position and out danger, the enemy is able to take 2 steps and shoot away, and then get to even better cover (than I thought I had).

Right now, one is able to select an enemy player and see where their current line of sight / fire is based on where they’re standing… but since I am right now really unfamiliar with how movement is determined (some characters can move 1 square per energy, others are 1 square for 2x energy etc) it’s difficult for me to really plan ahead based on what possibilities I think are available.

Naturally, the more I become familiar with the characters and their range, the easier it will become to strategize… but for now it’s pretty tough.

Also there doesn’t seem to be a clear indication of cover at angles. So when I think I’m safe, sometimes somebody like Sneaky Pete moves a square or two over, and is still able to blast me a couple times.

So to summarize, it would be nice to be able to see where enemies could potential move to, and what shots would be available before submitting a turn.


(Catnadian) #2

Light (200 health/12 AP) soldiers use 1 energy per movement tile (max 12), Mediums (250HP/14AP) use 2 per movement tile (max 7), and Heavies (300HP/18AP) use 3 per movement tile (max 6). I’ll assume you’re talking about full cover (green shields) in which I will agree it’s a little hard to judge safe angles. I’m not sure what the game counts as a flank though (some dev input would be nice) but starting up a Challenge and fooling around with it a bit might also give you an impression of some of the finer mechanics (even if the AI is a bit on the thick side).

Also take some time to browse the store: each weapon’s AP cost is listed, which will also help you. In Sneaky Pete’s case, the starter (Otto Semi-Auto) can do up to the high 40s at its optimal range of 7 tiles (maxed at high 60s using Headshot), the Botherer can do up to 69 at 8 tiles (98 with Headshot), and I won’t bother listing the Avenger’s damage stats because who uses that thing (but it does do up to 110 damage with the one shot you’re guaranteed with Pete’s Headshot ability.)

The closer you get to a Sniper, generally speaking, the less effective they become, but it’s generally not a good idea to charge into one unless you know it’s not going to be able to get help/has used Ghost/is dead anyways.

It’s probably easier if you take a sheet of graph paper and try and visualize it using little adorable pushpins.


(tinker) #3

hey amazinglarry
This is something I would never like in a game like that. You then don’t even have to think - just try. You already have the Rewind button. If you now are even able to see what the enemy might do in his turn - you can test for ages ( and It will take ages) to make your perfect turn where the enemy can nearly do nothing.
This is the only “real skill” you get from playing the game - you learn to know where the enemy might go, where he might attack from and what he will probably do. There are no statistics- so test the issues. If you lose - you will not forget about that. If you have a bad memory, take screenshots and add infos with paint (ye lol) or other programs.
That are all issues that are “problems” in nearly every game when people begin with the game…

  • where to walk
  • where to hide
  • how to solve this quest
  • how to get there
  • how to do the most dmg

    It does not take too long to get into it - trust me.
    test things out - gaming should do 2 things - make fun and kill time :smiley: do not take it toooo serious - if you lose - you lost for a higher aim :slight_smile:

I hope you get my point :slight_smile:

with friendly regards
me :slight_smile: