Gear Tactics, the game's newest PC game today, is adding the brain to a series of magnificent series. Yes, you can still shoot badges at the pulpit and Chainsaw Locusts by stopping. But under the blood, sweat, and protein cracking, you'll have to make critical assumptions to find your battles and soldiers. The following tips should help you make less assumptions.
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The basic idea of a physical range is simple enough: As you move the units, you will see a white line popping up between that unit and any enemies you can shoot. Before you commit to placing a unit, keep this in mind.
But there is a secret to note. The shorter the line is, the lower your shooting percentage will be. If it's a dotted line, that means you'll have a bad shot: 40 percent chance or less. And if there is a standard deviation, you may have a blockage, which does not affect the chance of a percentage of shots being fired but may result in a certain, or someone else's shooting. Get your coworkers out of the way! (Yes, there is a friendly fire.)
Bullets can outrun enemies.
One of the most effective interactive games in the game is the fact that characters can pass through enemies. If you can balance your watch numbers for two to pass, one shot should hit both people in a row. This applies to all firearms but is most effective with a scout rifle or heavy guard (Gears-Speak of minigun).
Similarly, do not miss the gun completely and wrap up some kills. Few things are more satisfying than installing a centralized shooting range, missing it completely, and hitting the enemy right on your target. Also, get your colleagues out of the way!
Let's talk about healing.
There are a few classes in Gear Tactics is more important than the support class (anti medics take the "combat" part a little too seriously). Their resilience is important in the treatment of other team members, and they have a wide range, but you should know that it is limitless. Some cooling skills – including a very powerful cooling pad, which cures a person with a moderate amount of consecutive turns – have a very short range.
When the life of the unit falls to zero, they will not die there. & # 39; Reduced, & # 39; at which point you get a chance to move another soldier and wake him up. (If at another level, they can use the power of the second wind to rise on their own.) If the unit recovers from poor condition, you can cool them up to 75 percent of their maximum life. But be careful, because the game will still allow you to continue using stims, cooling clips, and other retrieval skills.
The people who have laid down are irrelevant to some (qu) specifics.
For the most part, calling it aside Gear Tactics they are right. Then there is the giveaway, which adds to the plot wrinkles in the game. For these machines, two mount control points are used. At the end of each turn, you'll get a point for each control. If your enemies control any of them, they will get the point. Your goal is to get 10 points before the enemy can score five points. However, get this, or even low-cost units may help. If one of your Guards is positioned inside the control area, they will still be able to pin you, which is especially useful if you need to hold just one point with no action points left to recover.
Maintain an open employment environment.
As you hit the campaign rally, you'll find plenty of room in your list of hiring multiple troops. It can be tempting to fill your company in a downsizing. Don't do that. Instead, always open at least one slot. That way, if you find a random Gear that kills your team, you won't need to chase that loyal gentleman who has been with you from the 3rd gear.
Don’t go to bed with customization options.
All the troops you find are completely organized, up to their name. At times, this results in troops named Brett “Buster” Johnston with blonde hair and eyeglasses. But you can change all that. Although this is a game about shooting, shooting, and shooting, you should not overlook the customization options. They are strong and impressive.
First of all, all customization is gender-neutral. Any unit can wear any hairstyle, facial hair, or part of a dress. In addition, all battle pieces can be colored, and you can properly remove Sheen from more than a dozen options. And best of all, there is no shortage of bright neon options. Words cannot describe how much real color it brings to popular gray Gears table, so here's a visual guide. Would you like your team to look like this:
Or so:
You think.
Of course, there is a valid application here. Do as KotakuZack Zweizen and color code for your team by category. This way, from a practical standpoint, if you see a man with a reddish-purple glow, you know it's a sniper. That person in the middle Casablanca the blue? They are difficult. It's a simple trick that helps you get acquainted with the battlefield scene in a heartbeat.
Don't waste action points to open chests.
This may seem obvious to some players, but I did drive some embarrassing moments in the game before seeing it, so let me save you from the trouble.
On many levels, you'll find chests that can be unlocked by the Giah bonus. Here's how I open them initially. First, I use two points of action – a metric that determines how far a unit can go and how many things it can do – to get to the chest. After that I use another one to open it. (Most units start with three points of action.) It turns out, you can just open the chest as you go up it. Well, all you have to do is twist your mouse over it until you see the icon turn from arrow to hand. That way, you won't use any extra points of action and not to mention, moving your soldier back to the hole where he didn't take a bulletproof shot in the face in the name of looting. Who knows!
Don't trust the kick.
Gears fans will see tickers as the most annoying enemies of the game. That sounds true Tactics, again. When one of these explosives reaches one of your Gears, they become frustrated, killing themselves but working north of the systemic damage. Worse yet ,ickick players have high levels of anxiety, so you can't shoot them as they throw in front of you.
To combat this, all of your units can escape and crawl. Doing so will trample and remove its discomfort, at which point you can shoot. Whenever you start down the kick, a line of purple dots will appear, which is obviously to help you reach the end. The idea is that you can see exactly where it's going, so that you can stay safely in the explosion. But the mechanic appears – and please forgive me for this pun – to be just boring.
Sometimes it works just as well, and you can kick a toucher like Lionel Messi. Sometimes, for no apparent reason, you can't kick more than a foot. Yes, you will remove its origin, but you can't shoot it without seriously injuring your immediate unit. If possible, try to use only one point to run the kick. That way, even if you can kick off the safe distance, you'll have some action points left to return to the safe distance and shoot.
Get hold of overwriting.
Gear Tactics makes heavy use of a mechanic called "rewriting." (Lovers of XCOM will enter Tactics with a close understanding of this mechanic.) Once the unit has been removed, it will create a mass such as a guard slice for a turn. If a person enters a lump, he or she will be shot. If a unit uses its own writing, that's it: write more to get a chance. All your soldiers can set up a rewrite. All your enemies can, too. After firing again – and shooting multiple times with the enemy, there are a few questions I've seen:
- If you are under enemy capture, you can safely reload.
- As the game explains, you can prevent the repetition of one of the weapon's special abilities (all units start with it). But well-placed bombs and other explosives will also eliminate enemy elimination.
- The destruction of the enemy is now enabled, thankfully, to be limited. They are the “pin” of one of your units. Instead of a striking lump, it shows up as a solid red cord. If a pinned unit tries to do anything other than reload, it will be released in one stroke. But some units can safely cross the red line without being shot.
- If the scout is pinned with a sniper, use the coat skill. This will remove the pin.
- More often than not, your rifle will not hit theick. However, nicknames can cause it to be written down, actually "ruining it".
- If your misalignment decreases, your pulse will be more accurate.
Hit the fast biking tab
Yes, using your mouse to select units works well. But there is an easy way: Just hit the tab. To the left of your HUD, you'll see a list of all the units you have in the field. Anyone below is a person in control. This strategy also works for cycling through enemies. If you measure a firearm against different targets, a hit tab will jump from enemy to enemy, as long as you have an overview on it.
One other hot tip: You can double-tap to skip cutscenes.
Pour skill points on these peaks.
Each of these five lessons can be specially interpreted by a four-time skill tree. Since the game-changing abilities are actually at the end of each branch, it's best to focus on one method. Of course, how you compare yourself to the characters depends on the style of play, but I found these edges to be very helpful.
Support: Surgeon. Throwing your points on a surgeon's tree will not only be unlocking abilities that will double the healing power of your unit. It will also open up a recovery pool, one of the game's best cooling points.
Scout: Commando. Fewer skills are more useful than a nearby mine, which you can gain by scout only by boosting the commando tree. Nearby mines work as you might think: Set it down, and if the enemy steps in, kabloomers! As told by Zack in his review, AI is pretty smart. Well, let's just say they missed a lesson in the mines nearby.
Vanguard: Attack. This tree opens up a ton of great input skills, including one that increases your chances of catching a critical hit. You will also gain the ability to shoot furiously. When fully developed, it deals double damage.
Sniper: Hunter. Snipers investing in a hunter-gatherer will gain skills to recover action points, reload weapons, and reduce cooldowns. Play smart and you can have endless possibilities.
Seriously: You can't go wrong. There is no such thing as useless survival Gear Tactics.
Checklist is generous.
If I might give one piece of advice, here it is: Make it. Gear Tactics it is very forgiving in its assessment. If your party – or one of the three heroes – is canceled, you will usually not be rescheduled for 10 or 15 minutes. You'll also find places to look between the battlefields. So if there are dangerous movements you want to try, give it a try. Trial. Enjoy it. And the love of Gears, don't think too much.
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