· Все коды, советы, прохождение и трейнеры к игре Frozen Synapse 2
Коды (cheats) к игре Frozen Synapse 2
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Cheat Codes: ------------ The Tactician's Guide: ---------------------- Written by _Zorbaz
-=Know the Vatforms=- The first step beyond familiarity with the user interface of Frozen Synapse 2 is to understand the capabilities of each vatform. This is a key part of making effective plans in Frozen Synapse. Each unit will be briefly reviewed, and key points will be highlighted about each unit. Units will behave in the exact same way everytime. It should be noted that some units in the city game have extraordinary abilities, but this is beyond the scope of this guide.
-=Short-Range Vatforms=- Name: Knife Strengths: Instant Kill-Time, Fastest Unit, Cheap Weaknesses: No range, Easily Shotguned, Dead in Open Ground How to use: Sprint up to enemies and shiv them. Chain-kills are a lot of fun.
Name: Pistol Strengths: Fast, Short Range, Cheapest Bullet Unit Weaknesses: Slow Kill-Time, Limited Range, Dead in Open Ground How to use: Use them as a distraction, or use them to kill units that don't shoot back.
Name: SMG Strengths: Fast, Medium Range, Effective Flanker. Weaknesses: Poor Kill-Time, Loses hard to ARs and Snipers, Weak in Open Ground How to use: 2 or 3 SMGs can tackle most units. Use a SMG to kill units that don't shoot back.
Name: Shotgun Strengths: Nearly Instant Kill-Time, Master of Short Range, Standard Speed Weaknesses: Dead in Open Ground, Limited Range How to use: These are they guys you send through the door first.
-=Mid-Range Bullet Vatforms=- Name: AR Strengths: Jack-of-All-Trades, Average Kill-Time, Medium Range Weaknesses: Outranged by Snipers, Weak in Open Ground How to use: They are a swiss army knife, good at a lot but master of none.
Name: Scoped AR Strengths: Jack-of-All-Trades, Reliable in Open Ground, Medium-Long Range Weaknesses: Outranged by Snipers, Easily Shotguned How to use: Scopes are a reliable Mid-Long range solution, my favorite unit.
-=Long-Range Bullet Vatforms=- Name: Sniper Strengths: Master of Long Range, Fantastic in Open Ground Weaknesses: Easily Killed at Short Range, Slow, Long Kill-Time How to use: Keep snipers at long ranges, with great views, and no enemy flankers.
Name: Turret Strengths: Master of Long Range, Fantastic in Open Ground, Short Kill-Time Weaknesses: Very Slow, Cannot Shoot While Moving, Must Deploy Before Firing How to use: This deadly unit must be carefully positioned, and given time to set up.
-=Explosive Vatforms=- Name: Minelayer Strengths: Denial of Area, Static Explosive, Damn Mines Weaknesses: Delaid Mine Placement, Cannot Shoot, Single Mine Per Turn. How to use: Mine choke points, as mines explode when a unit or grenade steps on them.
Name: Smoke Launcher Strengths: Provides Mobile Concealment In Any Area! Weaknesses: Cannot Shoot, Delaid Smoke Launch, Single Smoke Per Turn How to use: They provide concealment, allowing you to attack, or fallback in cover.
Name: Grenade Launcher Strengths: Grenading Rooms, Punishing Campers, Covering A Retreat Weaknesses: Cannot Shoot, Delaid Grenade Launch, Single Grenade Per Turn How to use: Dump the nade through the door then attack, or retreat.
Name: Toxic Launcher Strengths: Grenading Rooms, Denying Access, Covering A Retreat Weaknesses: Cannot Shoot, Delaid Gas Launch, Single Grenade Per Turn How to use: Gas lingers after each shot, so do not send your own units into your gas.
Name: Rocket Launcher Strengths: Wall & Cover Destruction, Unlimited Range, Ultimate Overkill Weaknesses: Cannot Shoot, Delaid Rocket Launch, Slow How to use: Rockets can be used to reduce a building to rubble, or as a pin-point solution.
-=Know the Mission=- Generally, all Frozen Synapse Missions can be solved by nutralizing all hostiles. This is a pretty way of saying, if they are dead they don't shoot back.
It is possible to snatch victory from the jaws of defeat in many missions by completeing the mission objectives even if you are out-numbered and out-gunned. Some missions can only be completed by following the objective. There are two kinds of battlefields in Frozen Synapse: Multiplayer, and Singleplayer.
Multiplayer Missions are played against other human opponants. There are six mission types. They are listed as follows: Exterminate, Charge, Dispute, Secure, Hostage, and Bomb Defusal. These mission types will breakdown each of these, and provide some suggestions and sound tactics. It is important to remember that each mission will be unique, and you will be forced to adapt to changing situations in battle.
Singleplayer Missions are played against the evil AI.
-=Understand the Green & Red=- It is important to know what options you have in battle; it is also important to know what options your opponent has in battle. These options are two sides of the same coin. The synergistic effect of explosive units, area-effect units and bullet units in a squad cannot be overstated. If the player send a bullet vatform through a door, and there is an ambush, then the vatform is dead. But if the player use a grenade before the player send the vatform in, or if the player use a flamethrower to pin down the enemy unit, then the player have a greater chance of success. A core part of Frozen Synapse 2 is a combination of unit synergy, flanking movements, explosive management and use of the focus diamond.
Smoke grenades are a powerful tool, they can be used to block line of sight. This will stop units outside the smoke from shooting enemy units hidden inside or beyond the smoke. If a long range red unit is camped behind cover, you can use smoke to safely move across the battlefield. Units inside smoke cannot shoot outside, but they can shoot enemies inside the smoke. You can use this, try dropping a smoke on top of the enemy position then sending your close range unit inside the smoke to kill the enemy that is also inside the smoke.
Toxic grenades and regular grenades can be used to deny an enemy access through a critical area of the battlefield. Grenades have a restricted travel distance and explosive radius. Grenades can be bounced off walls, shields, and cover. Grenades can also be used offensively to clear out stubborn resistance. Do not forget to look for opportunities to catch red units in transit from one point to another. Enemies can see grenades when they are fired in dark mode, so do not leave your grenadier in the same spot after firing.
Rocket launcher units are the only unit that destroys walls from any distance. This ability can be crucial to victory. A tactician should look to destroy walls to kill enemy units on the other side of that wall, or to breach the enemy defense from an unexpected position. An example of this would be that red unit(s) have locked down all the entrances to a room. You can destroy the wall, and send your unit(s) into the new opening or whittle them down from a distance. A crouched rocket launcher will destroy cover, where as a standing rocket launcher will shoot over the cover.
Flamethrowers and Miniguns are wonderful for locking down door ways. It does not matter how many units attack. If they walk into the area of effect, then they are dead. You can use AoEs to lock down doorways that you do not want enemies coming through. AoEs will cause grenades and rockets to blow up on contact with the area of effect. Flamethrowers and Miniguns have limited range, and they can be easily killed if they are left in the open.
Turrets are your long range lockdown the area solution unit. Once they are set in place and pointed in the direction of the enemy they will begin to rapidly clear any enemies caught in the open. I suggest you use these units to deny open areas of the map to the enemy. They are similar to a sniper, but they remain immobile while deployed.
AoE, Turrents and Grenade vatforms cannot move while they are firing. They should be protected from long range threats such as Snipers. You should also watch out for flanking units, as AoE and Grenade units are easy prey.
Опубликовано: 01.10.18, Источник:
chemax.ru
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