Victory Command

Victory Command

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Tactical Gameplay Guide
By Jeffrick and 1 collaborators
This is a basic guide for the controls and goals of tactical battles in Victory Command.
   
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Selecting, Moving, and Targeting
Selecting Units
Players select units on the battlefield by left-clicking on a unit or by left-clicking on the ground and dragging the cursor around the unit to be selected. Players can select multiple units at once by using the click and drag method mentioned above (usually referred to as “band selecting”).

By double left-clicking on a unit, all units of the same type as the unit being click on are selected. For example, if a Grunt is double left-clicked on, all Grunts in the player’s company are selected. <shft>Left-clicking on a unit adds that unit to any units already selected by the player.

Moving Units
To move selected units, right-click on the area of the map you wish them to move. Sometimes, particularly with tanks, you want to move backwards in order to keep your front armor facing the enemy, preventing them from getting critical hits on your rear armor. In order to move backwards, simply hold the <CTRL> key and right-click the area you wish to move to. Units in reverse move at 80% of their normal speed.

Targeting Enemy Units
Units attack targets on their own based on the makeup of units in range and the AI’s design determined targeting priorities. All automated targeting can be overridden by the player with a simple attack order (right-click on an enemy unit), which the unit will follow until the target is killed, line of sight is lost, or it is given a new command by the player. If the enemy is killed without a new player order being given, the unit will automatically pick a new target within range, if possible. Units will never move on their own unless given an order by the player to do so.
RPS (Rock, Paper, Scissors)
RPS (Rock, Paper, Scissors)
Victory is based on a simple rock > paper > scissors > rock dynamic. For starting companies, The Jack beat Dune Runners beat Strikers beat Jacks. Later companies use different weapons that are more effective against certain armor types, so learning the RPS icons is key to knowing how effective your attacks will be. Research these at the Depot, or pick your best match at the ready screen after queueing for battle and see who you are facing.


Weapon Types
Weapon is strong against this armor type. Your weapon type is best suited to attack this type of unit - you should seek them out to attack.

Weapon is OK against this armor type. Your weapon type will only inflict average damage against a target with this type of armor.

Weapon is weak against this armor type. Your weapon type does very little damage against this type of armor - you should look for another target.

Armor Types

Armor is strong against this weapon type. Your armor defends well against this type of weapon - the attacker will not do much damage to you.

Armor is OK against this weapon type. Your armor is neither good nor bad against this weapon type, so make sure your weapon is strong against them.

Armor is weak against this weapon type. Your armor does not protect you well against this type of weapon - stay away from these companies!

EXAMPLE

The Chameleon is / versus the Incinerators; you will inflict maximum damage but the flames will not do much to you. This is a very good target.

However, the same Chameleon is / against Javelins, so you will do very little damage to them and your armor only gives you mediocre protection. While not the worst match for a Chameleon, you'll need support from teammates to survive.
Directional Armor
Directional Armor
Armor is a value that reduces damage from incoming attacks. The amount of Armor and the degree of damage reduction varies by vehicle type and, in the case of tanks, by the position of the firing unit relative to the facing of the target tank.

Generally, armor values will only be found on vehicles, particularly tanks, and most will have stronger armor against attacks from their front facing compared to their sides, rear, and top. These different amounts will help make positioning important and thus add another tactical element to the game play. Incoming damage is measured against the appropriate side of the vehicle and reduced appropriately. Rear hits on Armored Vehicles will also result in increased damage (critical hits).

Attack Range and Rate of Fire
Attack Ranges
Every unit has its own attack range. You can see a unit’s attack range by selecting the unit and pressing the “V” key on the keyboard.



Rate of Fire
After firing, there is a small circle to the left of the unit’s health bar. When this circle disappears, this unit will fire again. While the circle is present, the unit will not fire. This represents a unit’s reload time.
Area of Awareness & Line of Sight
Area of Awareness
Area of Awareness is very important in Victory. Knowing where the enemy is concentrating, where they are heading, and what types of units they are fielding is the key to victory (no pun intended). Area of Awareness is defined as the area on the map in which a player can detect and see enemy units. The area where a player cannot detect units is called the Fog of War.

A unit’s view range: View Range is a unit statistic that indicates how far out a particular unit can “see” in 360° radius. View Range is obstructed by Line of Sight blocking. Different unit types have different View Ranges.

A unit’s detection range: There are some terrain features that allow players to “hide” and some abilities that allow units to become camouflaged (hidden). Detection Range is the unit statistic that determines how far out hidden units are revealed and thereby enter a unit’s Area of Awareness.

Teammates’ AoA: Players on the same team share Area of Awareness. What is seen by one player’s units is seen by all other players units as well. The implication here is that players can have “pockets” of Area of Awareness across the map. Although the unit can be seen team wide, units will still need line of fire to actually be able to fire at the enemy.

Line of Sight/Line of Fire
Victory features “line of sight/fire,” meaning that units cannot fire through certain large and obvious obstacles such as large buildings, mountains, and other objects, nor can they directly see Enemy Units hidden by these obstacles. Other units, trees, low-lying buildings, nomadic tents, etc, should NOT block line of fire or sight.
High Ground & Cover
High Ground
High ground works as an extension of line of sight. A unit that is on the low ground is unable to see units on the high ground and, in some cases, also unable to fire at the high ground units. Units on the high ground are able to see and fire at units on low ground.

If a unit can see Enemy units on high ground, then allied units on low ground can also see the enemy unit (since AOA is shared team wide), allowing allied units to fire at the enemy units on high ground if they can do so. Not all units can fire at enemy units on High Ground if they are on low ground (for example, Light Tanks can’t fire at units on High Ground).

Vantage Points
Vantage Points, generally located only on High Ground, are areas on the map where units receive a bonus to their View Range, Weapon Range, and Detection Range. When a unit enters a Vantage Point, they receive a binoculars icon above their health bar to indicate that they are indeed inside the Vantage Point.





Brush
Brush is synonymous with Medium Cover. Brush works as an extension of the LOS rules. Basically, Brush blocks LOS. Units inside Brush are “invisible” or “hidden” to enemy units until they are detected. Enemy units in Brush are revealed when the enemy unit in the Brush is within detection range of a player’s or ally’s unit or the enemy unit is within the view range of a player’s or ally’s unit that has actually entered the Brush. Some Units, especially Recon Vehicles, have greater detection ranges and can see into the Brush from further distances, eliminating surprise attacks from the enemy. Tanks are generally more vulnerable to units in brush because their detection ranges are shorter. Units in brush can see and fire out of Brush without issue, and, unlike Camouflage, are not automatically revealed when they fire out of Brush. In addition, units in Brush receive a damage reduction bonus while in Brush, so they are harder to kill. On the map, Brush is painted as a green, grassy area surrounded by a green dotted line.

Units inside Brush have a shield icon over them, indicating that the player is receiving the cover bonus.



Heavy Cover
Heavy Cover is an infantry-only location on the map. Infantry located in a Heavy Cover area gain 60% damage reduction and Camouflage. They also increase Vision and Range by 25%.

Units inside Heavy Cover have a shield icon over them, indicating that the player is receiving the cover bonus.



Super Cover
Super Cover allows infantry to take advantage of much greater defensive protection and allows them to stand their ground much more effectively. These areas appear in isolated locations and provide infantry with 60% cover, increases Vision and Range by 40%, and like Heavy Cover provides Camo while standing still (and not attacking).

Units inside Super Cover have a shield icon over them, indicating that the player is receiving the cover bonus.



Infantry Only Paths
Some areas of the map are passable only by infantry units to provide shortcuts and different tactical approaches.

1 Comments
freesky0926 29 May, 2015 @ 2:03am 
Translation is a waste