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Warzone 2100
Warzone 2100 Instruction Manual - Page - 1 TABLE OF CONTENTS ----------------- Timeline 2 Unit Orders 15 Getting Started 3 Unit Experience Levels 16 The Title Screen 5 Important Tactics 17 In-Game Controls 5 Alpha Base Missions 17 The Battle View 6 Transport Missions 17 In-Game Options 8 Reinforcements 18 Saving and Loading Games 8 Target Technologies 18 Heads-Up Display (HUD) 9 Game Pointers 21 The Order Reticule 9 Important Structures 22 Radar Display (Mini Map) 10 Defensive Structures 24 Power Bar 10 Design and Construction 25 Manufacture 11 Hints and Tips 26 Building 12 Research 13 Design 13 Intelligence 14 Commanders 14 - Page - 2 WARZONE 2100 TIMELINE --------------------- 2050: NATO alliance collapses in face of growing nationalism and unrest in Europe. 2075: Nationalist unrest in Eastern Europe and Asia leads to nuclear attacks by terrorists. 2075: Synaptic Link research begins. 2077: Mongolia attacks China. 2079: Korea allies with Mongolia. 2080: Synaptic Link Patented. First Cyborg Soldiers developed. 2080: NASDA (North American Strategic Defense Agency) formed to protect North America from nuclear attacks. 2081: NASDA begins building satellite defense array. 2082: NASDA satellite system comes on-line. 2085: During routine testing the NASDA system malfunctions and launches nuclear strikes against all major cities in the world. The target countries respond with nuclear counter-strikes and NASDA fails to defend against incoming missiles. 2086: Nuclear Winter begins. Widespread plagues and famines kill billions of people. Civilization ends. NASDA systems lie dormant following electromagnetic pulses. A group of survivors discover an abandoned subterranean military base. They set up home there and begin The Project. 2099: The Project emerges from its military base. 2100: The Project begins its search for Pre-Collapse technologies. "The Project is dedicated to recovering Pre-Collapse technologies and rebuilding the world." -Project Mission Statement "From the ashes of the Collapse we seek to build a better world for all." -John Hammond - Project Director - Page - 3 & 4 Usual PSX Startup stuff not entered. - Page - 5 THE TITLE SCREEN ---------------- Following the Warzone 2100 Introduction you are presented with the Title Screen. It contains the following selections: Start Game: Contains the following options... New Campaign: Lead one of the Project's Expeditionary teams as it heads out to recover lost technologies from the Western Sector. Load Campaign: Load a previously saved game from your MEMORY CARD. Options: Access the in-game options. Practice: A fast easy-to-complete mission against Scavengers in the Western Sector. View Intro: Replay the game introduction. IN-GAME CONTROLS ---------------- Driving Controls ---------------- Left Turn left Right Turn right Up Accelerate Down Reverse DUAL SHOCK Driving Controls --------------------------- left stick right stick ---------- ----------- Left - Turn left Left - Rotate View Left Right - Turn right Right - Rotate View Right Up - Accelerate Up - Pitch View Up Down - Reverse Down - Pitch View Down R3 button (Press right stick) & Up/Down - Zoom In/Out START button - Access In-Game Menus SELECT button - Toggles between Hostile targets and Neutral targets. - Page - 6 Button controls --------------- (X) button - Attack/Activate/Select (S) button - Select Units (C) button - Open/Close Reticule (T) button - Toggle between Battle View and Drive View R1 button - Cycle to next unit R2 button - Cycle leader to next unit in group L1 button - Cycle through Assigned Groups L2 button - Cycle through Assigned Groups L2 button + (X) button - Assigns Group (X) L2 button + (S) button - Assigns Group (S) L2 button + (C) button - Assigns Group (C) L2 button + (T) button - Assigns Group (T) L1 button + (X) button - Selects Group (X) L1 button + (S) button - Selects Group (S) L1 button + (C) button - Selects Group (C) L1 button + (T) button - Selects Group (T) L1 button + left - rotate view right L1 button + right - rotate view left L1 button + up - pitch view up L1 button + down - pitch view down L2 button + up - zoom view in L2 button + down - zoom view out THE BATTLE VIEW --------------- The Battle View allows you to plan and implement your strategies against the enemy. Use the Battle View to order units and to plot artillery and airstrikes (see Target Technologies). - Page - 7 Control During Battle View -------------------------- Up, Down, Left, Right - Move Pointer Hold L1 button + Up, Down, Left, Right - Rotates Battle View Hold L2 button + Up, Down - Zoom Camera Battle View (X) button - Select unit, target or destination (S) button - Select/Deselect and adjacent units Hold (X) button + Up, Down, Left, Right - Drag selection box, release to select Hold R1 button + Up, Down, Left, Right - Scroll Battle View faster left stick right stick ---------- ----------- Left - Move Pointer Left - Rotate View Left Right - Move Pointer Right - Rotate View Right Up - Move Pointer Up - Pitch View Up Down - Move Pointer Down - Pitch View Down R3 button + Up, Down - Zoom in/Out (Press right stick) Radar (Available after building a Command Center) ----- (X) button - Moves 3D world to position indicated (S) button - Orders selected units to travel to the indicated position Using a Mouse ------------- If you connect a Mouse to your PlayStation you can play Warzone 2100 in Mouse Mode. Everything you can do while in Drive Mode you can do in Mouse Mode. In most ways the controls function identically - the main change when in Mouse Mode is that the HUD is always displayed, and there are five new icons on-screen. Simply connect a Mouse to use Mouse Mode. Without a Mouse the game defaults to a Controller. To assign unit groups, left click and drag the Mouse to select units, then right click an icon in the mouse navigator bar. Right click again to center on group. To rotate the Battle View Map, click and hold the right Mouse button. Move the Mouse left or right to rotate the map. Move the Mouse up or down to change the Battle View Camera angle. To change the height of the camera, right click the Mouse on the zoom icon in the mouse navigation bar. - Page - 8 IN-GAME OPTIONS --------------- From the Title Screen select Options and press the START button to access the In-game Menu. FX Volume: Increase or decrease the sound effect volume levels. Music Volume: Increase or decrease the music volume levels. Cursor Speed: Increase or decrease the speed of the cursor. Vibration On/Off: Turns the DUAL SHOCK Controls vibration on and off. Center Screen: Allows the screen to be Centered on your TV. SAVING & LOADING GAMES ---------------------- Saving Games ------------ Make sure you have enough free blocks on your MEMORY CARD (Three are required) before commencing play. Please note that if you do not have a MEMORY CARD you will be unable to save your game. You will be prompted to save your game at the end of each mission. It is advisable to do so each time by selecting 'Save Game'. MEMORY CARDS ------------ If your MEMORY CARD is full, a warning message is displayed saying 'insufficient free blocks!', or if there IS NOT one connected 'INSERT A MEMORY CARD INTO MEMORY CARD SLOT 1'. Loading Games ------------- Use the In-Game Options to return to the Title Screen where you can select 'Load Campaign'. YOUR OBJECTIVE IN WARZONE ------------------------- As the best Command General in the ranks of the Project, your mission is to venture into the wasteland of the Western United States, recover the technology to rebuild Civilization, and then defeat the other (more sinister) groups that also seek this technology. If you have the talent and vision, you may even discover the "true" reason NASDA failed. - Page - 9 HEADS-UP DISPLAY (HUD) ---------------------- The HUD overlays menus and icons onto the 3D view. Using the HUD you can build structures, manufacture units, conduct research, design new units, and access other useful game features. ORDER RETICULE -------------- Allows you to select build, research, manufacture, design, intelligence, etc. Reticule controls ----------------- Manufacture - Opens factory list Research - Opens research list Build - Opens Build list Design - Opens Design List Intelligence - Opens Intelligence Display Transporter - Opens Transport Display Commanders - Opens Command Display Unit Orders - Opens Order list Pop-Up Menu ----------- Select units from here to build, research, or manufacture. Quick Key Functions ------------------- L1, R1: Scroll through multiple pages in pop-up menu. L2, R2: Switch between the first and last item on the current page in the pop-up menu. Fast Find Menu -------------- Bottom Row: Slides the view to the selected unit. Allows the delivery point for a factory to be positioned. Top Row: Assigns research topic, structure, or unit. - Page - 10 Oil Derricks and Power Generators --------------------------------- Oil derricks are used to extract oil from oil pools. Power generators turn oil into power. Each power generator can use the oil from four pools. If you build a derrick and it doesn't begin to move, then you need to build an additional power generator. RADAR DISPLAY (MINI MAP) ------------------------ Radar Pulses ------------ Radar pulses keep track of where your units have sighted Artifacts, oil resources, and enemy bases. Green Dots = Player Units Black = Unexplored areas Blue Pulse = Oil Deposit Red Pulse = Enemy activity / Objective Green Pulse = Artifact POWER BAR --------- The Yellow Power Bar shows how much power you currently have available. The longer the bar, the more power you have at your disposal. Power is used to produce new units, build structures, and conduct research. Action Cost Bar --------------- This bar appears over the yellow bar to indicate how much an action will cost. This bar appears as you place the mouse over structures to be built, Artifacts to research and units to manufacture. Green Bar: If the action cost is less than your total power, it's shown as a green bar. Red Bar: If the cost is greater than your total power, it appears as a red bar. - Page - 11 Power Generation ---------------- Oil is extracted from oil pools by derricks, then converted into power by a power generator. The more oil pools attached to a generator, the faster it converts the oil into power. Each power generator may have four oil derricks connected to it. If an oil derrick doesn't move up and down, you will need to build a new power generator to extract its resources. If you highlight a power generator by left-clicking, it will show the number of oil derricks it is currently providing energy to. Managing Power & Resources -------------------------- Power is used to build structures, manufacture units and conduct research. Power is drawn as soon as a unit is assigned to be manufactured by a factory, or a research topic is assigned to a research facility. Providing you have sufficient power for the activity, the initial progress bar fills quickly with green and the manufacture or research begins. A yellow progress bar then charts the progress achieved by the current activity. If your total power is currently low, then the green bar fills slowly as new power is generated and allocated to it. In situations of low power, it is best to closely monitor your factories and research facilities. If all of them are drawing power at the same time, each one waits until it has drawn sufficient power. This results in long periods of inactivity. When your power is low, concentrate on routing the power to only one factory and/or research facility. MANUFACTURE ----------- Each factory produces combat units. A factory can produce single or multiple units. You can set a factory's delivery point so that all units produced drive straight to where you want them. (X) button on Manufacture. (X) button on the box above a factory. (X) button on the unit you want to manufacture. (X) button to increase the number of units (S) button to decrease the number of units. (C) button to close menus - Page - 12 Factory Delivery Points ----------------------- (X) button to select a factory in the bottom row of icons (X) button to select the location of the delivery point BUILDING -------- Trucks are used to build new structures and repair damaged ones. (X) button to select Build and a structure to build. (X) button to select the building site. Building Oil Derricks: You can build derricks by driving a truck towards an oil pool, then press the (X) button when the cursor changes to a Hammer, over the oil pool. Using additional trucks: Select another truck and drive it towards a structure already under construction. When the truck approaches the structure and a Hammer Icon is displayed, press the (X) button and the truck will help build the structure. Repairing Damaged Structures: Your trucks can be ordered to repair damaged structures by driving your truck to the structure. Press the (X) button when the cursor changes to a Wrench. Trucks will also automatically repair structures near them that become damaged. - Page - 13 RESEARCH -------- Artifacts are researched at specialized Research Facilities. Artifacts make new vehicle components and structures available, and improve your existing units. Artifacts are the key to the game. Be Sure to research every Artifact you find. (X) button to select Research (X) button to assign research topic to research facility DESIGN ------ As new component technologies become available through research, you can design new vehicles using the Design Screen. (X) button to select Design (X) button to select New Vehicle (X) button to select type of Body (X) button to select a Propulsion (X) button to select a Turret (or System Type) (C) button to exit the Design screen - Page - 14 INTELLIGENCE ------------ The Intelligence screen displays research updates and allows mission briefing to be viewed again. (X) button to select Intelligence Display (X) button to view Research Updates or Replay Mission Briefs Project Goals: The Icon with the "I" on it will tell you your campaign objective. Current Objectives: Can be accessed by clicking on the Icon of the satellite dish. This will replay the mission video for you. Research results: These are represented by Icons of the weapons, building or upgrades. Clicking on these will give you their statistics. Press the (C) button to return to the game COMMANDERS ---------- Commanders become available after you recover and research the required technology. A Command turret can then be added to Vehicle body and propulsion to create a Commander. Commanders lead other units in combat. When a unit is attached to a Commander its targeting is more accurate. Attaching Units to Commanders: Units are attached to a Commander via the Battle View. Select the units to attach, then select the Commander. - Page - 15 Assigning a Factory to a Commander: Select the Commander, then select the Command Console. Select the number of the factory you want to use to supply the Commander. Any units produced by the factory will now be sent to that Commander up to his maximum size group. When the maximum group size is reached the factory goes off-line until the commander's experience in- creases, or one of the units in the group is destroyed. Commander Experience Level: Like other units, commanders gain exper- ience. As a commander becomes more exper- ienced, the size of the group he can control becomes larger and his laser designation becomes more accurate. A commanders experience level is shown by a row of one or more stars. Initially a commander can control 6 units. For every level the commander goes up, they can control two additional units. Note: Commander rank increases at 8, 16, 32, 64, & 128 designation kills. UNIT ORDERS ----------- The Unit Orders gives you more control over your units by allowing you to alter how they behave in combat. It also allows you to order units back to base, and to board the transport. Attack Ranges ------------- Optimum Range - Attack at most accurate range (Default) Short Range - Move to short range when attacking Long Range - Move to long range when attacking Retreat Levels -------------- Do or Die! - Fight Until Dead (Default) Retreat at Heavy Damage - Return to Repair Facility or LZ Retreat at Medium Damage - Return to Repair Facility or LZ Fire ---- Fire-at-Will - Fire at any target in range (Default) Return Fire - Fire only if fired upon Hold Fire - Do not fire weapon - Page - 16 Movement -------- Pursue - Pursue enemy Guard - Move to position and guard structure or unit Hold Position - Do not move from position Go to Orders ------------ Return for Repair - Go to nearest repair facility Return to HQ - Go to either the Command Center or the LZ Go to Transport - Go to nearest transport and board it Recycle ------- Return for Recycling - Get unit ready to go to nearest factory or repair facility to be recycled, click Recycle to confirm current experience level is placed in next unit produced UNIT EXPERIENCE LEVELS ---------------------- As units engage in combat they become more experienced, making them more accurate and less likely to die. The numbers below show the current level of your units. As units become more experienced they require more kills to attain the next level. Recycling Experienced Troops ---------------------------- Through recycling, veteran units can be upgraded to take advantage of new technologies. A recycled unit returns to a factory where its experience is stored. When you manufacture a new unit, the stored experience is assigned to the unit. Select Recycle on Command Console, then select Confirm Recycle to recycle troops. (Sorry can't reproduce the symbols below - IfLab) Experience Unit Symbol Kills ---------- ----------- ----- Rookie none 0-4 Green ^ 5-8 Trained ^ 9-16 Regular ^ 17-32 Professional ^ 33-64 Veteran ^ 65-128 Elite ^ 129-256 Special ^ 257-512 Hero ^ 513+ - Page - 17 IMPORTANT TACTICS ----------------- In Warzone 2100 the base you build in the Western Sector (code named Alpha Base) is used for all of your missions in that sector. In Warzone 2100 this may be a Transport Mission or Alpha Base defensive or offensive action. Whatever the type of mission, you always return to your base ready to being the next mission. Note: All missions have a time limit of 2 hours, unless otherwise specified. ALPHA BASE MISSIONS ------------------- These missions occur on the same map as your base. Either a new area of map is revealed or enemy forces land on the map to attack your base. The survival of Alpha Base is vital to your success, as such you should defend it from enemy attacks by building gun towers and other defenses. It is also worth expanding the facilities at Alpha Base as more power becomes available. Two factories and research facilities will increase your rate of production and the speed at which you can research Artifacts. TRANSPORT MISSIONS ------------------ Transport Missions are often timed. You have a limited amount of time to complete the mission and return back to base. At the start of a Transport Mission, the Transport arrives to carry combat teams to the mission's Landing Zone. The Transport Menu: Select the transport icon to open this menu. It displays any units currently loaded in the transport. Loading the Transport: To load the transport, select it as the destin- ation of your units, or use the Command Console to order units to enter the transport. Unloading the Transport: Select a unit in the transport to unload it. Launch Button: Select the Launch Button to order the transport to the mission site. The transport will then take off and fly to the mission site. Reinforcements can be ordered by selecting the transport button after you arrive at the mission site, if this option is available in the mission. Transport Capacity: The transport can carry a maximum of 10 units. The first number designates current load and the last number indicates capacity, which never changes. - Page - 18 REINFORCEMENTS -------------- Reinforcements are available for many Transport Missions, but not all. Requesting Reinforcements: Select the transport icon. This opens the transport menu and the reinforcements available menu. Loading Reinforcements: Select any of the available reinforcements. This loads them into the transport. Launching the Transport: Select the Transport launch button to send the transport to the mission site. Reinforcement Time: This is how long it takes the transport to fly from the base to the mission site. This varies according to the distance to the mission site and prevailing weather conditions. Compromised Landing Zone: A landing zone becomes compromised whenever there are any enemy units near it. A transport cannot land at a compromised LZ, instead it returns to base to await new orders. You can request further rein- forcements at any time. Transport Mission and the Order Reticule ---------------------------------------- Even when on a transport mission you have access to the same facilities as when at your base. Manufacture: You can still set your factories to produce while you are away. Research: Artifacts and research topics can be researched when on transport missions. Design: New units can be designed and manufactured. Building: Trucks can only build defensive structures when on Transport Missions. No building can happen back at Alpha base while you are away. You can fortify the LZ you are at however. TARGET TECHNOLOGIES ------------------- Your goal as Commander of Team Alpha is to recover Pre-Collapse technologies. Repair Units ------------ Repair units automatically repair any damaged unit within their repair range. Repair units can also be ordered to repair a damaged unit directly. Structure Modules ----------------- Modules increase the structural strength of the structures they are added to. Each module also increases the structure's output whether it is power, production rate or research speed. - Page - 19 To add a module to a structure, select the module from the Build Menu and select the structure as its build site. The truck will then add the module to the structure. Alternatively you can order the truck to the structure, and it will add a module automatically. Factory Modules: Two modules may be added to factories. The first module allows medium vehicles to be manufactured. The second module allows heavy vehicles to be manufactured by the factory. Researching the factory module technology allows you to add both modules (Level 2 & 3). Synaptic Link ------------- This key technology is believed to exist somewhere in the Western Sector. It is essential that you recover and research this technology. This technology is required for Cyborg construction. Indirect Fire Weapons --------------------- Indirect fire weapons lob shells or fire missiles over friendly troops, structures, and even over hills. However, they must be able to see what they are firing at. When attached to a sensor, indirect fire weapons can fire at targets that the sensor can see. Attaching Indirect Fire Weapons to Sensors ------------------------------------------ Using the Battle View, select the indirect fire weapons, then select the sensor. A sensor lock box appears to show that you are successful. Sensor Turret ------------- All attached indirect fire weapons fire at any target that you select as the sensor's target. The indirect fire weapons continue to fire until the target is destroyed, a new target is selected, or the sensor is destroyed. Sensor Tower ------------ The tower automatically detects enemies in range and then orders any attached indirect fire weapons to open fire at them. Counter-Battery Sensor ---------------------- This sensor detects incoming enemy indirect fire and plots where the fire is coming from. It then orders attached indirect fire weapons to fire at the enemy artillery battery. - Page - 20 VTOLs ----- The technology required for Vertical Take-Off and Landing (VTOL) aircraft has been lost. Team Beta is searching the Eastern Sector for it. VTOLs are designed like other units, but are restricted in what weapons they can have. Re-arming Sites --------------- VTOLs require re-arming and repairing between strike missions. Re-arming Sites perform these activities. Each Re-arming Site can support any number of VTOLs, but only re-arms one VTOL at a time. Until fully re-armed a VTOL cannot be used for another strike mission To keep your VTOLs flying regularly, you'll need at least one Re-arming Site for every three VTOLs. Independent Strike Missions --------------------------- VTOLs require a target to be selected for them, otherwise they cannot attack. Strike VTOLs will not fly into enemy territory without a selected target. One of your other units must be able to see the target or the VTOLs must be able to see it themselves. VTOL Strike Turret ------------------ VTOLs may be assigned to VTOL Strike Turrets. Any target designated by the turret is assigned to the VTOLs as their target. VTOL Early Warning Tower ------------------------ This tower scans for approaching enemy and assigns them as the VTOLs target. The VTOLs are scrambled to attack the incoming enemy. VTOLs Counter-Battery Sensor ---------------------------- This is similar to a standard Counter-Battery Sensor except that attached VTOLs are scrambled to attack the enemy artillery battery. VTOL Sensors ------------ A VTOL equipped with a sensor can fly sensor missions. When on a sensor mission a VTOL does not require a target to be selected. It can be ordered to fly anywhere, and may have a patrol area set for it using the Command Console. VTOL sensors may have strike VTOLs attached to them, and may be used to Designate targets for them. - Page - 21 GAME POINTERS ------------- As units move around the 3D view, the pointer changes as they approach various targets. This table shows the pointers and their effects. POINTER TURRET TYPE PURPOSE ------- ----------- ------- Attach All Assigns units to commander or sensor. Build Truck Aids in building target structures. Embark All Loads selected units onto transport. Repair Truck/Repair Arm Repairs damaged structure/units. Guard All Guards selected structure or truck. Move All Moves units to selected point on terrain. Target Combat Assigns structure or unit as target. Pick-up Any Collects Artifacts. Go For Repair All Repair facility selected as destination. Demolish Truck Selected structure is demolished -50% of build cost returned. Lock-on Sensor Assigns units, using sensor as a spotter. - Page - 22 IMPORTANT STRUCTURES -------------------- Each structure performs one or more function as listed below Command Center - Radar Display, Design Screen Power Generator - Converts oil from oil derricks into power Power Module - Increases the rate at which a generator converts oil into power Oil Derrick - Extracts oil from oil pools, providing a power generator is available Factory - Manufactures units Research Facility - Researches artifacts & research topics Repair Facility - Repairs damaged units Landing Zone (LZ) - Reinforcements are delivered here, Transports landing pad Cyborg Factory - Manufactures Cyborgs VTOL Factory - Manufactures VTOLs VTOL Re-arming Pad - Repairs and re-arms VTOLs Command Relay Center - Needed for production of Commander units - Page - 23 (Supposed to be pictures above each label) Command Center Power Generator Power Module Oil Derrick Factory Level 1 Research Facility Repair Factory Landing Zone Cyborg Factory - Page - 24 DEFENSIVE STRUCTURES -------------------- An important strategy is the use of defensive structures to protect your assets. Below is a list of primary defensive structures. You will need to research each item to acquire it. 1 .Hard Points PROS: Excellent defense with ability to mount heavy weapons. Hard Points can fire over walls or be placed within walls. CONS: Limited in weapon placement types & long build times. 2.Walls PROS: Direct fire weapons cannot fire over or through walls. Excellent defense when upgraded. CONS: Direct fire defenses cannot fire over or through walls. 3.Guard Towers PROS: Can fire over walls / have long range. CONS: Low durability / weak firepower. 4.Machine Gun Bunker PROS: Low build cost CONS: Average durability / causes weak damage against armor. 5.Tank Trap PROS: Low cost and short build time / direct fire weapons can fire over tank traps. CONS: Enemy can fire over or through tank traps. 6.Flamer Bunker PROS: Good durability / low build cost. CONS: Short range / medium build time. 7.Cannon Bunker PROS: Good durability / more powerful direct fire. CONS: Medium build time / medium cost. 8.Sensor Tower PROS: Can spot indirect fire weapons with high accuracy / early warning. CONS: Fragile. - Page - 25 DESIGN AND CONSTRUCTION ----------------------- 1. Unit name (modifiable) 2. Body options 3. Propulsion options 4. Turret options 5. Delete design 6. Total power (to produce unit) 7. Total body points (unit durability to attack) 8. Systems Turret 9. Weapons Turret 10. Road speed (pavement) 11. Off-road speed (non pavement) 12. Water speed 13. Weight (affects overall speed and durability) Unit Design ----------- In Warzone 2100 there are over 2000 units you can design. As you research new topics, you gain access to new weapons, new technologies and new types of material used to build units. The number of possible units is immense. When designing units, here are some guidelines: Design with a clear vision - If you are a heavy cavalry advocate, first research the vehicle engine, armor, and weapon items. If you favor a quick strike strategy, build units with medium bodies, fast propulsion, and light but damaging weapons. (hint hover and rockets). Remember the cost! - Super weapons may be just the ticket to dominate the battlefield. However, without adequate resources and build time you may never achieve the numbers to win the day. Create nuisance units - They will act as scouts and serve to harass your opponents' derricks. Fast units, with medium armor, and fast loading weapons, in mass, can overwhelm your opponent, before they can create heavy armored and cannoned units. Research a weapon to completion - Researching all levels of cannon will result in a nearly invincible projectile weapon. Just make sure you have the chassis to mount it. - Page - 26 HINTS AND TIPS -------------- General Tips: * Using more than one truck decreases the time required to build a structure. Three is optimal. * Do not forget to build a power generator - one is required for every four oil derricks. * Adding a module to a power generator increases its efficiency. * Scout around the map for more oil resources. * Adding one module to a level 1 factory changes it into a medium (level 2) factory and allows it to build medium bodied units. * Adding one module to a medium factory changes it into a heavy (level 3) factory and allows it to build heavy bodied units. * Adding a module to a research facility greatly improves the speed at which it can research topics. * Try to assign repair units to all combat groups for mobile roaming repairs. * Defend your base with a variety of defensive weapons - machine guns to take care of cyborgs, and cannons to handle oncoming tanks. Build walls to delay the onslaught. * Assign Mortar Units to a sensor to take advantage of indirect fire. (e.g over cliffs and walls). * Defend all oil derricks with at least one defensive structure. * A bunker of any type is a cheap and stubborn defense. Weapon Hints: Mortars ------- More effective versus - Infantry, Cyborgs, 'Soft' targets Less effective versus - Heavily Armored Units (Tracked), 'Hard' Targets (Bunkers, Emplacements), Soft Structural Targets Flamers ------- More effective versus - Infantry, Cyborgs, Hover and Wheeled Units, Bunkers Less effective versus - VTOLs, Tracks, Half-Tracks, Hard Targets, Walls Cannons ------- More effective versus - All units except infantry and Cyborgs Less effective versus - VTOLs, Infantry and Cyborgs, Bunkers, Hard Targets - Page - 27 Machine Guns ------------ More effective versus - Infantry and Cyborgs, Wheeled Units and Soft Targets Less effective versus - VTOLs, Tracks Bunker Busters -------------- More effective versus - Bunkers and Hard Targets Less effective versus - Tracks Vehicle Body Types: (initial types) ------------------ (pic) (pic) (pic) Top Secret Top Secret Image Name Viper Cobra Bug Scorpion Python ---------- ----- ----- --- -------- ------ Weapon Mount Class 1 Class 1,2 Class 1,2 Class 1,2,4 Class 1,2,3 Cost Low Medium Medium Medium High Speed Fast Medium Very Fast Fast Slow Defense Low Medium Very Low Low High
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