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Operation Flashpoint CTI |
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Verfasst am 24.06.2003 01:06 CET
von Case
Synopsis
Conquer the Island (CTI) is a modification for Operation Flashpoint and turns the game into a combination of Capture The Flag and Realtime Strategy. The task is to capture towns for making money. The more money a team has the better equipment can be bought.
Each team has a commander (usually the last slot in game setup) who can construct buildings. Additionally, there is a Mobile Headquarter (M2A2 or BMP2) per team without a commander can't build new buildings. Commander and MHQ are important for the success of a game and need to be protected by all means.
See the section Field Manual for further information about how to play CTI. If you have any comments or ideas please drop me an email at ca5ey@clanunity.net or send me a forum message.
Required Files
Optional Files
Web Resources
IRC Resources- #ofpcti @ quakenet.org
Meet the CTI junkies here.
Field Manual
CTI is a very complex game which is very hard to master. I'm trying to expose some drawbacks which might ruin your day sometimes.
Commander -- frequently made mistakes
- Move MHQ at the beginning of the game and drive through the whole map. Resistance tanks will shoot your MHQ and the game is over quite fast. Don't change your position until it's absolutely necessary!
- Build your base directly to the woods. If you have no space between your buildings and the trees you can't build additionally fortifications. Then, once your base has been found, every enemy can sneak through the woods and shoot your MHQ. Very bad idea!
Commander -- to build or not to build?
Having a good build order doesn't win a game, but it makes your life a little bit easier. First of all: there is no ultimate sequence for constructing buildings. The commander needs to anticipate the map situation which changes game by game and even from minute to minute.
Nevertheless, a solid build sequence would look like this:
- Light Vehicle Factory
To give your team the ability to take towns quickly.
- Barracks
To let your team buy AI soldiers and rearm themselves.
- Control Center
Without you can't upgrade.
- Upgrade Infantry then Light Vehicles
Meanwhile your team is taking towns and the first one who got shot can buy vehicles and weapons. It is important to do the Infantry upgrade because LAW/AT soldiers are very valuable.
- Repair Depot
You can build independant salvagers and setup a defense line with the repair truck.
From that on further steps depend on the game situation. Maybe you want to extend your base or build a second one somewhere else.
Vehicles
So, finally you've got enough money to afford this shiny new tank? Splendid, but how to command, drive and let him shoot? First of all you should abandon an AI commander. He is not vital for the driving and targeting and he'll surely annoy you with his commands. Therefor buy an empty tank and purchase a Tanker at the barracks. Some people tend to use a Black Ops for that but I think the difference is marginal.
Now, you have two options. Get in as driver and order you AI to get in as gunner. Then you can drive the vehicle and your AI will automatically target and shoot at enemies. There are some disadvantages, though:
1. AI won't shoot at buildings or empty vehicles
2. AI is sometimes a little bit slow with targeting (usually you are dead when this happens)
3. You have no control over the targets (AI targets a truck instead of the T72 nearby - result: see point 2)
The other option is to get in as commander, let the AI get in as gunner and then switch to the driver position. You will now be able to target manually by right clicking on something. Choose 'manual fire' from the option menu and you can even fire when you want. You can target anything you want: buildings, empty vehicles and even aircraft.
Important: Don't command (point on map + left click) your AI's when 'manual fire' is activated! You will command and shoot...
Sabot or HEAT? This is the question!
Use sabot rounds against armored vehicles. Use HEAT against buildings, infantry and unarmored vehicles. If you can sneak your way to enemy base, switch to HEAT and smoke 'em over. You can wreck the whole base with one tank (it has enought HEAT rounds to do so). Also, if you engage heavy infantry forces switch to HEAT and use your MG within the reload cycles. AT and LAW soldiers are very dangerous and can take you out quite easily!
Vehicle Limit
Take this one serious! On most CTI's the vehicle limit is 20 per team. Players tend to build a lot of jeeps at the beginning of a game and these vehicles will scatter around the whole map later on blocking the building of tanks and choppers. Build an independant salvager when the first vehicles have been destroyed. If the salvager was shot by the enemy build another one.
If you see unused vehicles destroy them! If you see unused enemy vehicles think twice before you destroy them! They will count for you because the enemy can use one vehicle fewer. If you don't need the bonus don't destroy it.
Is 3D on?
For those of you who can't wait until in game there is a simple answer. If you can see a red circle with a line attached to it (a vehicle marker) on the map while you are in the briefing 3D is activated.
Whole team in one truck while Heavy Resistance is on
This is a bad idea. You will encounter an enemy tank (believe me you will). This happy AI will neutralize your whole team with a single shot. Solution is to split the team and let some guys walk. In any case try to drive not too long and not on plain roads.
Air Defense
If you want to secure your base against air you will need about three Vulcans/Shilkas and an ammo truck. Place the AA not too close together otherwise they can be taken out very easily. Once in a while the AI will claim 'ammo low' so you should send them to the ammo truck for rearming.
Placing only a gunner in a Vulcan/Shilka can save you slots for other tanks but they won't rearm that fast because they can't move. Telling your AA to 'scan horizon' seems to have a positive effect on reporting enemy aircraft.
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