Mini Troopers Wiki
m (Reverted edits by 68.103.74.56 (talk | block) to last version by Zoro the Gallade)
Line 150: Line 150:
 
On some points your troopers will be given options in customising their AI behaviour. As you don't control the dummies directly, setting appropriate preferences is crucial for efficient combat. This rule notably applies to recruits as well.
 
On some points your troopers will be given options in customising their AI behaviour. As you don't control the dummies directly, setting appropriate preferences is crucial for efficient combat. This rule notably applies to recruits as well.
 
* '''Favourite Weapon''' ''(level 1, if a trooper has more than one, even the same type)'': aside from rare exceptions a trooper with a favourite weapon picked will start a battle equipped with one.
 
* '''Favourite Weapon''' ''(level 1, if a trooper has more than one, even the same type)'': aside from rare exceptions a trooper with a favourite weapon picked will start a battle equipped with one.
* '''Favourite Target''' ''(level 2)'': allows troopers with certain weapons (e.g. [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper Rifle]]s) and abilities (e.g. [[File:gen_Ability.gif]] [[Anatomy]]) to hit chosen body parts more often for certain effects. All injured body parts receive +100% [[File:small_Damage.gif]] [[Damage]] with successive shots, including heads, while heavily injured body parts grant a bonus of +200% [[File:small_Damage.gif]].
+
* '''Favourite Target''' ''(level 2)'': allows troopers with certain weapons (e.g. [[File:gen_Sniper_Rifle.gif|link=Rifle]] [[Rifle]]s) and abilities (e.g. [[File:gen_Ability.gif]] [[Anatomy]]) to hit chosen body parts more often for certain effects to impair the target's productivity. All injured body parts receive +100% [[File:small_Damage.gif]] [[Damage]] with successive shots, including heads, while heavily injured body parts grant a bonus of +200% [[File:small_Damage.gif]].
 
** Anywhere!
 
** Anywhere!
** In the head! (+100% [[File:small_Damage.gif]])
+
** In the head! (+100% [[File:small_Damage.gif|link=Damage]])
 
** Straight in the heart!
 
** Straight in the heart!
 
** Right lung.
 
** Right lung.
Line 158: Line 158:
 
** Left arm:
 
** Left arm:
 
*** Chance to disarm.
 
*** Chance to disarm.
*** [[File:small_Aim.gif]] [[Aim]] penalty (it's possible to miss 3 successive shots with a shotgun)).
+
*** [[File:small_Aim.gif|link=Aim]] [[Aim]] penalty (it is possible to miss 3 successive shots with a [[:Category:Shotguns|Shotgun]])).
 
** Right arm:
 
** Right arm:
 
*** Chance to disarm.
 
*** Chance to disarm.
*** [[File:small_Aim.gif]] [[Aim]] penalty (it's possible to miss 3 successive shots with a shotgun)).
+
*** [[File:small_Aim.gif|link=Aim]] [[Aim]] penalty (it is possible to miss 3 successive shots with a [[:Category:Shotguns|Shotgun]])).
** Left leg. ([[File:small_Speed.gif]] [[Speed]] penalty)
+
** Left leg. ([[File:small_Speed.gif|link=Speed]] [[Speed]] penalty)
** Right leg. ([[File:small_Speed.gif]] [[Speed]] penalty)
+
** Right leg. ([[File:small_Speed.gif|link=Speed]] [[Speed]] penalty)
 
* '''Preferred Victim''' ''(level 3)'': allows troopers to prioritise attacking enemies by the stats and weapons of the latter.
 
* '''Preferred Victim''' ''(level 3)'': allows troopers to prioritise attacking enemies by the stats and weapons of the latter.
 
** The closest. Crowd control, and most risky due to close combat friendly fire involved. Another missing concern here are [[Support Trooper]]s which are largely ignored by this option. For that reason the basic [[Decoy Trooper]] tactic is most effective against the default preference.
 
** The closest. Crowd control, and most risky due to close combat friendly fire involved. Another missing concern here are [[Support Trooper]]s which are largely ignored by this option. For that reason the basic [[Decoy Trooper]] tactic is most effective against the default preference.

Revision as of 00:17, 3 March 2012

Btl Troopers Trooper is a fundamental element of the game's mechanic, and a basic combat entity. During combat your trooper counter is displayed in bottom left corner of the screen, along with other global stats available at the moment. The total number of troops directly affects enemy chances of successful Btl Sabotage Sabotage. For unknown purpose, in combat all dummies aside from recruits and non-playable ones have a green circle underneath them, player-owned hostile ones have the mark as well.

Troopers are bought and upgraded for in-game currency, Credit Credits. You can have up to 12 dummies per army, only able to level them up after reaching the cap.

Stats

For the sake of balance, all troopers have equal stats by default. However, with upgrading they can achieve better results than the others and gain noticeable expertise in a number of parameters.

Behavior

Every trooper has a rather simple behavior:every time they get a turn they will do one of the following actions:

  • Shoot an enemy in range.If there are multiple enemies in range, his Preferred Victim and Priority Target options will determine which one he'll attack.Note that they will not care about line of sight, so it isn't uncommon to see soldiers hit someone else than their intended target (including their own allies). Skills like Gen AbilityBait or Gen AbilityCamouflage will alter the trooper's target priority.
  • Engage in Melee.A trooper that has no more weapons, or is cornered with no guns capable of firing point-blank, will attack nearby enemies by using their fists or trampling stunned enemies.They will also use skills such as Gen AbilityFaceboot or Gen AbilityWrestler or equip a Knife, if they have any.
  • Move: If a soldier doesn't have a target that can be reached with any of his weapons, he will move towards or away from the enemy.His Small SpeedSpeed will determine how much distance he can cover before his turn's over.
  • Reload the current weapon:If the trooper's weapon has ran out of ammo, but still has some in stock, he will crouch down and start reloading it. Nimble Fingers speeds up the process, while Loader makes it istant once per battle. Sometimes, when enemies are in range, the trooper will quit reloading mid-way to shoot as soon as possible.
  • Switch weapons:if there are enemies within the range of a weapon the soldier owns, but hasn't equipped, or the soldier's current weapon is Sabotaged, runs out of ammo or is knocked out of his hands, he will switch to a different weapon.
  • Pick up a fallen weapon:Weapons can be thrown on the ground by explosions, shots to the arms or Shock Grenades, and will stay on the field until the next wave.A trooper with no weapons (or more rarely, one who still has weapons but has none equipped) will walk to a nearby fallen weapon and equip it, regardless if it's his own, his ally's, or his enemy's.
  • Use a skill or piece of equipment: Troopers will occasionally use their active skills and equipment in battle (such as grenades and medicines).Some skills are triggered automatically and immediately under certain conditions and will not take the trooper's turn. Note that Comms. Officiers can use their Communications even when not in battle.The frequency at which skills are used can be boosted by having Munition men (only affects grenades, entire army) or Gen AbilityHurry (All skills, only for the one who has it)

Note that a trooper in a combat vehicle (such as the Light Tank) will only be able to move and attack.Troopers in land vehicles will dismount them and keep fighting on foot if they run out of ammo or the vehicle is destroyed, but they manage to survive the explosion.

Troopers in flying vehicles will retreat and not partecipate in the battle anymore when they run out of ammo, with the exception of Gen AbilityHelicopters, whose pilot can keep fighting after they're destroyed (provided they survive the explosion and fall damage)

Diversification

Most likely, the troopers are automatically generated every day upon the server refresh. And such, they have various visual characteristics to be able being told apart from the rest:

  • Name (12 characters maximum), consisting of at least prefix-2 (not all are listed):
    • Prefix-1:
      • "Don ";
      • "G.I.";
      • "Max";
      • "Mc";
      • "Pretty ";
      • "Sexy ";
      • "Sgt.";
      • "Solid ";
      • "Super ";
      • "T-";
      • "Van ";
    • Prefix-2:
      • "Ander";
      • "Bomb";
      • "Br";
      • "Burt";
      • "Chri";
      • "Crak";
      • "Dav";
      • "Ed";
      • "Georg";
      • "Gold";
      • "Harr";
      • "Huff";
      • "Hulk";
      • "Jack";
      • "Jaz";
      • "Jeff";
      • "Jo";
      • "Jon";
      • "Joshua";
      • "Karl";
      • "Kev";
      • "Kraw";
      • "Li";
      • "Luk";
      • "Max";
      • "Mel";
      • "Mich";
      • "Moo";
      • "Orl";
      • "Rick";
      • "Rog";
      • "Sam";
      • "Smith";
      • "Yu";
    • Suffix-1:
      • "ando";
      • "ch";
      • "e";
      • "eed";
      • "eiber";
      • "enser";
      • "(b)erg";
      • "ers(en)";
      • "eves";
      • "ewis";
      • "ey";
      • "i"
      • "ie(ld)"
      • "ill"
      • "imack"
      • "ips"
      • "ito"
      • "ium"
      • "(i/o)kins";
      • "(o/u)ley";
      • "(u)ll"
      • "(a/i/o)lker"
      • "(a/i)lone"
      • "(i)mes"
      • "(o)miller"
      • "(i/o)ney"
      • "(e/o/u)nnell"
      • "(u)nnett"
      • "o";
      • "old(s)";
      • "ones";
      • "otor";
      • "(a/u)pp";
      • "(i)s";
      • "son";
      • "(a/i/o)ter";
      • "(e/i/u)tt";
      • "(a/e)uer";
      • "ust";
      • "um";
      • "(a/o/u)ws";
      • "(i)we(n)";
      • "ws";
    • Suffix-2:
      • " Brown";
      • " Brute";
      • " Bunny";
      • " Chan";
      • " Dick";
      • " Jones";
      • " Jr";
      • " Khan";
      • " Lee";
      • " Potter";
      • " Yu";
      • "-X";
  • Skin tone.
  • Haircut.

At the start all troopers have 1 out of 4 default weapons:

Additionally they have a starting Skill (weapons/equipment/abilities/vehicles/whatever), randomly picked from the pool of level 1 ones.

Customisation

On some points your troopers will be given options in customising their AI behaviour. As you don't control the dummies directly, setting appropriate preferences is crucial for efficient combat. This rule notably applies to recruits as well.

  • Favourite Weapon (level 1, if a trooper has more than one, even the same type): aside from rare exceptions a trooper with a favourite weapon picked will start a battle equipped with one.
  • Favourite Target (level 2): allows troopers with certain weapons (e.g. Gen Sniper Rifle Rifles) and abilities (e.g. Gen Ability Anatomy) to hit chosen body parts more often for certain effects to impair the target's productivity. All injured body parts receive +100% Small Damage Damage with successive shots, including heads, while heavily injured body parts grant a bonus of +200% Small Damage.
    • Anywhere!
    • In the head! (+100% Small Damage)
    • Straight in the heart!
    • Right lung.
    • Gutshot (nasty).
    • Left arm:
      • Chance to disarm.
      • Small Aim Aim penalty (it is possible to miss 3 successive shots with a Shotgun)).
    • Right arm:
      • Chance to disarm.
      • Small Aim Aim penalty (it is possible to miss 3 successive shots with a Shotgun)).
    • Left leg. (Small Speed Speed penalty)
    • Right leg. (Small Speed Speed penalty)
  • Preferred Victim (level 3): allows troopers to prioritise attacking enemies by the stats and weapons of the latter.
    • The closest. Crowd control, and most risky due to close combat friendly fire involved. Another missing concern here are Support Troopers which are largely ignored by this option. For that reason the basic Decoy Trooper tactic is most effective against the default preference.
    • The easiest.
    • The weakest (yeah boi!).
    • The biggest threat. Not exactly clear which criteria are used to determine the target, but the choice seems to be dynamic. Priorities vary from heavily armed troops in long range to closing in Assault Troopers. The most effective choice against Support Troopers, as granting no attention to abuse of Gen Rocket Launcher Rocket Launchers usually ends up sadly.
  • Fighting Style (level 5): determines what range a trooper prefers to fight at.
    • Hunter. An offensive close combat style.
    • Standard. A default style all troopers start with.
    • Defender. A defensive long range combat style. Troopers using this style are noted to try and maintain safe distance from the enemy even using close-ranged weaponry, occasionally pulling their advance back from the front-line after attacking the enemy, especially being wounded in the process. For example, going Gen Handgun /vs./ Gen SMG, or Gen SMG /vs./ Gen SMG. The latter instance results in the trooper drawing his enemy out while retaining first hit capability after the hostile finishes moving in. And so, they protect themselves from a part of close combat retaliation, and are able to cast support abilities or treat allies' wounds, as well as and prolong their own existence on the battlefield.
  • Specialization (level 5, x1): allows to select from two (or three with Gen Ability Smart) randomly offered classes to assign troopers to for different tactical options and advantages.
  • Priority Target (level 5): allows to pick a single Class your trooper will prioritise to attack on the battlefield. Usually should be the one which causes you problems the most.