Hi, friends.
Today we will talk about concealment in Soldiers: Arena. About the importance of staying in the shadows, whether you're far in the enemy's rear, or deep in your own. No armor will save someone who carries a bullseye target on his back. MoW fans know lots about this mechanic and how important it is for survival and successful sabotage. But in Soldiers: Arena, it changed and got some upgrades. We made it more understandable for beginners, expanded the scope of its use and gave the ability to mask positions to some other types of units. After all, not only saboteurs far beyond the front line need to remain unnoticed, but also artillery in the rear.

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Concealment is an important stage in the organization of the firing position, so we simply have to pay attention to this topic. Previously, we already wrote a diary about viewports , stealth artillery gameplay , and wrote a little about reconnaissance aviation. And we didn’t do it for no reason, but because it's a damn important part of the gameplay. The longer you stay out of enemy’s line of sight, and the longer he stays into yours, the greater your chances of winning. The first shot can easily become decisive, so we do our best to make fans of secret and careful game style happy.
You're not how much frags you have (с)
Artillerymen in the tests long ago started to play, trying not to unmask their positions, because they were prevented from shooting on cooldown and keep records of unpunished hits by paratroopers, tank breakthroughs, enemy artillery and mortars. Unmasked crew could write a will. And only the SPG commanders due to a combination of invisibility mechanics, a powerful weapon and good mobility and armor got a second chance. Assault and some specially armored self-propelled guns such as a StuG, SU-85, SU-100 could even afford to trade shells staying at the distance of non-piercing capabilities. Such impudent behavior contained some imbalance in relation to other types of units and a clear disparity to their role on the real battlefield. In fact, when choosing an assault SPGs the player received tanks with invisibility. So we decided not only to decrease the invisibility for self-propelled guns, but also to revise the invisibility and disguise mechanics in order to reflect in the game the moment of firing positions preparation and make more survivable other light SPGs, artillery and type of units. So now artillerymen can mask their positions.
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Artillerymen must choose what is more important for him, mobility or invisibility, and play accordingly. Either you shoot a few shots and change the position until the noise in the shot zone has increased and lighted you up, or you take the roots to the maximum, preparing positions for the enemy assault, blocking the approaches with minefields, hedgehogs and barbed wire, strengthening and masking your cannons, minimizing the noise produced by them and their visibility. In the second case, the longer enemy is searching you, the more damage you can inflict. The enemy will not take a well-fortified flank with little blood, but the preparation of such a position takes time.
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And if you gave it up, then it will not be possible to jump to the other flank and quickly restore your strength. Mobile tactics are better for those who want to play as a hunter, do not like to play defensively, and prefer to be right in the midst of battle. Masking positions with such tactics will be more a waste of time instead of something actually productive. In other words, if you want to destroy the enemy from a distance and without moving, prepare your positions.
Is that you, Mr. Hyde?
To slightly equalize the chances and make the tank gameplay more interesting, we gave the noise mechanics for them too. They unmask much faster and remain visible longer than the artillery, but shooting a couple of times and staying unnoticed is very useful for one’s healthcare, at least that’s what tanksman health blog said. And rejoicing comes to those who have been waiting for ages the opportunity to disguise his tanks in the game. Like for the artillery, the progressbar will start to be filled by pressing the 'disguise' button. As soon as it is filled the tank will be covered with shrubberies and will receive a stealth buff. Of course, the tank must stay in place for this. As soon as it starts moving, the camouflage bushes will fall as quickly as the needles from the New Year’s tree fall in July, and the cooldown of the ability will start. Tank camouflage is much weaker than artillery ones, but still gives a lot of new opportunities.
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Infantry disguise changes affected the least. We made it more understandable for a beginner. Now a special icon appears above the infantryman hiding in the bushes.
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The disguised infantry is visible two-thirds down the viewport work range. Units with the original bonus to stealth, become almost imperceptible when masking. For example snipers, who can install camouflage bushes or simply hide amongst other shrubbery bring even more chaos into the ranks of the enemy. We also reduced the impact on the front line for single soldier, so sabotage missions into the enemy's rear is relevant not only for stealth infantry. And, of course, the concealment mechanics underline others already working. So, the concealed infantryman in the trench gets both a bonus to protection and to stealth, becoming a real thorn in ass for attacking forces.
This is all for today. Ask your questions under the post and express your wishes regarding the mechanics and how the concealed SPGs, tanks, cannons, trenches should look like. And we still wish you all the best!
[ 2018-02-01 19:32:38 CET ] [ Original post ]