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Started by Maistro69 at 02-05-2007 12:35 AM. Topic has 135 replies.
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   02-05-2007, 12:35 AM
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Re: Fliggi's Guide V1.1
Well, I guess thats the wisest thing to do at the moment sence i'm not willing to give up the config of thoes mechs; and at the moment thats the only thing that will prove me wrong or right LOL. As for the offer of help, I'l definitly keep that in mind. Unlike alot of ppl I don't let my pride get in the way. And I thank you for the offer. So I geuss il see you folks later. or what not.

Speaking of which I have a Q for you "vets" right now. When do the experimental parts come into the shop lottery? LOL.
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   02-05-2007, 6:12 AM
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Re: Fliggi's Guide V1.1
The link to the website containing the list of equipment doesn't work but very good thanks. 5 Stars
I own consoles you've never even heard of.
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   02-05-2007, 9:16 PM
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Re: Fliggi's Guide V1.1

 Maistro69 wrote:
Speaking of which I have a Q for you "vets" right now. When do the experimental parts come into the shop lottery? LOL.

Given that there have been so many wars there are no remaining experimental parts.  This means that every part is currently available for each country and only captured parts can be bid upon.  Just have your squad rotate between countries every war and buy up multiple parts from each one to collect them all.


Sincerely,
Hiero Glyph

If ignorance is bliss then you must be the happiest person alive.
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   02-08-2007, 5:23 AM
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Re: Fliggi's Guide V1.1
Oh, thanks for the news Heiro......

Unfortunitly I'v managed to do that with in the 3 weeks iv been on aready. LOL. was getting told be my squad leader that I was shopping worse than his GF who almost made him broke LOL. I think what are squad is going to do now is stick around with Tarakia for 3 seasons for a medal.
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   03-10-2007, 2:50 PM
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Re: Fliggi's Guide V1.1

This is going to have nothing to do with the original post but since Hiero Glyph said if anyone had question feel free to ask i figured i would make this Q public instead of PMing him.

does anyone have any tips or ideas they could tell me so i can make a decent commander/scout hybrid when my 360 comes back from beeing repaird?

thanks for any help you can give me it will be apprecieated.

p.s. sorry for any bad grammer or spelling


"The death of one man is a tragedy, the death of a million is a statistic" ~Joseph Stalin
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   03-10-2007, 9:03 PM
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Re: Fliggi's Guide V1.1
 MadMonk666 wrote:

This is going to have nothing to do with the original post but since Hiero Glyph said if anyone had question feel free to ask i figured i would make this Q public instead of PMing him.

does anyone have any tips or ideas they could tell me so i can make a decent commander/scout hybrid when my 360 comes back from beeing repaird?

thanks for any help you can give me it will be apprecieated.

p.s. sorry for any bad grammer or spelling

After the update the most powerful wheel chasis is the Faras (Sal Kar).  Use this with any weapons that you feel are appropriate; triple grenade launchers, dual shotguns, rocket pods, HEAT rockets, etc.  Toss on the smallest heavy generator and any NA you want and then work on the placement of everything.  Your speed will suffer slightly but you can make a motar hound, mariokart, or anything else you want and still be effective in combat.  Honestly your best bet for an NA hound would be a treaded version since your load is so much greater and you can really focus on weapons more.


Sincerely,
Hiero Glyph

If ignorance is bliss then you must be the happiest person alive.
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   03-10-2007, 10:22 PM
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Re: Fliggi's Guide V1.1
alright i havent thought about mortar hounds. i know my speed is going to suffer because of the NA and generator this is the only reason why i figuered i should ask some people for ideas. i dont really want to make anything really cheap like a shotgun *** because i dont want to **** people off and get messages evry 2 seconds about how i was cheap and thats the only reason i won, when in all reallity i'm most likely better then them since i have been playing this game from day one of its release, but whatever. see right now i'm trying to go for the mobility specialist medals and i already have a commander on treads i'm happy with and i'm working on my reverse joint one right now and i like that hound as well, i just need out figure out a good wheel chasie and hover chasie design so i can still be a little more help to my squad in the defending of our base or the attacking of the enemy hounds. but thank you for the input i'll keep the morters and heat rockets in mind since i did get wasted by a triple Heat rocket hound.
"The death of one man is a tragedy, the death of a million is a statistic" ~Joseph Stalin
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   04-15-2007, 6:35 PM
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Re: Fliggi's Guide V1.1
bump 10
APOCALYPSE KNIGHT
K.O.A's Juggernaut #00
My Highest Award=Honorary Clam
THE BLACK SWAN #99 in a past life.


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   04-15-2007, 11:07 PM
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Re: Fliggi's Guide V1.1
yay, Fliggi's guide is back

Help Others!
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   04-15-2007, 11:21 PM
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Re: Fliggi's Guide V1.1
Awsome Guide!
I am Canadian.
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   04-23-2007, 2:17 PM
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Re: Fliggi's Guide V1.1

Also if you play a neroimus war mission you will improve in rank (or not, depending on the outcome of a mission), starting off as a recruit and continuing into higher ranks (check your countries details for the ranks available). However it is also possible to loose a rank again if you botch too many missions.

I do not know whether a higher rank also unlocks better equipment or not.

Note: playing against human opponents will make your rank increase much faster than playing against bots.

There is no way btw to make a “private” game. You also cannot keep enemy players from joining. once inside the mission briefing you will only be able to chat with those folks who participate and are already in the briefing room.


Dying:

If you die during a war missions you will respawn as a soldier (not the rt, a little man without a hound) equipped with a rifle. These rifles won’t do any damage to hounds, but you can incapacitate enemy and friendly soldiers with it, so you can have sort of a deathmatch while waiting for the real match to finish.


Repairs and maintenance:

The war missions will also require you and your squad to pay for the expenses of running a squad, meaning that after each mission you will have to pay for repairs and maintenance, like spent ammo and fuel. Normally this is offset by the reward if you won the mission, but if you loose too often you might get low on cash.

Note that you DO NOT loose any equipment, even if parts can be captured by the enemy faction after a fight. You simply pay for the repairs and everything is okay again.

Independent Mission:

 

These are support mission so to speak for the neroimus war campaign. They are basically search and destroy mission which will reward you with certain amounts of money for every destroyed enemy, and a bonus if you manage to destroy every enemy within a given time.

The nice part about these is the fact that your repairs and maintenance are covered, so you will always net some money. These missions are supposed to be the fund raisers if you run low on cash.

Free Battles:

 

These are your standard mp game modes like deathmatch, ctf, an so forth. They are available as ranked and unranked games. You can also set a certain number of playerslots to be reserved for friends, thus creating “private” games as well.

Info on your Nation:

 

Here you can see past system messages telling you how the war is going, check out different rankings (btw, cheers to daStahl, last time I checked you were in the top10 of 2 or 3 rts) sorted by squads, players, rts, capture points and so forth.

 

This page will also let you take part in upcoming elections, influencing the way your country is heading.

 

Also on this page you will find the option to donate money to your country. Apart from neting you a reward this increase the money available to your nation. The exact way how this influences your nations budget is unknown to me. However several folks already mentioned that donating would increase your nation’s research budget, thus granting you access to more advanced equipment.

(D) Building your Hound:

 
This is where the fun part starts. Lets’s cover some basics first:

 
http://www.chromehound.com/forums/index.php?autocom=pages&do=show&id=13

 
this is a list of parts. It’s by no means complete, but it does get updated from time to time, and it’s the best we have so far.

 
The first time you check your garage (which also leads to the shop), don’t worry about the prices, a regular 1 player neroimus mission on the lowest ranking (recruit) against the computer will net you anywhere from 130.000 to 170.000 credits. So the prices aren’t that bad.

 

Don’t spend all your money though, as you will need money after the mission to repair and resupply (ammo, fuel).

 

I recommend that you try to pick up a decent cockpit, mobility base and maybe some more weapons. This is for a defender/soldier kind of hound that you’ll probably be using first until you find the role that suits you, because the roles in the war play quite different from what they were like in sp.

 

Mobility base:

 

I’d suggest you get either a good inverse biped or a tracked chassis. Again, look for a good combination of armor, weight capacity (how much it can carry) and probably speed if you don’t want to crawl. Personally I feel like those 2 bases offer a good combination of these traits.

depending on the role you want to fill certain bases fit that role better than others. also the judgement on advantages and disadvantages are simply based on my opinion, there are too many different bases to go into details here, so it possible that certain models don't match the description here.

 

hover: fast, good to medium turning and rotation rate. can go over the water without slowing down. you will most likely use this for scouts and fast attack hounds or supporters.

 

wheels: second fastest, also good turning rates, rotation rates most of the time better, thus making it more useful in close combat situations. probably useable for fast attackers and medium soldiers.

 

bipedal. third fastest, good turning and rotation rate, making it ideal for close combat. your standard soldier base.

 

inverse biped/joints: slower than normal bipeds (especially in reverse), slower turning and rotation rate, but far better recoil reduction and stability, making this base a good choice to put those high recoil sniper rifles on.

 

tank: second slowest, but good rotation rate, decent recoil and stability. also good load capacity and armor/hp, making this well suited for defenders.

 

multi legged: slowest, low rotation and turning rate, good recoil and stability highest load capacity. good for a HG or anything else that is supposed to carry alot.

 

Most important for close combat however is the turning rate of your base and the rate of how fast you are able to turn your cockpit. This depends on your base, your cockpit and your system components. So make sure you check these as well.

 

Firing stability and recoil reduction is rather secondary in my opinion, unless you plan on making a heavy gunner for example.

 

Cokpit:

 

You will want a fighting cokpit for 1 player mission. As far as I managed to understand the system, armor is subtracted from the damage added and the parts durability (don’t know the exact English description, sorry) are the hit points of the part. If the cokpit is gone, so are you. Anything else is secondary.

 

For fighting purpose you’ll want a cockpit with at least 50 kinetic armor, decent CE armor (chemical, used by some ammo, explained later), and hit points in at least the higher 4000s. More is obviously better, but also comes at a price: weight.

 

For starters you won’t need a cockpit with double side mounting points, but get whatever you feel comfortable with.

 

Most of the time weight will be the limiting factor of your hound, even before power consumption. The weight of your hound also directly influences its speed. The less you carry, the faster you can go.

 

System Components:

 

These are basically electronic boosters to the base stats of your hound. They increase handling, speed, turning rate, target stability and so on.

 

Each component requires a certain amount of slots that your cockpit provides (number of slots vary depending on the cockpit, so far I’ve seen 8 and 9 slots). grab the best you can get. especially for the weapons component this might mean a tradeoff. for example there are components which will have a high targeting stability but will only let you use 2-3 weapons in a group.if you already know that you are probably going to use only a few high power weapons this module might be better for you than the 4 weapons, low stability component

 

Generator:

 

I generally start out with the smallest one possible, unless I use heavy weapons or a NA maker. Adjust according to power needs and maybe mounting points. Sometimes it pays off to turn and rotate the generator to make weapons and other add-ons fit onto your hounds.

 

NA maker:

 

A radar. Most of the time rather heavy on weight and power consumption.

 

Note: unless you use a na maker you won’t see enemies on the map even if you did capture the combas in that area.

 

Spacers:

 

Well, not much to say, some add them for fun or to free an otherwise blocked mounting point. Obviously they cost you in terms of weight.

 

Special Equipment:

 

This contains everything from jammers, low light vision, mine detectors to add-on fuel tanks and armor. I can only talk about what I’ve used so far.

 

Low light: very useful for night mission, wouldn’t go without, but watch out for flares as they can blind you.

 

Infrared: alternative to night vision, also lets you see through smoke. Your own gunfire/explosions caused by you will sometimes obscure your vision though

 

Mine detectors: well, nice for a scout, but you can also spot mines on the ground without it, though it’s obviously harder.

 

Anti missile system: nice to have if you know that you go up against an enemy you likes to use homing missiles.



My plan is so simple an idiot could have thought of it

This posting is provided "as-is" and confers no rights
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   04-23-2007, 2:18 PM
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Re: Fliggi's Guide V1.1

Add-on fuel tanks: personally I have yet to construct a hound you doesn’t have an effect time of 15 and more (which I guess means how long he can stay active in minutes). Standard mission duration is 15 min.

 

Add-on armor: I found this useful to cover things like generators and weapons to protect them from damage if I had the speed and weight to spare. it's even possible to get it in front of the cockpit. faced a tarakian pilot once who manage to cover almost all of his cockpit with extra armor, really hard to kill.

 

Guns guns guns:

 

Heavy weapons:

 

Well, this category includes the heaviest artillery cannons and well as huge rockets and homing missiles.

 

Generally these weapons are heavy, take a while to reload and do huge damage or have some other advantage. They are also quite heavy on the power consumption.

 

Cannons: ballistic trajectory guns, using the HG rangefinder gun cam. Cause huge amounts of damage and area/splash damage.

 

Rockets: also using a ballistic trajectory most of the time, these either fire a ridiculous amount of rockets or some really large ones for huge damage.

 

Missiles: these are homing projectiles, locking onto the nearest target after launch, vary in speed, damage and so forth. Warning: as far as I can tell they can’t tell friend or foe apart. The also have a limited turning radius, so lead the target a bit, even if they are homing.

 

Light weapons:

 

While this might be a misnomer, they are obviously lighter weapons, usually capable of being mounted in hexagonal groups. They make up the bulk of your weapons.

 

Chain guns: Low damage, low weight. Maybe has its uses for a scout against npc tanks.

 

Machine guns: stronger version of the chain gun, only weapon with real uninterrupted auto fire as far as I can tell.

 

Grenade launcher: don’t like them, don’t use them, there are better weapons in my opinion.

 

Shotguns: good close range weapon. Rather light, watch for differences in models.

 

Anti-hound rocket launcher: your average bazooka, slow travelling rockets with good damage.

 

Assault rifles: semi auto rifles with good accuracy, medium damage and good range. Lot’s of ammo, but contrary to the name rather slow firing. Useful for medium range support in my book or to take out turrets, tanks and those light walkers.

 

 

Sniper rifles & cannons: well… sniper guns. Choose to your own liking. Vary in weight, damage, ammo. Fairly flat trajectory.

 

Cannons: big boomstick. Trajectory arcs more than the one of the sniper cannons (obviously), but still good range, good damage, medium reload time (actually pretty fast for such huge cannons). I prefer heat ammo in them, as it uses the chemical rating of the armor with good damage. Watch out though, high level ammo (heat or apfds) is rather expensive.

 

Howitzers: HG weapon, but also useful for direct fire. Basically one step up from the cannons. Ballistic weapon cam, meaning no crosshair.

 

Rocket pods: don’t know how they are actually called, but they shoot a varying number of small rockets in a ballistic trajectory. Nice close combat weapon, excellent damage, but rather heavy. Don’t get caught in the blast.

 

Mortars: only used the illumination mortar, nice to support friends on a night mission.

 

Blades: well, they aren’t blades, more like spikes and rams. Good damage and a pain in the rear, but hard to use. Don’t plan on getting close to an enemy quickly when he’s got you spotted already, CH is too slow of a game for that an you will probably get blown to pieces before that. Great for backstabbing though. Personally I think this should have unlimited numbers of uses.

 

Mines: nice to have sometimes, but not a must. Doesn’t distinguish between friend or foe.

 

Bombs: nice to have as well, but I prefer either using combined firepower of hounds against a target or simply destroy all enemy hounds. Not that useful against hounds, unless they happen to run over it in just the right moment. Long fuse.

 

 

Mounting your guns:

 

Well, there are 2 basic ways to mount your weapons, with some minor variations (note: mounting equals firing groups as well here):

 

 

Cluster them: mount all guns of one type on one side/location of your hound. Good for low recoil weapons which you want to achieve a tight shooting pattern with. If you mount high power/recoil weapons this way and fire them all at once the recoil will drive you off of the target.  Exception to this is mounting the weapon cluster along the middle of your hound, as this will merely force your aim up instead of sideways.

 

Spread them equally: mount the same number of weapons of the same type on each side of your hound. Helps deal with recoil, can be used for weapons like shotguns or weapons with area effect. Also usable with sniper rifles to some extent as they have very good accuracy to begin with.

 

Firing groups: though this is obvious (as most of the stuff in this guide), I prefer linking together weapons of the same type in a firing group. Or weapon that I know that have similar firing behaviour. Try to avoid unnecessary groups as you will have to loop through them as well.

 

Obviously I can’t help you with how to aim. You got to find out for yourself. You just have to realize that there are some crack/lucky shots out there who will destroy your cockpit in less then a second. That’s life, don’t worry.

 

 

the lottery & parts purchase:

 

as mentioned in various previews, there is a lottery in place where you can opt to enter for certain parts.

 

there are 2 categories:

 

experimental design: this category contains newer versions of standard parts with changed/improved stats or totally new parts.

 

captured parts: exactly that. parts captured from enemy factions. i don't think that you actually loose some of your aquirred parts after loosing a battle, but instead there simply is a chance for them to become available as part of the lottery for the opposing factions.

 

i do not know however if you simply gain that part or the right to purchase unlimited numbers of that part though, as i haven't won the lottery yet.

 

arms dealer:

 

this "vendor" has parts of your faction in stock. what is in stock changes over time. so far i have yet to see parts that are limited in number. so if you feel like it you can purchase 10 sal kar howitzers (for example) for in game money to put on your hound.

 

most of the time i purchase weapons in multiples of 4.

 

all the parts you can gain in the single player campaign are NOT mandatory for success in the neriomus war. they are nice to have, maybe suit your style better, but that's it.

basically they will get replaced by your house(bt)/nation's parts rather quickly, as they get improved.

raising the funds required to equip your whole squad and raising your rankings will be no problem for an organized squad. so fear not.
My plan is so simple an idiot could have thought of it

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   04-23-2007, 2:18 PM
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Re: Fliggi's Guide V1.1

(E) Tips & Tricks & Random Thoughts

 

This section will contain some tips for starters, and random posts I thought to be useful but didn’t fit into the FAQ section.

 

I’d recommend that you try some free battles first (those are available as well when there is world sever maintenance going on which is nice). Play a standard game or death match or two get use to how your hound handles and to see where it needs some tuning and you also get used to some of the maps.

 

You also need this experience to realize how different the multiplayer is from the single player part.

 

You will encounter some monsters which are barely able to move but are capable of making mince meat out of your story mode hound in a salvo or two. This currently seems to be the trend, as armor & firepower beats speed & firepower. That’s just the way it is. Where you could take a few hits head-on in single player, doing this in a war mission will get you killed in no time. Also the advantage of height is far more obvious as far as aiming goes.

 

Next start a 1 vs. 1 player map against the computer to get to know the area. For your first map I’d recommend winning by time/number of combas captured. That way you can check out the map relatively easy. Also watch out for the computer controlled hounds. The enemy HQ will be defended by a tricked out defender who can already kick your rear if you simply approach it head-on. So be careful.

 

as mentioned before, don't got into a night map without the necessary vision add on.

 

if you have weight left on your hound and don't need the speed, invest in the extra armor plating. it's a great way to protect your weapons, cockpit and generator. with some tinkering it's even possible to get it in front of the cockpit.

 

fighting:

 

well, so you think you are a hotshot ace pilot and that you can take it all? well, maybe, more probably you aren't, so here are a few points.

 

capture combas.

 

first, they can also net you a victory if the time runs out and you own more combas than you enemy. with the npc you can even sit through the whole 15 min, or what's left thereof after capturing enough combas, without attacking and win. sometimes the npc will take the initiative though. there is even an xbox live reward for winning without attacking i think.

 

they can also tell you where your enemy is, so check the map regularly. often enough the enemy will also capture the combas near your base, so it can also warn you of an attack.

 

always check your surroundings.

 

not just for enemies, but also how the terrain looks like. with lots of high power long range weapons in the game you can get hit without even knowing that the enemy was there. so don't make easier on him by always walking out in plain view. use the terrain for cover. also every hound leaves trails on the ground (hmmm, except maybe a hover... didn't check that). so with a little bit of thinking you can get a clue as to where your enemy was and where he went.

 

check your sonar.

 

the npcs normally don't move much unless they are attacked or start attacking you. so anything really moving is probably a dangerous enemy player.

 

use your cam perspectives wisely.

 

the guncam has a different point of view than the 3rd person view. sometimes it is sufficient to stick only your guns out from behind cover to shoot the enemy. loosing a gun is less painfull than dying (cockpit gone).

 

there are two perspective in chromehounds. one is this kind of third person view from behind your mech, where the picture in picture (short: pip) in the upper right corner displays the view of the guncam. the other perspective is that those two screens switch places, so the "main" screen displays the view of your guncamera and the pip displays the 3rd person view.

 

now the guncam perspective also has a heads up display (not just the game menus like radar, weapons and so forth, but a "real" hud which also displays crosshair or whatever aiming aide is used for the weapon the guncam is assigned to.

 

now if you use an artillery weapon (and some others as well), there is no crosshair displayed in the hud like with a normal weapon like a machinegun for example, but instead it basically give you a line at the bottom of your screen/hud that displays how far you will shoot (i think in meters for the version i have) depending on the weapon and the angle at which your gun is pointing. the distance displayed is calculated as if the point of impact of your shells was on the same level as you.

 

so if you look through your guncam (actually this is also display when in 3rd person, just that the numbers are fairly small in the pip, depending on your screen size) at 0° elevation of the gun barrel... read, straight ahead, it might tell you something like "150" at the bottom of your hud. meaning that if you fire from this position your shells will hit the ground at a distance of 150m on an equal level. as you raise your guns further into the sky this number will increase up to the maximum range of the weapon you use.

 

a note on guncams: in ch you get to have 4 weapongroups, each of them able to hold up to 4 seperate weapons. each weapongroup has a guncam view, which is defined by the first weapon you select to be in this group. note that the point of view of the guncam will be exactly the weapon poisition on your hound. so if you selected a weapon that is the outermost weapon on your hounds "right arm" as the guncam weapon for that group, the view of that guncam will also be off to the right of your central axis of your hound.

 

also note that nothing keeps you from adding different weapons to the same firing group and thus to the same guncam. however if you assign a machine gun to the same group as your artillery you will have at least one weapon always miss the target unless it's nearby, as the machingun basically shoots straight all the way and the cannons have a ballistic trajectory.

 

which brings us to the next point: aim for the cockpit!

 

unlike mechwarrior shooting the base will only slow the enemy hound down, as well as destroying the generator. they will still be operational/able to shoot back. destroying the cockpit is the only way to really destroy a hound efficently.

 

watch out for the npc hounds and gun placement:

 

while being a nuisance by themself, they DO damage you, putting you at a disadvantage against your opponent. also they give away your postition because of their gunfire. however try to use your allied npc to soften up the enemy by luring him into a postion where your npc can fire at him. also watch out for enemy npc hounds when playing 1vs1 versus the computer. they are capable of destroying you.

 

dying:

 

it will happen. get used to it. especially in a 1vs1 it might simply be a matter of who sees who first. also some loadouts are better against certain types of hounds than others. sometimes you will simply die because you chose the wrong loadout. there is no "perfect" hound. try learn from it and develop different strategies for differently armed opponents.

 

I'd like to add one thing I've encountered yesterday: The Bi - pedal ( normal 2 legged ) chassis has a verry high acceleration speed hence it will make it a lot easier + faster to move in a zig zag formation.

 

Edit: I am talking about the lighter 2 legged version not the heavier one.

 

This means that you will be able to dodge A LOT easier with the 2 legged chassis. Running circles around your enemies + alternating the directions of the way you go while your circeling your enemy are way faster than on any chassis i've noticed. On top of that you have complete control of that chassis not like the hover or 4 wheeled wich goes crazy at some points.

 

Pop in your Turn boost system and not too many guns ( 2 machine guns + 2 missile pods ) and you'll be running so fast around your enemies while they won't even be able to hit you.

 

there are 6 rts (roletypes), soldier, scout, defender, heavy gunner, sniper, commander. actually the rts are not like classes in for example battlefield, you can for example make a hound that is equally well or ill suited for heavy gunner and commander and play it as a scout. the rt "gauge" in the garage merely acts as a bit of advice for what kind of rt the hound you are using might best be suited for. you can play any hound you want the way you feel it's right. just with more or less success. although if you are in a more success oriented squad and play a scout rt as a HG you might get some heat from your clanmates. :)

 

(F) FAQS:

 

could i have a powerful mech, with loads of firepower but still fit it woth radars and stuff like that? Cause i wouldn’t mind being able to fight with power but still have all the features of a tactical commander

 

short: no

 

long: depends. it depends on what you consider powerful and useful. even the lightest radar weights in at 900+ (i guess kilos, doesn't matter though), which is the equivalent to about 2 lighter guns or a light howitzer i think (depends on what you pick). so you definately take a hit there. also the radar will have a high energy consumption, requiring you to pick a heavier generator as well, thus loosing even more loadout capacity.

 

however, you can still pack a decent punch. just don't expect to pack as much punch as a similar build without radar would.

 

so you can either go with a normal weapon loadout with reduce damage potential in all categories or you can go for normal damage output in for example close range and forsake some longrange firepower instead. depends on what you want to do.

 

note though, that on lighter frames like hovers, 900 weight is almost a third of the total loadout, severly limiting your choices. then again, if you pick heavier frames you get slower and have other disadvantages. for example if you were to build a hg like hound with a radar you would basically have to leave out on heavy weapons system due to the weight of the radar and generator.

 

yes, they only weight about 300something a unit. they are actually quite excellent for taking down hqs, 8 of them will destroy an hq in no time. however this leaves you vulnerable for long range fire. there is no "best" way to do this actually :)

 

the other option would be to make a defender style hound with radar, as you will often be busy staring at the map anyways and giving orders, so defending your hq in between might also be a good secondary role as well.

 

 

Can you go back and replay the sp missions later on?

 

if you just go through the sp mission without caring for ranks you will unlock less of the items available through sp. a ranking only nets you one piece of equipment for example, while s ranking always gives you 2 (and maybe a paint schematic).

 

however you are free to go back later on and replay any mission you have already played again. you can also use a custom hound using items that you have unlocked in later missions. however you won't be able to equip your hound with items obtained in the multiplayer part.

 

 

How far can you see things like flares?

 

flares: i can't give you a simple answer for this. it depends on weather and conditions. there is a map with a sandstorm for example where you really have a hard time to see anything at all. however under normal conditions you can see weaponsfire from really far away (actually before you even see the hounds), so i guess you'll be able to see the flare for at least half a map. visibility might vary though.

 

(G) Links

 

http://www.chromehound.com/forums/index.php?autocom=pages&do=show&id=13

 

this is a list of parts. It’s by no means complete, but it does get updated from time to time, and it’s the best we have so far.

 

http://www.sega.com/gamesite/chromehounds/leaderboard.php

 

war progress

 

http://www.chromehound.com/forums/index.php?autocom=pages&do=show&id=14

 

single player unlockable parts list.
My plan is so simple an idiot could have thought of it

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   04-28-2007, 3:32 PM
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Re: Fliggi's Guide V1.1

DANG surly! How much coffee did you use to write all that!

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   06-09-2007, 1:09 PM
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Re: Fliggi's Guide V1.1

yes surly, amazing.... im still tripping on all those lil icons you have..

funny how Fliggi doesnt even play this game any more yet his name will be stickied for quite some time to come.


Lol...
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   08-16-2007, 4:55 AM
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Re: Betreff: Re: Betreff: Re: Fliggi's Guide V1.1
Ok, for an experianced player, would say this forum does not aply, but for the untrained beginer, this guide is definately a good start, all an all though, I think you did a great job of presenting Chrome Hounds, and me and many others appreciate your effort.
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   08-17-2007, 5:10 AM
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Re: Betreff: Re: Betreff: Re: Fliggi's Guide V1.1
Yes; very nice work
Funny how we care, when there's nothing left to care for.
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   09-03-2007, 6:54 PM
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Re: Betreff: Re: Betreff: Re: Fliggi's Guide V1.1
Nice guide.  Very helpful for the new players.
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   10-05-2007, 3:39 PM
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Re: Fliggi's Guide V1.1
OTOGI 3!!!!!!!!!!!
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   10-24-2007, 7:45 PM
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Re: Betreff: Re: Fliggi's Guide V1.1
Tag!
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   03-25-2008, 12:33 PM
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Re: Betreff: Re: Fliggi's Guide V1.1
got this game with my 360 and never got the hang of it, surly and fliggis guides just motivated me to give it another go, probably tomorrow night. Thanks a lot guys
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   04-24-2008, 5:58 PM
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RE: Re: Betreff: Re: Fliggi's Guide V1.1
actually, does anyone now how to do the 2nd sniper mission or do you get a night vision somewhere in the single player?
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   05-17-2008, 4:00 PM
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Re: RE: Re: Betreff: Re: Fliggi's Guide V1.1

that mission only gives you rewards for accuracy and i think, time limit

turn up the brightness on your tv until you get the night vision sensor

use Assault rifles too- they take down the ACV quickly and accurately



EAT PRUNES - WORK LESS

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   06-20-2008, 2:18 AM
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Re: Betreff: Re: Fliggi's Guide V1.1

I dont know how old this is but if you are signing in for the first time you can pick a country to belong 2 and then if you want to change once.  One free like you mentioned.  I would go to Sal Kar first because you get 600,000.  The other 2 countries you get 300,000 or 200,000.  Then after you get the parts you want and need from Sal Kar ( mainly the Naqa reverse join chassis ) then switch to whatever country you wish if you switch.

 

GH0STxFACE

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   06-20-2008, 9:20 AM
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Re: Fliggi's Guide V1.1
oh ***
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   07-13-2008, 11:29 PM
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Re: Fliggi's Guide V1.1
I just started playing the game and I'm mostly doing vs. CPU online since I can't connect with most people due to my isolated location.  Well, I was wondering what changing the difficulty on the CPU does game wise besides make them harder to kill.  I've been putting them on colonel for the most part just for (doodies) and giggles.  I am ranked as a recruit.  I was wondering if it was benefitting me in any way putting them on a higher difficulty.
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   08-05-2008, 9:55 PM
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Re: Fliggi's Guide V1.1

 Meximus1985 wrote:
I just started playing the game and I'm mostly doing vs. CPU online since I can't connect with most people due to my isolated location.  Well, I was wondering what changing the difficulty on the CPU does game wise besides make them harder to kill.  I've been putting them on colonel for the most part just for (doodies) and giggles.  I am ranked as a recruit.  I was wondering if it was benefitting me in any way putting them on a higher difficulty.

The CPU has a randomly decided "level" easy or hard. changing the difficulty does not make them harder in any way. If anything, it just a makes the chance of a hard CPU more frequent. The difficulty is based on how many waepons and what type each hound has. Easy hounds have few crappy weapons, and yield a low merit reward. While hard CPUs are almost fully loaded with very powerful weapons and yield the most merit. Hards give 9 merit at colonel rank while easy gives 7 merit.

I don't know if this is completely correct, so someone correct me if I screwed up.

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   09-09-2008, 10:41 PM
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Re: Fliggi's Guide V1.1
uhh this guide sucks you will learn this stuff in the manual/inserting the disc

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   09-10-2008, 7:07 AM
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Re: Fliggi's Guide V1.1
 druggyjoe3000 wrote:
uhh this guide sucks you will learn this stuff in the manual/inserting the disc
STFU, GTFO, and DIAF. This guide is mega useful for any noobs needing to get into the game. I'm sure you would have appreciated it at one point if you had read it.
 Thomas wrote:
Too Damn Awesome
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   10-25-2008, 4:13 PM
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Re: Fliggi's Guide V1.1
 XI thomas IX wrote:
 druggyjoe3000 wrote:
uhh this guide sucks you will learn this stuff in the manual/inserting the disc
STFU, GTFO, and DIAF. This guide is mega useful for any noobs needing to get into the game. I'm sure you would have appreciated it at one point if you had read it.
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