View Full Version : IAM NEW TO "GHOST RECON"
07-10-2003, 04:24 AM
I HAVE GHOST RECON FOR X BOX THE FIRST GAME. I NEED TO KNOW SOME CHEATING CODES, AND SOME STARTEGY...COULD ANYONE HELP?
07-10-2003, 04:24 AM
I HAVE GHOST RECON FOR X BOX THE FIRST GAME. I NEED TO KNOW SOME CHEATING CODES, AND SOME STARTEGY...COULD ANYONE HELP?
07-10-2003, 04:42 AM
Welcome to the game and forums but I can't help you with cheat codes because I'm a PC Gamer but I can help with the other. Take out what info will help you and remember it's not a run and gun style of game. so move deliberately and slowly with one foot on the ground at all times.
SOP (Tactics) - Observation and Scanning Terrain
How many times have you experienced your own "virtual death" when playing Ghost Recon and not ever seen where the fatal enemy fire came from? As in real life, seeing the enemy before he sees you, often makes the critical difference in reaction time as to who fires first and with the most accuracy. So, are there real world military observation training techniques that a player can also apply to the Ghost Recon military game simulation? Absolutely, although they don't translate 100% to a computer screen and mouse, they can make a subtle difference for those players that have the patience and discipline to practice them. It should be noted that this article is not for the "run and gun" arcade Quake Recon types, charging all over the maps with Threat Indicators ON. Rather, it's been written as a guide for those players that wish to play the game more as a military simulation on both Co-Op type servers against A/I enemy, as well as LMS (Last Man Standing) games against real people.
General Principles for Observation
The general overriding principles of scanning terrain are first, be stationary in the prone position (on your belly) if possible and second, be concealed and occupying the highest ground that permits the greatest viewing distance. Once in position, you do a quick scan forward, taking in your entire viewing angle looking for anything obvious that you should immediately react to. Pay particular attention to and make a mental note of any "dead ground" in front of you. Dead ground are areas where the terrain is depressed (i.e. gulleys, ravines and wide ditches etc), where the enemy may easily conceal himself, or suddenly appear in front of you as they move forward and rise up out of those depressions. If through your "Quick Scan" everything looks quiet and normal, then you mentally divide your forward viewing angle into three distinct areas consisting of foreground, middle distance and horizon. Once that's done, you begin a detailed and very slow scan of the foreground (greatest threat) area, shifting when complete to the middle distance area and finally, moving your scan to the far horizon. Pretend your eyes on your monitor (using your mouse as well) are like a typewriter carriage in motion, except reversed. Always begin your scan from RIGHT TO LEFT, moving across the designated area (foreground, middle distance, horizon), then as you reach the end of each area, do a "carriage return" and shift your eyes back to the right side of the next area, commencing your detailed RIGHT TO LEFT scan all over again.
Why RIGHT TO LEFT? Quite simply, we are conditioned as children and taught to read with a more normal LEFT TO RIGHT eye movement. Our eye motion and associated muscles get very comfortable moving in this direction and it creates very smooth movements through image transitions with few pauses.
Unfortunately, this muscle and mind conditioning also creates an environment where it's easy for the eye to be lazy and miss something when scanning in this more learned mode. However, if you scan RIGHT TO LEFT, you'll find it far more awkward for your eye and mind coordination to get lazy, plus there's tendency for your eyes to stop and pause more often to focus on what you're seeing. The result is that you might identify things that you'd easily miss when scanning in the more natural and conditioned LEFT TO RIGHT mode. Next time you're outside with real life terrain, test out this phenomenon and I think you'll get a clear idea as to how this works. It also works with your eyes on your computer screen and with your mouse movement in a similar, but less pronounced fashion.
Now that you're scanning the terrain from RIGHT TO LEFT, what are you actually looking for? Basically, real world special forces teams are trained in the "4 S's and M" methodology for observation and scanning terrain to their front. The "memory reminder" acronym stands for Shape, Silhouette, Shadow, Surface and Movement.
Let's examine each one and see how you can apply them to Ghost Recon and perhaps gain a slight visual edge by seeing the enemy first.
When scanning the terrain, look for anything that has a shape that isn't natural as compared to its surroundings. Nature doesn't make trees and bushes appear in an ordered and regular manner. In other words, their shape usually is irregular and their edge patterns are not something that looks symmetrical. If you see through or check out the edges of foliage, any shape that appears very structured (manmade) and symmetrical is most likely a camouflaged vehicle or an enemy infantryman. The same but reverse principle applies in built-up areas when examining the edges of building corners, roof lines, window and door frames, or horizon pavement lines, where one should not see irregular or non manmade edges. If you do, then it's most likely the shape of a camouflaged vehicle or an enemy infantryman causing the break or unevenness in straight lines, which should be showing a more natural symmetry.
When scanning the terrain, look for anything that has a recognizable man or vehicle silhouette displayed against any smooth background, horizon, window and door frames or building edge line, that isn't natural as compared to its surroundings. In Ghost Recon, you might find that by turning on "Night Vision Goggles" even during some day scenes, you'll sometimes spot the enemy silhouetted against graphics terrain edge lines that you wouldn't otherwise see. The moral is that during normal daylight hours if time permits, it's a good idea to scan once with normal daylight vision and then once more with "Night Vision" turned ON. Conversely, with some night-time maps, it's also a good idea to first scan with your "Night Vision" turned ON, then once again re-scan the same area with "Night Vision" turned OFF. This may sound counter intuitive, especially at night, but occasionally you'll actually spot some things that you miss with the green glow of the "Night Vision" turned ON all the time with night maps.
When scanning the terrain, look for the casting of any man or vehicle shadows, beside or near trees and bushes or building edge lines. Note that this won't happen unless you've turned ON the shadows option under Display Options within the Ghost Recon set-up. Turning this option ON can be a heavy graphics
drain on your frame rate, therefore the observation benefit in Ghost Recon for scanning may not warrant wasting the additional computing power needed.
When scanning the terrain, look for any surface or graphics texture that appears unnatural as compared to its normal graphically rendered surroundings. In real life, this would include the glinting or reflection from the sun off of items such as vehicle windshields, binoculars and any other shiny surfaces that haven't been properly camouflaged or dulled down. In Ghost Recon, these type of graphics features aren't rendered or simulated. Therefore, surface in the Ghost Recon context is more about the colour and texture you notice when looking through or directly at foliage (day or night vision), or though windows and doors with "Night Vision" ON.
Last but not least, we have the scanning of terrain for movement. This is perhaps the single biggest action that reveals the position of the enemy. In short, unnecessary movement KILLS, so keep this in mind for your own movement actions. It's difficult to spot movement while your eyes (and mouse) are actually moving as well, so develop a good habit of pausing for a minimum of at least three seconds during your
RIGHT TO LEFT scanning technique. Simply stare at the centre of your viewing point (screen) and take in a mental snapshot of the image, while all of the time sensing for any movement that isn't the result of the natural swaying of trees and bushes. Often, you'll pick up fleeting movement out of the corner of your eye as any enemy in motion appears and disappears into "dead ground" or behind obstacles. You should
then ensure you take up a safe fire position with your weapon's reticule tight and focused on the area (wide view) where you sensed the motion. Be patient and wait him out, as often the enemy has simply paused to perform his own scan and once complete, he'll start moving again.
The RODS and CONES Affair
Before the general use of light intensification devices and Night Vision Goggles, special forces units were trained to take advantage of the innate physiology of their eyes to be able to see before being seeing at night. Are you ready for a lesson in "Rods and Cone's and how to use them to your advantage at night for real life and also within Ghost Recon?
Some background then. Light is actually waves of excited electronic particles and those waves come in different wavelengths. When those light waves hit a surface, each different type of surface absorbs some of the wavelengths of light and the others are reflected back at us. Our eyes have sensors called rods and cones. Rods sense brightness, cones sense colour. We have three different types of cones, each sensitive to a different type of light- one red, one blue, one green. Rods are sensitive enough to respond to a single photon, the basic unit of light, but together they create only one coarse, grey image, which is just adequate for seeing in poor light. Fine detail and colour come from the cones, but they need a lot more light and work best in broad daylight. Inside the human eye, there are eighteen times more rods than cones. Here's an interesting article by Joshua Walrath, titled The Human Eye (and Visual Cortex), that tells you more about rods and cones then you'll ever want to know.
In Joshua's article, he notes the fact that rods are also much more sensitive than cones, primarily due to microscopic examination of the retina which shows that there is a much greater concentration of rods on the outer edges. Next time your outside, try his simple experiment that you can do yourself on any starry night. Look at the stars out of your peripheral vision and pick out a faint star from your periphery and then look at it directly. It should disappear, and when you again turn and look at it from the periphery, it
will pop back into view. Is it magic? Far from it, rather it's a simple technique of using the rods in your eyes as a highly effective tool when scanning ground to your front looking for the "4 S's and M".
Does the real life outside "rods" scanning system work with your Ghost Recon game? No, but there's an interesting trick of the graphics rendering that accomplishes something similar. Often when you are sitting staring at the terrain and scene on your monitor, particularly with "Night Vision Goggles" turned
ON, you might think you can just make out some feint object directly in the middle of your screen. It seems to be almost there, but not quite. If you take your mouse and move it slightly to the left or right of the area you are trying to view, you might suddenly make out the shape or silhouette of a vehicle or man that wasn't viewable when looking directly at them. In effect, your moving your mouse like you would your head in real life at night, thereby using the "rods" in your eyes through peripheral vision to enhance the low light detail. It could be termed "gaming the game", but on the other hand it's remarkably like the real life imagery one picks up when prowling through terrain at night without the benefit of modern enhanced night vision devices.
In summary, ignoring those cheating players who use auto aim, wire frame graphics, acid skins and screen brightener hacks, the true better scoring players in Ghost Recon are most often the people with the lowest lag who get their shot off first. They tend to see the enemy first and react with their mouse quicker. They seem to have eyes in the back of their heads and always appear to be one brief mouse click firing ahead of you, just after you've spotted them a little too late. Practice some of these techniques off-line to get used to being more patient and scanning the ground around you more effectively. Once you get comfortable using these techniques and they become second nature, then go on-line with some low ping rate servers and try some LMS (Last Man Standing) games against real people.
All other system and playing factors being equal, I think you'll be surprised at how much better you do then before you developed better observation and scanning skills.
SOP (Tactics) - Fire and Movement
In a separate topic titled SOP (Tactics) - Observation Scanning Terrain, we pointed out that unnecessary movement KILLS, meaning that when the enemy is in motion (running or walking), then he's most vulnerable to being seen by you and easily neutralized. This stems from two facts that give you an edge in being able to get your shot off before he does. First, when he's in motion it's much harder for him to see you as he moves across the ground and second, even if he does spot you when he's in motion, his weapon reticule is not stabilized (usually it's wide open if he's running). The result is that even if he did fire at you in this running or walking state, it's most likely he'll miss you by a wide margin. If you are stationary with a tight weapon reticule (best firing position), then even the average player will neutralize an opponent without much difficulty. Of course, if you're playing a Team type game against real people as opposed to the game's A/I enemy, you might run into someone using one of the many auto aim cheats floating around for Ghost Recon. He'll suffer no accuracy problems even when in full gallop. Watch for players who charge all over the map firing with precision when in full run, while match after match accumulating an incredible number of kills. The moral is... play the game with people you know and trust! We assume it's one of the reasons you've signed up to play on the servers in the first place.
So, now you know that enemy movement helps you see and kill them effectively, but how can you move yourself around a map in a manner that minimizes the same thing happening to you, particularly if you assume the enemy is using proper Observation and Scanning Terrain Techniques?
Whether in real life, or within our Ghost Recon game, good fire and movement techniques are founded upon several basic principles.
Five Step Sequence of Fire and Movement
1. Scan ground to your front
2. Choose your next fire position
3. Select best route to get there
4. Move to chosen fire position via route selected
5. Adopt defensive posture and secure fire position
Go to Step #1 and start process of scanning ground over again
Things to think about during the Five Step Sequence of Fire and Movement?
Instead of simply charging forward blindly, pause for a moment, adopt the prone unsupported (laying on your belly) or kneeling position, then scan the ground to your front. You want to pick your next "fire position" and possibly the one after that, before moving from where you are. While halted evaluating your next few fire position possibilities and how you're going to get there, you also perform your own terrain scan looking for possible enemy activity across your frontage.
Use Terrain Effectively
The various maps used in Ghost Recon/ Desert Siege and the Island Thunder add-on, all have varying degrees of map contours with undulating terrain. Before you move and to some extent while actually in motion, pay particular attention to and make a mental note of any "dead ground" in front of you. Dead ground are areas where the terrain is depressed (i.e. gulleys, ravines and wide ditches etc). These map low points help obscure your Silhouette and Shape as you traverse through them. They effectively block the enemy from observing your advance, by positioning you out of sight down in a ground depression when viewed from their own observation poi nt.
Another use of terrain which works only in the Ghost Recon game but not real life, could be termed "map edge crawling". All of the maps we use have limits bordered by an edge that we can't physically move past. Since it's darn hard to move and scan a 180 degree (or sometimes more) frontage at the same, then a good technique to limit your scanning needs (only useful for Team LMS type games), is to move along tightly butted up against map edges. Once you spawn, move immediately to a left or right map edge extremity and start moving forward, concentrating your scan to a 45-60 degree view to your left or right front (depending upon which map edge you're using). This limits the area you need to focus upon and also
speeds up your general movement forward, as each pause you make to scan ground can be shorter.
Use Trees and Bushes Effectively
The graphics terrains within Ghost Recon /Desert Siege and the Island Thunder add-on, are made up of various kinds of trees and bushes. Some are useful, while others have no value in concealing your movement or for settling into a good fire position. There are some that can be quite effective and often the enemy will walk right by you, let alone be able to see you at any distance. With trees, look for coniferous (pine trees etc) that have the low hanging branches. The shading effect that they afford, plus the very low reach of their limbs near the ground make for an ideal fire position during your movement and scanning
phase. With bushes, there are certain ones that let you get into a prone unsupported (laying on your belly) position and saddle right into them. Once inside, move slightly forward just enough so you can see through their leaves and branches, leaving a few dangling in your forward vision. Remember, you
may be concealed in the bush, but there's a good chance your rifle barrel is actually sticking out front of it (some sniper rifles have particularly long barrels), so be cognizant of this protrusion. You'll also find throughout some maps, bushes that are slightly taller. These permit you to nestle into them and remain in the kneeling position. This is preferable to the prone unsupported (laying on your belly) position for two
reasons. First, your eyes are higher up and you can see further with less ground obstructions and second, when kneeling you can rotate easily (and quickly) a full 360 degrees, which you can't do well when laying on your belly. This can be really important if you spot something with your lateral vision and have to turn and fire quickly.
Use Man made Obstacles Effectively
The graphics terrains within Ghost Recon /Desert Siege and the Island Thunder add-on, are made up of various kinds of man made structures and obstacles. In preparing for a move from one fire position to
another, constantly be looking for "movement routes" that place these kinds of barriers between you and any enemy scanning his own frontage. Some of these obstacles are high enough that you can move quickly (running) while standing up and still block your Silhouette and Shape from being seen, but others are lower such as castle rampart walls, rock walls and hedgerows, fences etc. Therefore, remember to lower yourself to a crouching (kneeling) kind of stance as you continue your movement, or you'll find some sniper drawing a bead on you for a great head shot that you won't even know where it came from. You'll then wonder how he was able to see you without realizing the top part of your body became exposed above the obstacle as you moved.
Use Shadows Effectively
The graphics lighting engine in Ghost Recon throws shadows near objects, creating a darkened area that makes for a place to halt and take up a good fire position. As you're moving, constantly be scanning the actual ground textures to your front and you'll see these darkened shadow areas, particularly against rock wall faces. These shadowed areas are also terrific as permanent sniper "hides", especially if you can find one with an appropriately sized bush to nestle into. Remember to get down in the prone unsupported (laying on your belly) position in these shadows, as the kneeling or standing position often creates a surface texture of yourself against the darker background. If the enemy is using Night Vision goggles to enhance his daytime viewing, he'll spot you for sure if you aren't flat on your belly.
In summary, ignoring those cheating players who use auto aim, wire frame graphics, acid skins and screen brightener hacks, the true better scoring players in Ghost Recon are most often the people with the lowest lag who get their shot off first. They tend to move with stealth and use ground to their advantage, see the enemy first and react with their mouse quicker. They seem to have eyes in the back of their heads and always appear to be one brief mouse click firing ahead of you, just after you've spotted them a little too late. Practice some of these fire and movement techniques off-line to get used to the Five Step Sequence of Fire and Movement and the fundamentals of how to apply them effectively. Once you get comfortable using these techniques and they become second nature, then go on-line with some low ping rate servers and try some LMS (Last Man Standing) games against real people.
All other system and playing factors being equal, I think you'll be surprised at how much better you do then before you developed better fire and movement skills.
07-10-2003, 04:44 AM
Go very slowly, and scan ahead the whole time with binoculars or a sniper with his scope.
Use your fire-arcs (check the manual for how to set those, VERY important), and use sensors as well.
Quick save often, too http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif I'm sure others will have more advice.
Oh, one little thing...please don't type in all-capital letters. It's harder to read, and on the internet it's usually seen as 'yelling' at someone (or used for stressing a word, like I did above).
Welcome to the forums, and I hope you enjoy the game! Go get 'em!!
07-10-2003, 05:44 AM
I don't have the manual. Please tell me about this fire arc.
07-10-2003, 05:59 AM
Does this help you?
When you first start Ghost Recon, you are presented with the Main Menu, which gives you the following 8 options:
. Training - This button takes you to the training Menu, which allows you to practice the skills you'll need to play Ghost Recon.
. Campaign - This button takes you to the single-player game and starts a campaign.
. Quick Mission - This button takes you to the Quick Mission Menu, which allows you to play a single mission on any difficulty level without starting a new campaign. You must unlock the missions in a campaign first, but once unlocked they are available thereafter.
. Multiplayer - This button takes you to the Multiplayer Menu.
. Replays - This button takes you to the Replays Menu, which allows you to view saved video replays of games.
. Options - This button takes you to the Options menu, where you can set game play, input, multiplayer, graphics and sound options.
. Credits - This button shows you the credits of everyone who worked on the game.
. Quit - This button allows you to quit the game.
To start a new campaign, click on the New Campaign button. This takes you to the New Campaign Screen.
At the upper left, you will see a text box. Type in the name of your new campaign here. It's a good idea to make it distinctive, to avoid any later confusion between saved campaigns.
Below the text box are your difficulty ratings: Recruit, Veteran, and Elite. Select one of these to set the difficulty for your campaign. Recruit offers unlimited ammunition for some weapons, as well as less skilled opponents. Veteran is standard game play, and Elite sets you up to face extremely skilled, lethal hostiles. Note that you cannot change difficulty levels within a campaign. If you begin a campaign at Recruit, you will have to start a new one if you decide that you're ready to tackle Veteran missions.
At the bottom left of the screen is a button labelled Cancel. This deletes your choices and takes you back to the previous (Campaign) screen.
At the lower right is a button marked Start. Clicking on this begins your campaign.
Deleting a Campaign
To delete a campaign, select it by clicking on it with your mouse, then click the Delete Campaign button. A dialog box asking if you wish to continue will appear. If you decide that you'd rather save the campaign after all, click No. If you do in fact want to delete the campaign, click on Yes. This will delete the campaign from your saved campaign list, and remove it from the list at the upper left of the screen. If you delete a campaign, any individual games you've saved as part of that campaign are deleted as well.
Resuming a Campaign
If you have saved campaigns, the Resume Campaign button will be available to select. (If not, it will be greyed out.) A list of your saved campaigns will appear in the box above the buttons. To resume one, select the campaign you'd like to play, then click on Resume Campaign. This will take you to the Campaign Mission Screen.
Input Options control how your input reaches the game. In practical terms, that's your key configuration and how your mouse interprets the Y axis (up and down). The centre of the Input screen is a window listing all of your key inputs and their current assignments (which key you hit to get that effect). There are two tabs at the top of this window, labelled Action and Command Map. These are click able, and selecting them brings up the list of assigned keys for, respectively, the Action Phase and the Command Map.
To change a key assignment, select the function you want to remap. You can do this by clicking the function with your mouse. Then, click on the Map key button. This will bring up a window that tells you which key the function is currently mapped to, and which tells you to hit a key to re-assign that function. If you want to re-map the function, hit the key you want to use for that function. That key will now be attached to that function, and the window closes. If you decide you like the key assignment the way it is after all, you can click on the Cancel button instead. This will close the window without changing any key assignments.
If you remap a function to a key that's already assigned, the new assignment will override the old one. As soon as you remap the key, the function that key was previously attached to will be unattached, and will have a blank space next to it in the list. You'll want to re-map a key for that function as well, if you intend to use it in the game.
Saving a Key Configuration
If you come up with a Key Config that you like, you'll probably want to save it. To do so, click on the Save keys button at the lower right of the screen. This brings up the Saved Config and enter a name for that configuration so you'll be able to identify it later. If you decide you don't want to save the key config, just hit Cancel. Otherwise, type in the name and hit Accept. If you've modified a key config that's already in place, you have a choice of clicking on New Key Config and saving it under a new name, or clicking on Save Key Config, which will overwrite the current one. If you decide to overwrite the current one, you'll get a window asking you if you really want to do this. As always, you can click No and avoid overwriting your key config. If you click Yes, then your changes will be saved. You can also delete a key configuration if you'd like by selecting it and then clicking the Delete Key Config button. Again, you'll be asked if you really want to do this. If so, click Yes. If not, click No.
Loading a Key Configuration
Clicking on this takes you to a similar window as Save Key Config. You'll have the option of loading a key config, deleting one, or cancelling the operation, and a list of saved key configurations to choose from. You can also Cancel out of this screen.
Mouse look Reverse Y
Clicking on this box changes the orientation of your mouse look. If you turn on this option, moving the mouse forward now moves your viewpoint down, and moving it backward sends your viewpoint up. Clicking this off restores the normal mouse look.
Chat messages are pre-scripted messages that you send out either to your team or to everyone in the game during a multiplayer game.
To set a message, click on a slot in the Chat Messages window and then click on the Edit Chat Message Button. This will bring up a window where you can type in or edit your chat message. Clicking on Accept saves the message and any changes you've made to it, and takes you back to the Multiplayer Options Screen. Clicking on Cancel aborts any changes and also closes the window.
Once you've entered the text of a message, it will display in the Chat Messages window. To the right of the window is a checkbox for Team Chat. Clicking on this means that the message only goes out to your team when you send it. Otherwise, everyone in the game sees it. (In other words, it's a good idea to make sure that only your team-mates see "Go left while I draw the fire from that bunker," and a better one to make sure that someone besides your team-mates sees "I own you.")
Each chat message in multiplayer is assigned a key (1 through 9 on the Numpad is the default setting). To send your message out, simply press that key. You can send the same message as many times as you like, though it's considered impolite to flood other players with chatter while they're trying to shoot you.
To edit the text of the message, select a message and then click on the Edit Chat Message button. This will bring up the text of the message, which you can change. Click on Accept to keep the changed text, or Cancel to go back to the old version.
Medals and Badges
. Combat Infantry Badge (CIB) - This is given after a soldier has participated in one combat mission. It is given posthumously if the soldier is killed in the line of duty.
. Campaign Ribbon 1 - This is awarded if a soldier has participated in any of the missions that make up the first part of the campaign.
. Campaign Ribbon 2 - This is awarded if a soldier has participated in any of the missions that make up the second part of the campaign.
. Campaign Ribbon 3 - This is awarded if a soldier has participated in any of the missions that make up the final part of the campaign.
. Purple Heart dead or wounded - This is awarded if the soldier was wounded on a mission.
. Bronze Star 15 kills - This, and all other medals, are awarded for killing large numbers of enemy soldiers and repeated exposure to enemy fire.
. Silver Star 20 kills
. Distinguished Service Cross 25 kills
. Congressional Medal of Honour 30 kills -Decorations which have not been earned
Each soldier has a set of statistics which include his ratings for the following attributes:
. Weapon - His accuracy with his weapons; reflected in how quickly the reticle pips converge when he is the active character.
. Stealth - His skill at moving quietly, reflected in how close he can get to an enemy before being detected.
. Endurance - His ability to take physical damage, reflected in the number of wounds he can take. Having a soldier with low Endurance carry too much weight may slow him in combat.
. Leadership - His ability to make all of the soldiers around him better, reflected by a one-dot increase in all skills for all soldiers in his squad for every three dots he has of Leadership. Note that a squad gets the benefit of a single leader (the soldier with the highest Leadership rating). The effect is not cumulative, even if you have multiple soldiers in a squad with Leadership ratings of 8. Each skill is rated one to eight. Characters are assigned a single Combat Point after each mission successfully completed, and statistics increases can be bought at a one dot per one Combat Point rate. Clicking on
the Plus button next to a skill assigns a Combat Point to that skill.
Una signing Combat Points
If you decide you don't like the way you've doled out your soldiers' Combat Points, simply click the Back button at the lower right of the screen. This will take you back one screen, and when you re-access team Set-up, the changes will have vanished. If you proceed from team Set-up, any Combat Point assignments you make become permanent
You can switch between your primary and secondary weapons by pressing the swap weapons key (defaults to ~). Hitting this key swaps out your current weapon for the other one you carry - Primary to Secondary, or Secondary to Primary.
Reloading is simply a matter of hitting the Change Magazine key (which defaults to the Z key). Doing so swaps out the current clip and inserts a new one, regardless of whether or not the clip is empty. A clip is only discarded if it is completely empty. Previously can be re-inserted and used until it is emptied.
Reloading is not instantaneous. Your reticle will change to show the progress of your reloading procedure. When it finishes, the reticle reverts to normal. You cannot fire while reloading, but can start immediately once the reloading process finishes.
Sensors function like an extra soldier in terms of detection. When a hostile or a vehicle passes within detection range of a sensor, they appear on the command map. Sensors are placed on the field in the same way that demolitions charges are. Just be warned that if the enemy is lying prone then they do not show up on the command map. Also be aware that if you don't conceal the sensor it can be shot and rendered useless. The sensor can also work through solid objects and has a 40 meter radius of detection.
The AN/GSQ-187 sensor is a placed remote sensor that can pick up enemy movements based upon several types of input. The sensor can detect changes in seismic, acoustic, thermal, and magnetic energy in the area. It can then process this information and relay to a computer the location, speed, and direction of travel of any units passing through the area. It is even capable of determining the difference between tracked and wheeled vehicles through seismic data.
Claymores are dropped on the field like demolitions charges. At this point, the weapons indicator changes the claymore icon to that of a detonator. Pressing the Use Item key again sets the claymore off. Be aware that there is also a small area of lethality directly behind the claymore as it is detonating.
The M18 Claymore anti-personnel mine consists of a curved rectangular plastic shell with a layer of 3/4 of a pound of composition C3 explosive. It has a fragmentation face of rectangular steel fragments designed to blow out in a fan-shaped pattern. Because of the explosive charge, there is a small area of lethality directly behind the mine, as well as the area of devastation in front of the blast. current U.S. Army-issue hand grenade. It is lethal to 5 meters, and is capable of causing casualties out to 15 meters. It consists of an explosive charge, which is contained in a steel shell. The shell shatters into fragments when the grenade explodes. The timer in the grenade will cause it to explode between 3 and 5 seconds after the spoon is released from the body of the device.
The Threat Indicator appears at the centre of the bottom of the screen. It serves multiple functions, allowing you to orient the current soldier without opening the Command Map and also displaying the presence of any hostiles in the area.
At the centre of the screen is your reticle. The reticle is your means of targeting where you are shooting. There are different reticles for each of the following weapons: in the vicinity.
The coloured pip inside the largest ring of Threat Indicator indicates North. This also stays absolute no matter which direction the soldier is facing.
The outermost ring of the Threat Indicator displays according to the selected character's current facing. It is broken up into quadrants, and serves as your Fire Indicator. The regions that are illuminated tell you from which direction you are hearing fire. Active segments of the Fire Indicator are red. Inactive ones are black.
The bottom line on the Weapons Panel shows The middle ring of the Threat Indicator shows the general direction of other units beyond 40 meters on the map. Like the Fire Indicator, this is broken up into quadrants which are displayed relative to the character's current facing. Active quadrants display yellow, while inactive ones are black. Note that this ring only shows the presence of enemies, and will not detect friendly soldiers.
The pips around the reticle represent the range of accuracy you have at any given moment. The longer you focus on a particular target, the closer to the centre of the reticle shows whether the weapon is on single shot, three shot burst, or full auto mode. Hitting the F key toggles your current rate of fire. The centre of the Threat Indicator lets you know when there's a hostile within 40 meters of your current position. When active, it shows red. When it is inactive, it is transparent, and shows the terrain behind it.
At the centre of the screen is your reticle. The reticle is your means of targeting where you are shooting.
There are different reticles for each of the following weapons:
. Sniper weapons
. Assault rifles
. Light machine guns
. Grenade launchers
. Anti-tank rockets
The reticle consists of two parts: the static component and the pips. The static component is always cantered on your
screen and represents the centre of your current aim. Any firing you do will hit somewhere within the area marked off by the reticle pips.
The pips around the reticle represent the range of accuracy you have at any given moment. The longer you focus on a particular target, the closer to the centre of the reticle
the pips move and the more accurate your fire is. Any firing you do will hit somewhere within the area market off by the reticle pips. Each time you move, the pips go back out to the edge of their range and your accuracy decreases accordingly.
If your reticle sweeps over a friendly soldier, the soldier's name will appear onscreen for as long as he is targeted. Hostiles' names do not appear when the reticle
passes over them.
The Command Map
The Command Map allows you to see where your platoon is located on the field of battle, and to start them moving by
At the left of the Command Map are two tabs, one for the Command Map itself and the other for the Soldier Cards. Clicking on a tab allows you to switch between the two.
Next to them are three tabs for your fire teams. They are labelled by name, and allow you to select a team and set its Rules of Engagement (RoE).
Rules of Engagement
There are two types of Rules of Engagement: Movement and Combat.
There are three settings for each set of RoEs.
For Movement, they are:
. Hold - Halts your fire team in position. Hold is signified by a red X.
. Advance - Moves your fire team toward their next waypoint. Advance is signified by a yellow arrow. If a fire team set to
Advance is fired upon, they will drop down to Hold until you manually adjust their RoE.
. Advance at All Costs - Moves your fire team forward regardless of opposition. Advance at All Costs is signified by a green double arrow.
For Combat, the RoEs are:
. Assault - Tells your fire teams to shoot on sight. This is the default setting, and is signified by the silhouette of a pistol.
. Suppress - Tells you fire team to shoot on the suspicion that hostiles are nearby. They'll lay down a great deal of fire, but not very accurately. Suppress is signified by the silhouette of a pistol above a plus sign.
. Recon - Instructs your fire team to take pains to avoid shooting, but they will fire back if fired upon. Recon is signified by the silhouette of a pistol above a minus sign.
Default Key Board Keys
Select Squad Alpha 1
Select Squad Bravo 2
Select Squad Charlie 3
All squads hold 4
All squads advance 5
All squads advance at all cost 6
All squads recon 7
All squads engage 8
All squads suppress 9
RoE, Cover and Formations
Regardless of your RoE, your soldiers will always seek available cover when you stop moving.
The formation you move in under Recon will change, depending on whether you have two or three soldiers in your fire team. With three soldiers, you'll move in a V-formation, with one soldier always taking point. With two, your soldiers will constantly switch off as lead.
At the top of the Command Map are a series of tabs listing the fire teams by name. Clicking on one of these tabs selects that fire team and makes it current, allowing you to set waypoints for it or change its RoE.
The centre of the Command Map is the map itself. This shows you the layout of the mission space. On the map you'll see landmarks (which often are tied into mission objectives) and other indicators. These include:
. Your Troops - Appear as white circles with the letter of their fire team inside. The soldier you are currently controlling appears as a green circle with the fire team's designation inside.
. Soldiers - Appear as small diamonds. Friendly soldiers appear green, while unfriendly ones appear red.
. Vehicles - Each vehicle type (including tanks, APCs, SAMs and Humvees) has its own icon.
Non-permanent items, such as enemy soldiers, only appear on the Command Map if one of your soldiers has line of sight on them. Items that have been destroyed, such as burned-out vehicles or dead soldiers, appear on the map with a darker colour than normal. These do not vanish even if your troops no longer have line of sight.
Moving the mouse over the icon representing one of your soldiers brings up that soldier's name, so you can identify the disposition of each member of your fire teams. Also, moving the mouse over an objective or other significant map element, such as the insertion zone, brings up identifying text.
At the bottom left of the Command Map screen is a magnifying glass icon. This allows you to zoom in on a section of the map. Clicking on it again restores the normal perspective.
Waypoints are spots on the map that your fire teams will move to once you start them in motion. Setting waypoints also allows you to check your fire teams' progress when you look at the Command Map. The line between your fire team and its waypoints show up on the map as a white line that lets you see exactly where your troops are going before they get there.
You set waypoints by selecting a fire team and then left-clicking the spot on the map where you want the team to go. You can set multiple waypoints in sequence, allowing the fire team to move along a preset path. As soon as a waypoint is set, the team will start moving unless its RoEs are set to Hold. When the waypoint is set, a line appears on the Command Map between the leader of the fire team and the waypoint, along which the soldier will move.
If you set a waypoint with an invalid path -such as one that requires the fire team to climb a cliff, or walk through a wall, the path will flash red. This indicates that the path you've set won't work, but the fire team will do its best to get there in any case. The game may then attempt to recalculate a path for your fire team to follow, though it may not be able to do so under certain specialized circumstances. While the game is recalculating your path, the path itself appears as a flashing line. The recalculated path appears as a normal path.
If you click on an invalid destination (such as a cliff face) for a waypoint, the cursor will flash red and you'll receive an audio warning letting you know that no waypoint has been set.
To delete a waypoint, right-click. This deletes the most recent waypoint. If you delete all current waypoints, the fire team will stop in its current position.
Firing arcs are scans your soldiers do of an area when they reach a waypoint. They serve to let your fire teams check for trouble and hopefully take it down before plunging into a situation. To set a firing arc, hold down the mouse button when you set a waypoint. After a few seconds, a yellow arc will appear on the Command Map. This is your firing arc. You can direct it by using the mouse, thus establishing the arc your soldiers will cover before moving on to their next waypoint.
Soldier and weapon selection
Clicking on the Soldier tab allows you to select what sort of soldier you're going to play and what you're going to be known as in the game.
At the very top of this section of the screen is a window showing the current soldier type. You can scroll back and forth between the four options - Rifleman, Demolitions, Sniper, Support - by clicking on the left and right arrows.
Underneath the soldier class designator is a window that shows you what your soldier looks like. This varies by team - if you change your team in the Roster section of the screen, then your soldier will change appearance.
The next item down is the kit selection area. Here is where you select the kit for your soldier. The name of the kit appears in a text window, while the kit's contents appear below it. There are a limited number of kits including specialist kits) available, which you can scroll through by clicking the right and left arrows.
07-15-2003, 11:11 PM
I think that you should play the game a bit more until you give up. but some strategys are keeping your squads apart dont keep them close together or one frag means mission over. place snipers in hard to spot places like under a tree and try to get them high up like on a cliff or something. and have one rifleman or support guy to back them up if engageed in close combat. and always have a demo expert with the M136 to take out groups of unsuspecting terrorists.
-take that skirt off and get back there and fight soldier!
-im not wearing a skirt, whats this with skirts?
- you don't have the righ to were the beret!
-this isnt a beret sir its a steel titanium reinforced helmet.
- im gonna #$!% you up boy.
07-15-2003, 11:21 PM
- place snipers in hard to spot places like under a tree and
- try to get them high up like on a cliff or something. and
- have one rifleman or support guy to back them up if
- engageed in close combat. and always have a demo expert
- with the M136 to take out groups of unsuspecting
High up/cliff? Have you found spots like this? Anytime I've gotten to them I didn't need them because I've already cleared the area over which the vantage point looks.
Don't let snipe21 see you recommending "Support". /i/smilies/16x16_smiley-wink.gif
I still try to use M136s to take out human targets, but I've found that they aren't as effective as the M203 or the GL on the OICW. I've almost got the arcs down so I can get a cluster of TANGOs with the first shot. /i/smilies/16x16_smiley-very-happy.gif
Don't try to run away - you'll only die tired.
07-16-2003, 03:36 PM
- I don't have the manual. Please tell me about this
- fire arc.
To set a fire arc, click on the place you want a squad to go on your command map. When you click to create the waypoint (the spot they will go to), hold the button down. Now drag the pointer in the direction you want them to concentrate their fire. A little yellow arc will appear on the map.
When your troops get there, they will focus their fire in that direction.
07-16-2003, 03:45 PM
I have codes (found them on cheatcc.com).
* All heroes
Successfully complete the first twelve missions in campaign mode to unlock all twelve heroes as playable characters in quick mission and campaign modes. They include Henry Ramirez, Nigel Tunney, Will Jacobs, Jack Stone, Guram Osadze, Susan Grey, Klaus Henkel, Buzz Gordon, Lindy Cohen, Astra Galinksy, Scott Ibrahim, and Dieter Munz.
* Easy mission completion
Use the following trick to complete Missions without doing the objectives. Play the mission like firefight mode. Once you kill everybody, the mission is automatically complete with all objectives done.
* Cheat mode
Successfully complete all objectives in the single mission dossiers. The following codes can now be enabled:
While playing a game, press Back then press X(2), A, B, A. If you entered the code correctly, a message will appear. Your first soldier will be invincible, but the remaining members of your platoon can still be harmed. Note: You cannot complete the game normally when this code is active, as maps and dossier items can no longer be unlocked.
Team God mode
While playing a game, press Back then press B, A, Y(2), B, A, X(3). If you entered the code correctly, a message will appear. Note: You cannot complete the game normally when this code is active, as maps and dossier items can no longer be unlocked.
While playing a game, press Back then press A, X, B, Y, A. If you entered the code correctly, a message will appear.
While playing a game, press Back then press X(2), Y, A, B. If you entered the code correctly, a message will appear.
High pitched voices
While playing a game, press Back then press X, A, Y, B, X. If you entered the code correctly, a message will appear.
While playing a game, press Back then press B, A, X, Y, A. If you entered the code correctly, a message will appear.
While playing a game, press Back then and press Y(2), B, X, A. If you entered the code correctly, a message will appear.
P.S. Hope they help /i/smilies/16x16_smiley-wink.gif
07-16-2003, 04:00 PM
I've found that in some of the missions, if you treat it like Firefight, you don't get the special objective, like Swamp. At least in Xbox, if you kill everyone before you go to the house, you don't get the special objective. But I think that only applies to a few missions.
"Just when i thought you couldn't get any dumber, you go and do something like this.....AND TOTALLY REDEEM YOURSELF!"
Harry, "Dumb and Dumber"
08-19-2003, 07:42 AM
know any good cheats for island thunder?