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Utilizing terrain in Vehicles - UT3 Guide with Pics.

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    Utilizing terrain in Vehicles - UT3 Guide with Pics.

    This is a guide to some of the techniques of using terrain to mimimise the vulnerability of vehicles in UT3, while retaining offensive capability. Some are general principles of war/wargames, but others are specific to UT3 and its otherworldy mechanised arsenal.

    HULL-DOWN, TURETT-DOWN & HIDE POSITIONS.
    A Hull-Down position is where a vehicle uses a terrain feature to cover its main body or 'hull' while the turret or other offensive structure is exposed. This allows the vehicle to see and fire accross the battfield while only presenting a small area that is vulnerable to attack.
    A Turret-Down postion is where the entire Hull and Turret are covered by a terrain feature, but observation is still possible from the turret hatch. As the vehicles in UT3 are controled from a 3rd person turret hatch type view, this position offers all the normal advantages without any of the associated risks.
    In both these cases, the protecting piece of ground may be a rock directly in front of you, or a rolling hill 100s of meters long between you and your opponent. What is impportant is how it effects you opponents line of sight (L.O.S). As you move around the battlefield, try to continualy think about how the lie of the land between you and the position of your opponent effects thier L.O.S.
    [screenshot]http://img178.imageshack.us/img178/8719/01goliathhulldownzv6.jpg[/screenshot]


    USING COVER LATERALY.
    Many terrain features are too high to shoot or see over, but the can provide offensive advantages, by moving lateraly in and out of thier cover. Here we see a Goliath Tank using a building as cover to mount offense from. It moves lateraly out from cover to fire, then moves back into cover during its protracted re-load time, when it can't protect itself. By repeating this process it can continualy command an area of the battlefield while minimising its vulnerability to counter attack.
    If circumstances allow, always REVERSE out of cover lateraly when using the Goliath. The Goliath has a rear mounted turret, so moving the back of the tank out first to fire means the turret achieves L.O.S much sooner and exposes a much less of the tank to the opponent. (see pics of the red-team tank in the bottom left corner below)
    [screenshot]http://img177.imageshack.us/img177/5856/02lateralcolourzs3.jpg[/screenshot]
    With the right window of opportunity full hide position cover like this can also be used to do front line repairs.
    *A NOTE ON FRONT LINE REPAIRS.
    Even in reasonably safe hide postion cover, always have the vehicle between yourself, and the expected path of your opponent during repairs. This way, in the event of your position being breached, your vehicle can provide you with some cover and warning of the danger. *You exit the vehicle in the direction you are looking from it before you press E.

    HELLBENDER SKY MINE SPAMMING.
    [screenshot]http://img258.imageshack.us/img258/3552/04ahellbenderov8.jpg[/screenshot]
    The Hellbenders chain-detonated Sky Mines can create a killing zone of 3d space. The undetonated Core's small size means they can be fire though small openings from good terrain cover positions. Once chain-detonated inside an enemy position, they cause devastation over thier area of effect.

    [screenshot]http://img120.imageshack.us/img120/6242/04bhellbenderzp8.jpg[/screenshot]
    On defence, Sky Mine spamming can be equaly lethal. Here we see the Hellbender making use of the lie of the land to protect itself while defending an entrance. The Hellbender presents the smallest of targets, while it saturates the other side of the entrance with chain-detonated Sky Mines.
    A FURTHER NOTE ON THE HELLBENDER
    *If you are using the rear turret to snipe at enemy infantry, remember to reverse into position. This is because the rear turret only has limited decline when facing forwards, stopping you firing down on enemies from high ground.

    NECRIS VEHICLES.
    The Necris Vehicles in UT3 provide the most creative possibilities in the use of terrain of any FPS game I've seen.
    THE NEMESIS.
    The Nemesis has a turret that can be raised or lowered into 3 pre-set configurations.
    In its low position, the turret rests between the two runners (tracks) and gives the vehicle and extreme low profile and its fastest traveling speed. This is the ideal mode for moving around the battlefield from one exploitable terrain feature, or objective to the next. *The turret can only fire directly forwards in this mode.
    The middle mode has the turret raised to a normal tank height, allows full turret movement with slow rate of fire and medium traveling speed.
    The high position raises the turret right up above the runners and gives super fast rate of fire, making many excellent Hull-Down postions available. *This mode gives the lowest traveiling speed.
    Below we see the Nemisis using its different turret modes to create some excellent Hull-Down, Turret-Down and hide positions.
    [screenshot]http://img224.imageshack.us/img224/9421/03corruptionhulldownmz3.jpg[/screenshot]

    [screenshot]http://img144.imageshack.us/img144/5913/04corruptionhulldown2dn1.jpg[/screenshot]

    THE DARKWALKER.
    The awsome Darkwalker is surprisingly one of the most capable vehicles when it somes to using terrain for cover.
    [screenshot]http://img233.imageshack.us/img233/3885/05darkwalkercf1.jpg[/screenshot]


    FLYING VEHICLES.
    [screenshot]http://img142.imageshack.us/img142/8268/06flyingzx1.jpg[/screenshot]


    INDIRECT FIRE.
    UT3 has a couple of excellent vehicles that can make use indirect fire.
    [screenshot]http://img142.imageshack.us/img142/4347/07indirectfo3.jpg[/screenshot]
    *The scorpion can also make use of the lie of the land to use as 'ramps' for launching its boosted 'suicde' ability.


    GOING AGAINST VEHICLES THAT ARE USING COVER
    FLANK ATTACK.
    Its almost never a good idea to attack a strongpoint head on unless absolutely nessesary. Its always better to bypass it or attack it from another angle. UT3 is a dynamic game, that will generaly offer greater oportunities for offensive manouver than defensive strongpoints. So your first choice of action against a vehicle held strongpoint will be some kind of dynamic flanking attack.
    [screenshot]http://img56.imageshack.us/img56/9996/08flankattackuf2.jpg[/screenshot]

    AVRIL BLINDFIRING.
    Another UT3 weapon that can be tacticaly used to negate terrain is the AVRIL Longbow guided missle. By firing it 'blind' and then guiding it onto its target, you can fire over and around terrain features and minimise the amount of time you expose yourself to counter fire.
    [screenshot]http://img239.imageshack.us/img239/9365/10avrilblindfw4.jpg[/screenshot]

    SHOCK-BALLS.
    The Shock Combo from the Hellbender, Paladin or hand held Shock Rifle can also be used against other vehicles making use of terrain cover. Its area of effect allows you to attack its radius width beyond your line of sight.
    [screenshot]http://img233.imageshack.us/img233/8579/09shockballae2.jpg[/screenshot]


    FINAL THOUGHTS.
    For the most part, UT3 is a fast moving and dynamic game where movement and accurae firepower are more important than positioning. But the principles of use of cover can be taken advantage of in many more situations than the overt examples used in illustration above. Continualy try to dynamical apply these principles as you move around the battlefield.
    Crayfish.

    NOTES
    * Note some of the turret positions in the images are incorrect, this is because of an issue with the replayer that doesnt display correct turret movement.
    * Thanks to MechikTaj of Beyond Unreal forums for contributions on Hellbender front facing turret decline and exiting vehicles direction select.
    * Origonal copy of this guide featuring (non thumbnail) embeded images is available to view here:
    http://forums.beyondunreal.com/showthread.php?t=178658
    * Suggestions and contributions very welcome. This guide will eventualy become a permanent section in the Liandri Archives: http://liandri.beyondunreal.com/

    #2
    Really good stuff here.

    The Cicada is another great example of this kind of combat. Pop up just for a moment to acquire a target, then drop into cover and unleash a full volley without ever being seen again, keeping in mind that the direction a volley is fired can help it get over and around obstacles. Ie: firing the rockets straight up will let them easily clear cover right in front of you before they arc toward their target, or firing them straight left or right will let them arc around the side of cover.
    Other thing to remember with the Cicada is to always stay back, as the camera angle will obscure your target at close range, and your rocket arc will make your shots inaccurate. Let your secondary gunner deal with close targets while you adjust your cover if necessary.

    I'm certainly not a master of the game, though, so you probably want to check it out yourself and determine whether I'm just unknowingly blowing smoke out my a**...

    Comment


      #3
      WOW.

      Nice stuff there! I agree with all of it. That's the only way an avril should ever be fired imo.

      as for images. you can do either

      Code:
      [img]link[/img]
      or replace img with screenshot which will keep them a smaller size which can be clicked on.

      Comment


        #4
        Fantastic work must have taken you quite a while to compile all of this . Great job!

        Comment


          #5
          Thanks for the props everyone. UT3 is my first Unreal game (only been playing about 2months), I was brought to it by seeing some of the amazing vehicle abilities on a YouTube vid, and I think guides like this and videos are the best way to show people what UT3 has to offer over other games.
          Shadow Dancer, thanks for the Cicada info. I've not spent much time in it, so I'll deffo check that one out and work into the guide soon
          Cr4zyB4st4rd thanks, updated with thumbs^
          Thanks Nammo, yep took a while. But wanted to make something that would be clear and easy to understand to new players as well as old.

          Crayfish.

          Comment


            #6
            Very nice work!

            Comment


              #7
              Great write up, lots of useful advice here

              Comment


                #8
                Very nice write up, thanks for taking the time to create this.

                Another technique I have found that works well in the Hellfire is to freeze the camera very low in the sky. It makes it harder for the enemy to spot against the background of the terrain. And if they try to hit you will AVRiLs by targeting the camera, they are blocked by the terrain.

                Comment


                  #9
                  i do the sky mine stuf fand the tank tactics are some thing i've been working with as well. excellent post.

                  Comment


                    #10
                    Great writeup here. I've personally already been thinking and using these ideas for a long time when I'm playing but I'm suprised to see how few players actually understand to use these kinda tactics. Against noobs on torlan for example I often on purpose bully the avril noob users when I'm in a manta and let them waste all their 5 avril ammo by revealing myself and then go to cover and keep repeating it until all ammo is used as they keep firing the missile straight forward instead of firing it high up so it would get above the rock or slope.

                    Apart from what's being posted, it's not perhaps always best to use avril on a tank especially the longer the range is if it's a skilled driver as he understands to switch into 2nd driver position to destroy the incoming avril and then quickly switch back to primary to counter him. So in that case I'd use shock primary to easily hit him or maybe rockets or link depending on situation and of course by using the unflat terrain to your help so you just "pop up" or jump+shoot the tank from cover behind the slope (just look at the posted tank and avril pic but swap place with tank and the player). Doing this you have like a 99% chance of destroying it in case we disclude the other players that might come and distract you as I don't really expect the tank with inaccurate fire to headshot you from a long distance, at least so far no1 has managed to do it. It may take a little longer to kill it than using avril but the tank's gonna be pretty much "stuck" and can only drive to take cover behind a rock or something or waste time trying to kill you which he won't succeed whit. So it's quality time you're spending both distracting it so it can't do what it'd like to do while other team players can take out nodes etc. meanwhile.

                    It works on a lot of maps, Avalanche, there's a big slope in the middle at the jump pad where you can easily take out the tank at the distant tank node, on Serenity in the middle between the nodes where deemer is. On Tank Crossing you can destroy the tank when it comes onto your own side by using the unflat terrain again to your help by walking backwards/dodging as it comes nearer you while spamming at it with linkgun for example. On Torlan you can use the base tower to your help to easily kill the spawnkill laming tanks by standing far far back on the platform so when it hits the edge only without damaging you while you easily keep hitting it with shock primary or sniper.

                    Comment


                      #11
                      Thanks again for all the props
                      Nice tip Princess Die, I'll check that one out.
                      Very goodpoints RpgWizard. I think the next section ill add will cover some teamwork elements, which are vital to cover some of the weaknesses you've mentioned.

                      Crayfish.

                      Comment


                        #12
                        Very nice guide Crayfish! It is appreciated!

                        Comment


                          #13
                          yea, greatly written and illustrated! thx for sharin!

                          Comment


                            #14
                            Not a vehicle, but the flak cannon can also be used as an indirect fire weapon; you can lob the secondary over a rock or hill to hit something without revealing yourself. It's harder to do against more mobile targets, but, against something like a tank you might be able to get a few hits on it before it knows where you are, and then it has to try and get an angle on you, at which point you can outmaneuver it to stay safe. Either way, you will either keep it busy chasing you, or you'll be beating on it while it's trying to attack.
                            Less effective against the Hellbender or SPMA, due tot he indirect nature of the skymines, but against something that needs LOS, it should work fairly well.

                            Comment


                              #15
                              It's a nice guide, I'd call it the "how to camp properly" guide )

                              Comment

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