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How well does Unconventionals work's as civilians


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Hi, i will like to know how uncons works disguised, in the video it says if they are walking (does that means HUNT/MOVE/SLOW commands ?) Do they work in multiplayer quick battles, or do i need to setup in a mission the civilian conditions, btw how the civilian conditions really affects the Uncons disguise ? Thx

 

 

 

Edited by LukaFromFallujah
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The higher the civilian density setting, the more difficult it is to spot Uncons is how it is explained in the manual.  The whole concept is an abstraction so nobody apart from Battlefront will know the exact details of how it all works.  I personally haven't tested the nuances of the different settings but they seem to behave as intended based on the absence of threads saying that there's a problem with the mechanics of it.  Similarly I haven't tested whether a 'move' order versus a 'quick' order makes them any more spottable.  The manual, from memory, has a one liner along the lines 'suspicious behavior will make Uncons easier to spot' which is a pretty sweeping statement.  There is no reason why Uncon modelling in player vs AI or H2H modes should be any different.  Again there are quite a few folks here who play both modes and an absence of complaints about Uncons seem to indicate that the mechanics are working as intended.

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The mechanics are working as intended (actually, better than they did in CMSF 1, where the AI couldn't as easily make use of them).

- Civilian Density cloaks Combatants, not Fighters. This includes Spies, combatant triggermen and VBIED.

- Density settings basically act as "how close can you get". Maximum settings are very close - perhaps a tile distance between the units (8-16m). Actual spotting distance seems to be more than a flat value, so it probably has some factor based on experience of spotted and possibly the Combatant. VBIED get some degree of cloaking, but they are much easier to spot than Combatants on foot.


- Quick and Move seem to behave identically. This is the major departure from CMSF 1, where Quick would expose your forces. Since the AI defaults to Quick, that meant that the AI couldn't move them whilst cloaked in CMSF 1.

- Shooting, or doing something like deploying a crew served weapon, will expose your troops, as well as straying too close.



Basically: Combatants, if told to hold fire, can use the implied crowd of civilians to get extremely close.

Fighters can't hide themselves, but they tend to have better soft factors and have access to better equipment.

If you're intending to put together scenarios or play them in QBs, you can use a mix of Combatants as your forward elements to gain information and ambush from close range, whilst using Fighters as your main line, supporting or reserve force, to make better use of their equipment and enthusiasm.

 

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