Frozen Synapse
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General Tips
- Go through the tutorial. Then play a couple skirmishes to get used to how things work.
- Use and abuse the preview function. If you can, try to predict your opponent's moves, and see how the resulting firefights will turn out.
- Don't move unnecessarily. Stationary units have faster reactions than moving units.
- Aiming doesn't count as moving. Spin in place all you want, as long as you're facing the right way when the enemy pops out.
- Ducking makes you move slower, but it also allows you to hide completely behind short cover. This is especially useful if you need to pop out, and kill a guy, then pop back down before his buddies can fire back. It may also make you aim better and/or harder to hit, but I'm not certain.
- Cover is your friend.
- You know all that stuff they do in the movies like have several people enter a house at the same time, cover each other, etc? Do that.
- Don't forget to cancel aim before you move again, or your guys will happily charge through the door into the enemy ass-first.
- Never assume you will win an equal engagement. (Rifleman vs Rifleman, Shotgunner vs. Shotgunner, etc.) Always find some kind of advantage, if you can.
Rifleman
- Your bread-and-butter. Treat them well, in the right hands they can be deadly.
- Riflemen are the only unit that should ever Engage-On-Sight advance through the open, and even then, only when necessary.
- A Rifleman who is behind cover will live several times longer than one who is not.
- You can beat Shotgunners at range, but if you're both moving, he will turn you into cheese before you can even look at him.
- The effective range of a machine gun is both surprisingly long, and disappointingly short.
- If you even think your opponent might have a Shotgunner in a building, stay the hell out.
Shotgunner
- You move and aim faster than Riflemen, but your effective range is much shorter. You will be cut down at anything greater than about ten feet.
- Hit and run. Pop and drop.
- Stay indoors or behind cover if you can. Open terrain is just asking to get blindsided by a Rifleman.
- When you do move through the open (it happens), make sure you're standing, and set to Continue on Sight until you're indoors again. Anything less will get you murdered.
- Generally speaking, in close-quarters, you have the advantage over riflemen, but if you're moving, and he's not, it's still a gamble, so be careful.
Grenadier
- When you're ducking, your grenades will go over short cover. When you're standing, they'll bounce off of it.
- If your grenadier isn't ducking, you're doing it wrong.
- Pop a grenade through a short-cover window into a house, watch everyone inside flee into the open or turn to smears.
- Your grenades can also be used for area denial. There's no friendly fire, so get creative.
- You have no direct defense against Shotgunners or Riflemen, so stay out of their ways.
- You having a grenadier means your opponent does, too. Try to avoid confined spaces, or grouping your guys too close together.
Rocketeer
- You have the unique ability to destroy cover.
- When you're ducking, you can also hit short cover. Many people don't know this.
- Don't be afraid to crack open the wall of a building your opponent's hiding in. It'll deny him cover, and you might just get lucky and take someone out in the blast.
- Keep near short cover, but stay the hell away from full walls, unless you want to get blown the hell up.
- Duck behind cover, pop up, fire, and duck again. There is literally no advantage to keeping your ass hanging out in the open.
Dark Elimination
- These tips also hold for other game types, but since Dark Elimination is the most-played by far, they're under this section.
- Never have anyone move alone into a building unless you're absolutely certain you know where the enemy is.
- If you don't know where an enemy unit is, always assume the worst.
- If you can't see an enemy at this very moment, you don't know where he is. Even if you saw him 0.2 seconds ago.
- It is very possible to take out an entire team with one guy. Never give up, and never get cocky.
- After about 6-8 turns, the game will end, awarding victory to whoever has the most guys left. Turtling is effective, but no one will ever play with you again.