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    LittleCannon
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    America’s Army 3

    America’s Army 3

    FAQ for America’s Army 3

    Version 1.02 – July 30, 2009

    By: Hybrid

    Copyleft 2009

    E-mail questions and comments to: hybridemail (at) gmail (dot) com

    ==========

    Table of Contents

    1) Changes History

    2) Introduction

    3) The Basics

    4) Scoring

    4a) All Values

    4b) Loyalty

    4c) Duty

    4d) Respect

    4e) Selfless Service

    4f) Honor

    4g) Integrity

    4h) Personal Courage

    5) Weapons

    6) Dealing With The Enemy

    7) Dealing With Damage

    8) Frequently Asked Questions

    9) Conclusion

    10) Legalities

    ==========

    1) Changes History

    July 24, 2009: Version 1.00

    July 27, 2009: Version 1.01

    – Various minor corrections.

    July 30, 2009: Version 1.02

    – More minor corrections.

    ==========

    2) Introduction

    Welcome!

    I am creating this guide as a sort of “manual supplement”. I am working under

    the assumption that you have already viewed the official game manual located at

    http://manual.americasarmy.com/

    This guide will cover various information that the manual does not tell you, as

    well as providing hints, tips, and answers to frequently asked questions, where

    possible.

    This guide is not intended to serve as a walkthrough for online play, or to

    provide any subjective or in-depth strategies.

    ==========

    3) The Basics

    Armerica’s Army 3 is a round-based, tactical first-person shooter akin to games

    like Counter-Strike, SWAT 4, Rainbow Six 3: Raven Shield. The player characters

    have relatively realistic physical capabilities. Contrasted with action games

    like Quake, Team Fortress, and Unreal Tournament, soldiers are slower, less

    accurate, and can only absorb a small amount of damage before dying.

    One of the biggest, yet oft-unspoken gimmicks in the America’s Army series is

    that you ALWAYS see yourself and your teammates as Americans, and you ALWAYS

    see the opposing team as foreign soldiers. Likewise, your opponents see

    themselves as Americans, and see you as foreign soldiers.

    AA3 has a heavy emphasis on completing the mission objective. You are better

    rewarded for completing the mission than you are for eliminating all enemies.

    Thus, teams are divided into “Black” and “Gold” teams, and alternate on

    starting location and mission objective every three rounds.

    ==========

    4) Scoring

    America’s Army 3 uses a unique stat-tracking system based off of the seven army

    values: Loyalty, Duty, Respect, Selfless Service, Honor, Integrity, and

    Personal Courage. Your actions in-game will increase these values as you play.

    There are some other numbers that you see on the scoreboard and the end of each

    round. Although these numbers are a useful indicator for your performance in

    the match, they do not have any influence on your army values.

    Whenever you gain points in one of the army values, you will receive a message

    on the left side of the screen. The ways to earn various points are as follows:

    — 4a) All Values

    The points of all values (except Honor, explained below) can be raised

    simultaneously in the following ways.

    * Complete the mission WITHOUT eliminating all enemies. (+16)

    * Win at least 4 rounds in a match, and participate in the final round. (+25)

    — 4b) Loyalty

    Loyalty is earned by being “linked” to a teammate as they score points

    themselves. You are linked to a teammate by staying close to them and in their

    line of sight. You can tell this by looking at your Blue Force Tracker (radar)

    and looking for a white outline around your and their icons.

    * Teammate completes objective while linked. (+20-120, half of the objective’s

    base value usually; one-quarter of the objective’s value if you are the squad

    leader)

    * Teammate secures or confirms an enemy while linked. (+1.25)

    * Teammate treats an injured teammate (including you) while linked. (+2.5)

    — 4c) Duty

    Earning Duty is based around completing objectives in various ways.

    * Complete an objective. (+80-240, based on the objective’s value)

    * Complete the mission WITHOUT eliminating all enemies. (+4 per EACH surviving

    American soldier)

    * Complete the mission w/o eliminating all enemies, as squad leader. (+4 per

    EACH surviving American soldier)

    * Secure OR confirm any enemy. (+5)

    — 4d) Respect

    Respect is based around obeying orders and following army procedure.

    * Complete an objective that was assigned to your fireteam. (+20-60 based on

    the objective’s value)

    * Complete the mission WITHOUT eliminating all enemies. (+4 for EACH surviving

    enemy)

    * Complete a round after the enemies have won four times in a match. In other

    words, this is a small incentive to stick around even if you can’t get the

    “match won” bonus anymore. This also appears to require that you win the round

    via completing all objectives. (+15)

    * Secure OR confirm any enemy. (+5)

    — 4e) Selfless Service

    You get Selfless Service from healing teammates.

    * Treat a single injury on a teammate. (+5)

    * Treat a teammate’s injury after they’ve called for a medic. (+1-15 depending

    on how long ago it was that they called. This is a cumulative bonus and is

    awarded seperately for each injury treated.)

    * Revive an incapacitated teammate. (+50)

    — 4f) Honor

    You can’t actually raise your Honor on its own. Instead, your Honor score is

    the average of the score for each other army value. In other words, every time

    you raise any combination of six ranks in ANYTHING, you gain one Honor.

    Raising your Honor will give you a higher military rank and more advancement

    points for advanced training.

    — 4g) Integrity

    Integrity is the one value that’s raised by NOT doing something — more

    specifically, by not violating the Rules of Engagement.

    Yeah, it’s a war, but you’re the army. You’ve got rules and standards. Those

    standards are pretty clear cut: You may NOT injure teammates, and you may NOT

    harm an incapacitated (helpless) enemy soldier. Doing so may cause you to LOSE

    Integrity points, as well as forfeit some end-of-round bonuses.

    If you don’t want an incapacitated enemy soldier to be revived, secure them

    instead. It takes them out of the fight permanently, and it preserves your

    integrity.

    Note that if you violate the ROE even once, you forfeit ALL integrity bonuses

    for the remainder of the entire match.

    * Harm an incapacitated enemy. (-10)

    * Injure a teammate. (-0 if forgiven, or up to -100 depending on severity)

    * Don’t violate ROE in a round. (+15)

    * Don’t violate ROE in the entire match, even if you joined late. (+15)

    * Play all rounds in a match without violating ROE. (+100)

    — 4h) Personal Courage

    Personal Courage is earned by killing enemies and performing difficult actions,

    especially while injured.

    * CONFIRM an enemy that you personally KILLED. (+10)

    * CONFIRM any enemy, while wounded. (+1.67)

    * Be incapacitated, tap out, and then be confirmed by an enemy. This one is due

    to a programming oversight or bug in the way that the game assigns credit to

    kills. Don’t expect it to be around forever. Or do. 😉 (+10)

    * Complete an objective, while wounded. (+?-80, based on the severity of your

    injuries and the value of the objective, up to 1/3 of the objective’s base

    value)

    * Win the 7th (tie-breaking) round in a match. (+50)

    ==========

    5) Weapons

    As you can see in the game manual, the USA and the NME use different weapons.

    Unlike in the original America’s Army game, the NME guns are functionally

    identical to the American counterparts.

    The sounds of gunshots are different. I’ve noticed that the Obran series tends

    to produce a lower-pitched report than the American counterparts.

    Although you cannot pick up additional ammo, the M16, M4, M16DMR, ObranNP,

    ObranKNP and ObranMSP all use the same magazine type. If you have ammo for one,

    you have ammo for all.

    However, the M249 and the ObranLMK use a box and drum respectively. You can’t

    load one with ammo from the other.

    So, what does all this REALLY mean? I’ll tell you.

    * Stuck as a grenadier even though you hate the M16 and grenade launcher? Pick

    up an M4 or an ObranKNP and you’ll have ammo for it.

    * If you already have an M4, there’s not much point in picking up another

    assault rifle. You can NEVER pick up extra ammo, and you don’t know how many

    bullets are left in that gun you just picked up. Or, if you have plenty of

    ammo and just think it’s funny to kill the enemy with an Obran weapon, go for

    it.

    * If you are a designated marksman, you can pick up an assault rifle — any

    assault rifle — and have extra magazines for it from your M16DMR loadout. If

    you are forced to travel in tight quarters, you’ll have a more capable weapon.

    * The M249 and the ObranLMK, with their 200-round box/drum magazines, are good

    to be picked up by anyone. Although you’ll never be able to reload an

    ObranLMK, it could very well have a large amount of ammo left in it — maybe

    100 bullets or more. If you’re desperate enough to scavenge for guns, go for

    an LMG.

    * Don’t go crazy. These guns weigh a lot and they’ll slow you down. Take only

    what you need. Drop the extra baggage if you accidentally picked one up!

    ==========

    6) Dealing With The Enemy

    One of the biggest difficulties that new players face is that they can’t tell

    friends and enemies apart. First of all, everyone should study the ID guide in

    the official manual:

    manual.americasarmy.com/index.php/Target_Identification:_Know_Your_Enemy

    Realize that whenever you make a communication over your radio, the enemy can

    hear it too, rendered in a fictional, but consistent, foreign tongue.

    Some great OpFor translations have been posted on the official forums:

    http://forum.americasarmy.com/viewtopic.php?t=303231&page=2

    I highly recommend that you learn the most common sayings: Medic, Frag Out,

    Stop, Enemy Down, Enemy Secured, and Enemy Spotted.

    Note that you can change “tactical mode” (default key, Left Shift), visualized

    by a transparent or opaque figure in the bottom-right of your screen. This

    determines whether you walk or run, and it also also changes whether you shout

    or whisper all voice commands.

    The enemy can hear you QUITE clearly if you shout, but the whisper is

    substantially quieter. Consider whispering when you call in the aftermath of a

    gruesome firefight. It’s bad to give away your position so carelessly!

    ==========

    7) Dealing With Damage

    Damage in AA3 is rendered with both a standard “health bar” and a silhouette

    that represents 15 distinct body areas, plus the neck. I assume you’re already

    accustomed with what the manual has to say on this.

    Bullets to the head are usually lethal, although they are occasionally

    “merely” incapacitating. Those helmets are for shrapnel — not rifle rounds.

    In something of an oddity, being healed for a headshot causes “Gunshot (none)”

    to receive the treatment. Maybe the game is taking a cheap shot at us?

    Bullets to the neck are instantly incapacitating and cause an airway

    compromise. Not good!

    The first two shots to the chest or stomach will be blocked by body armor, but

    the third will hurt real bad, causing either a sucking chest wound or massive

    bleeding. An additional hit to anywhere else will usually drop you.

    Shots to the pelvis don’t hurt too bad initially, but they have a bad habit of

    either incapacitating or killing you via bleeding. If you only took a single

    shot to the pelvis, you might still be standing (barely) after the bleeding has

    run its course, but it’ll be close. Get someone to heal you, quick.

    Shots to the shoulders and thighs might be minor, but they also have a chance

    to cause arterial hemorrhaging — nasty! Although any hit can cause bleeding

    damage, AH is really bad if you don’t get someone to heal you fast.

    Shots to the extremeties of the arms and legs cause lesser amounts of damage.

    You can take three or four bullets to the limbs and still be relatively fine.

    However, if untreated, these wounds will cause you problems with aiming and

    running.

    Grenades, falling damage, and melee attacks do NOT cause bleeding nor treatable

    injuries. Do NOT call for a medic if your only damage is from these sources and

    you are still standing. A medic cannot help you, nor do you need help.

    One more thing. When you’re incapacitated, there are three things that can

    happen. Your condition can be stable, either by happenstance or by a teammate

    stabilizing you. You can be bleeding, which will slowly leech your health away

    until you have none left. Or you can have an airway problem that’ll kill you

    off about twice as fast as bleeding — this is the case if you can hear your

    soldier quietly gasping for air. Non-lethal headshots also kill you at an

    accelerated pace.

    Please review the “Combat Lifesaving” section of the game manual, along with

    the in-game training course of the same name for more information.

    ==========

    8) Frequently Asked Questions

    None yet!

    ==========

    9) Conclusion

    So, um… that’s it. Guide over.

    You don’t have to go home, but you can’t stay here.

    ==========

    9) Legalities

    Hey, you out there. Yes, you.

    I don’t really care what you do with this guide, okay? You can copy it, paste

    it, print it out and submit it as your doctoral thesis… I don’t care.

    If you remove my name from it and claim it as your own, I’ll be very sad. But

    let’s keep this in perspective. I’m not going to send a team of lawyers after

    you over a goofy little manual supplement. Do what you want.

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