Angels Fall First

Angels Fall First

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Progression and You
由 Whiskey144 制作
Ranking up in AFF works quite a bit differently than other games, so here's a quick and easy rundown of everything you need to know.
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Introduction
One of the first things I noticed about the ranking system in Angels Fall First is that it's not very well explained in the tutorials currently in the game. In particular, the way in which the Support Rank was increased was quite confusing to me. So I wrote up a quick post on the forum, and asked a few questions.

This was followed up with another short post clarifying what I understood about the mechanics, in the hopes that other players wouldn't have the to deal with the initial confusion I was beset with. Then it was recommend to me that I should turn that short post into a full-fledged community guide, and so here it is.

It is my hope that anyone and everyone who reads this finds it helpful, if only to pass on to other friends or players of this already-awesome game.

This guide will be split into four main portions; first, a basic explanation of the three different score types, then a section dedicated to the different actions that affect the score types, a section covering several applied examples of the scoring mechanics, and a final section to reference unconfirmed scoring methods- after all, at time of writing, the game has only been released on EA for about two days.

Addendum
Note that due to the EA state of Angels Fall First, all information in this guide is subject to change, incomplete, or both. Updates to this guide will be made as often as needed to make sure all the information is accurate.
The Score Tracks
Angels Fall First uses three different score categories to track player performance in a match and across a lifetime 'career'. These three tracks are as follows:

-Combat (Red)
-Command (Yellow)
-Support (Blue)

On the end-of-match scoreboard, each score will be listed in the relevant color to easily distinguish it. Each one also has a specific set of actions that is associated with it. A very simple rundown of these would be:

For Combat, killing enemies, damaging enemy vehicles and destroying enemy vehicles all contribute to your Combat score.

For Command, following the orders of your team commander or squad leader will contribute to your Command scores. Note that if you are in command of the team or a squad, if squad(s) you give orders to work toward and then successfully complete objectives, you'll receive Command score.

For Support, actions which help friendly players will increase your Support points. Support actions encompass a much wider variety of tasks than both Combat and Command combined, so a good rule of thumb to keep in mind is that if a task is focused on helping teammates, it's likely to have a Support bonus.

Two more things to keep in mind:

1. The end-of-match scoreboard will add all three scores together to show your position; no single score is picked to arrange the board. What this means is you can have, say, 500 combat score, but somebody who's got 200 combat, 150 command, and 200 support will place higher than you since they'll have a total of (200+150+200=) 550 score.

2. Ranking up matters! Each time you gain a rank or medal, as it were, you increase the amount of points available to spend in your loadouts. When starting out, you'll have:
-100 Combat Budget
-50 Command Budget
-50 Support Budget

To spend on your loadouts; for each rank, you gain additional points; it's as follows:
Each Combat Rank provides +10 Combat Budget (IE, at Rank 0 you have 100, at Rank 1 you have 110)
Each Command and Support Rank provides +5 to that Budget (Rank 0=50, Rank 1=55).
Getting a High Score
Combat Actions

Combat Actions are fairly straightforward, encompassing the following tasks:

-Incapacitating or killing an enemy player will give +5 to +10 XP toward your Combat Score
-Damaging and/or destroying enemy vehicles will give between +5 and +20 XP toward your Combat Score.

Currently Kill Assists are not implemented in the game, but it is likely that if and when they are, they will also be a Combat Action.

Command Actions

In order to get Command Score, you'll need to successfully carry out the orders of your Team Commander or Squad Leader. Alternately, if you are yourself the Team Commander or a Squad Leader, you'll need to successfully lead your squad (or squads) in fulfilling their assigned objectives.

As a Team Commander, your Command Score will generally be at the mercy of your Squad Leaders and their squads, as one person simply can't make an entire 32-man team perfectly and successfully carry out a battleplan.

As a Squad Leader, you'll have things a little bit easier- you'll receive orders from your Team Commander, and then you'll need to use the Command Menu to direct your squadmates. Successfully attacking or defending an objective, like a Landing Zone or a Capture Point, will give you a +5 XP bonus. It's worth keeping in mind, however, that this is not a simple flat bonus- you'll usually receive anywhere from +10 to +20 XP for successfully attacking or defending an objective, as the way the scoring works is that you'll get a +5 XP 'tick' every 1-3 seconds.

Support Actions

Support Actions encompass the widest array of possible scored actions in Angels Fall First. In order to build up your Support Score, here's a quick list of things you can do:

-Heal friendly players with the Medical Pack
-Resupply friendly players with the Ammo Box
-Repair friendly infantry and vehicles with the Multiwrench
-Revive incapacitated infantry using the Multiwrench
-Deploy Motion Sensors to scan enemies
-Use the Deployable Infantry Shield to protect friendly infantry
-Use the Deployable Incinerator (IE, Flamethrower) Turrets to damage enemies
-Use the Deployable Gun Turrets (TT4 Turret for the ULA and EVR Turret for the AIA) to damage enemies
-Use the underslung attachment, the Shield Projector, to shield friendly players

Support Actions are also scored differently from Combat Actions, and are more similar to Command Actions- Support Actions typically have a 'tickrate' at which you'll receive +5 XP to your Support Score.

The current exceptions are:

-Reviving, which gives +20 XP on revive, and then reverts to the pulsed +5 XP ticks while repairing the teammate you've revived
-Using the Deployable Turrets, which give +5 XP for each enemy player you damage, at a tickrate that depends on how much damage you deal.
-Using the Deployable Shield and/or the Shield Projector, the bonus is +5 XP for each friendly player you shield from damage.
Some In-Game Examples
Combat Score

Generally speaking, if you kill lots of enemies or blow lots of enemy vehicles up, you'll get a pretty high Combat Score. In terms of "what's the best way", grabbing a tank or a gunship and blowing up enemy vehicles is one method; however, another excellent way is to pilot capital ships on the Ixion Territories map; dealing damage to enemy capital ships gives enormous amounts of Combat XP.

Command Score

If you're assigned to defend an objective, then hanging out in close proximity of that objective will give you a steady +5 XP to your Command Score every few seconds. I've actually had this happen to me, where the default AI Commander assigned me the task of defending one of the drop pods for Stage 1 of the ULA attack on the map of Fortress, playing the Incursion mode.

I assigned my AI squadmates the task as well, and every few seconds a little +5 XP Command popped up on the side of my screen, as I simply stood around waiting for something interesting to happen.

To add on to this, as a Squad Leader (or Team Commander!), you can run around doing your own thing, while ordering your AI squadmates around, and still collect Command Score from them successfully carrying out your orders.

It goes without saying that you should probably not do this with a squad (or team) of real-life human players, as they will almost certainly get quite mad at you.

With that said, on ground maps, probably the best way to accumulate Command Score is to instruct AI squadmates to follow you, while you work to complete objectives assigned by the Milnet AI (or not, as defending drop pods is uninteresting, and against the AI, of little use).

Support Score

Good ways to get a high Support Score generally revolve around identifying places where your teammates are going to be clustering up a little bit, and then setting up ammo and health boxes to resupply and heal them.

Other ways include working with a squad and acting as their designated medic with a Multiwrench, making sure to revive and repair them.

A good place to set up the stationary support kit is the gate hacks on Fortress when playing the Incursion mode- when playing the attacking ULA team, you'll want to set up infantry shields and medpacks to shield and heal your teammates. It may also be a good idea to use a Multiwrench to actively repair the player who is hacking the door, as they are unable to shoot back or use any equipment themselves.

When playing defense on Fortress in the Incursion mode, there's a few good spots to set up the Antarean EVR Turrets. The best spots are right around the gatehouse of the main Antarean base, as you can typically position the turrets to cover the ramp up to the gate. If the ULA team should breach the initial side gates into the towers, you'll want to position your turrets to cover the third console, or the doorways that lead into the gatehouse towers.
Unconfirmed Scoring Actions
At present the following score bonuses have been presented with conflicting reports of whether or not they work. Testing is being down to determine if these bonuses apply or not, and the above sections will be updated (where necessary) if and when the following bonuses are confirmed or disproved.

Combat Actions

The precise scoring mechanics of dealing damage is not known or understood; it seems to behave very differently depending on a number of variables, most of which are unknown. However, at present it seems these mechanics generally apply to all instances of dealing damage; which is why terminating downed enemies sometimes seems to give an extra +5 XP.

My current theory is that depending on the damage an infantry character takes when shooting them, you iwll be reward between 5 and 10 Combat XP. Vehicles scale up a great deal further, but seem dependent on some other interplay that causes ticks of +10 to +20 XP.

Support Actions

-Vehicle Command
It currently appears that vehicle turrets which are operated autonomously through the vehicle command interface (IE, they are not controlled by a player) will provide support score upon completing assigned actions. This needs further investigation.
26 条留言
Absolute Madman✨ 2017 年 7 月 29 日 上午 12:52 
If you are the commader, and a point is captured that you sent men to by your own men, you get an instant 30 command xp. Since you are constantly bouncing back and forth between points, you can get around 300 xp a game if you play your cards right. I usually sit on a point with two sentries and command my troops to take three other points while I protect the one I'm in.
Ember The Dragoness ΘΔ 2016 年 2 月 11 日 上午 10:20 
Instantly killing an enemy with something that does high damage (L9r, MLR, MGL, the railgun, shotguns) gives an instant 15 combat EXP.
Excessively Caffeinated Stoner 2016 年 2 月 8 日 下午 11:28 
Typo:
"My current theory is that depending on the damage an infantry character takes when shooting them, you ==iwll== be reward between 5 and 10 Combat XP. Vehicles scale up a great deal further, but seem dependent on some other interplay that causes ticks of +10 to +20 XP."
Zorelnam 2016 年 2 月 7 日 上午 2:37 
I approve this guide
Oldwolf 2016 年 1 月 26 日 上午 7:29 
Another Thank you. Support points were a friggan enigma for me.
Sev87 2015 年 11 月 9 日 上午 7:34 
I am (not) Commander Shepard and this is my favourite guide on Steam. Thank you very much bruva.
kekz 2015 年 11 月 1 日 上午 9:33 
Thanks for the information. Purchased aff today and was confused about these things.
Perkins 2015 年 10 月 17 日 上午 1:28 
Thanks for the tip mate, at first i thought maybe they got the idea from Dust514 where suits had x amount of points to spend on loadouts, but apperently its just ranking system that upgrades your loadout pool by preformaning actions in battle.

Whiskey144  [作者] 2015 年 10 月 15 日 下午 9:07 
Thanks for the tip; right now I generally get ~25-30 FPS with 16 bots per team, and usually 30-40 FPS on the TKC server.

Probably going to be a while before I get performance gains, since I'm thinking I need a bit of an upgrade.
ABismyth 2015 年 10 月 15 日 下午 8:27 
So, During an operations it looks like im getting around 45 FPS, But when I do the Dedicated server i'm getting around 55 FPS, maxed out settings.