USC: Counterforce - Alpha Demo - Simplified Game Guide

Table of contents


1. Starting a 'Single Mission'

There are two adjustable settings that we think are important, you will find them in the picture below.

All the other things are adjustable, however, those are now optimized for the alpha build.

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2. Squad Management

We give you two scenarios to follow. The first one will be a quick way, with a couple of clicks to load 2 pre-saved sample squads and to start any mission right after it. The second one is a short note on how to equip your squads, but the video will have more details.

2.1 The quick way - sample squads

The sample squad is a good example regarding the type and amount of weapons, ammo, etc.

Color codes:

Yellow » Click to assign the active squad. The active squad's number is yellowish. Green » Click on 'Load' and load a sample squad. As the setup of the pre-saved squads are done, you are not able to load the same squad for two different squads. First, load 'USCF_Sample_Squad_Alpha' for button nr. 1, then change the active button to nr. 2, and load 'USCF_Sample_Squad_Bravo' as your second squad.

After it's done, just hit the 'Begin Mission' button on the top of the screen.

2.2 Starting from scratch

2.2.1. First step: the same as point nr. 1. (Starting a 'Single Mission'.)

2.2.2. We're going to add weapons, ammo, equipment to the squad members, and we're gonna spend the available skill points as well. All details are in the video, but some main tips are also written below. Each and every object you buy has its 'Squad Point' cost.

2.2.2.1. Weapons, Ammo

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2.2.2.2. Equipment: As there is no AP cost because of the lack of activation of the equipment, the only thing is that you should buy the required amount of them, according to your idea. There are a few craft mats you already have, so by clicking on the 'CRAFTING' tab, you will be able to craft 2 pieces of 'Tactical Laser Scopes', so you can save some Squad Points for first aid kits or for stimulants… ;)

2.2.2.3. Skill points: the most important thing here is, to choose the right skills for your marine and to spend every skill point that you can.

Note that all your Health, Morale, and even your weapons' data will change on the spot by adding skill points on your skills.

Analyzing this picture: this unit has more APs for action because of the Secondary specialization of Agility, together with more Health (Endurance) and more Morale (Mental conditioning). Note that thanks to the Marksman Primary specialization, some of the data of this shotgun is boosted, like CHC (critical hit chance), Accuracy, Damage, etc. What also counts, is that the AP costs of the fire modes are also reduced.

TIP: before launching the mission, always check if all your squad members' weapons are loaded and activated.

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3. In-game tips, hotkeys, etc.

3.1. General tips:

* moving: left click to a destination (if there is any obstacle during the way, the unit would not move, and if there is a hazard, the route finder will show it to you as well. Probably a jump or moving some objects would help with this issue, if the obstacle itself is not a friendly unit.) * turning: right-click (useful to illuminate dark spaces or to set up your Defense Mode's active area) OR NUMERIC 1, 2, 3, 4, 6, 7, 8, 9 where 5 is the “center”. * activate any item in your inventory (healing, stimulants, load another kind of ammo, etc.) with a RIGHT CLICK.

Hotkeys:

TIP: Keep it close with a shotgun (the closer the target, the bigger it hurts), or far with a Sniper rifle, so you can shoot targets that are far away.

4. Settings

It is too much to write about, please check the possible adjustment options. Only one thing is important there. If you would like to have a better performance because of an older PC/laptop, change some things in the Graphics tab, like lower shadow quality, clutter & FX quality, and turn things OFF on the right side if needed. Also, there are some useful gameplay options to turn On/Off if you would like to. The default setup is what think is a good starting setup. One of the greatest performance impacts comes from the head camera, you can turn it off if needed, it serves no “practical” purpose.

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