TASTEE: Lethal Tactics Guide

Small tips and tricks collection for TASTEE: Lethal Tactics

Small tips and tricks collection

Overview

This guide is only a collection of some useful hints that I’ve encountered during my hours in and with the game.

Tips for controls

The controls are quite standard, but there are some things you might not know:

  • You can give orders to enemy units to simulate the actions that you predict.
  • You can even move enemy units by dragging them to different positions. Useful when you haven’t seen the enemy unit for several seconds, but have a guess where it unit should be by now. This can be undone by right-clicking on the unit and selecting “reset position”
  • You can change the order of the orders that you give units at the waypoints with the PageUp and PageDown keys.
  • If you are about to destroy planks that block paths and want to walk through them in the same turn, you can use Shift+doubleclick to set a waypoint (or Shift+drag an existing waypoint) that ignores pathfinding around obstacles.

Tips for gameplay

Here are some things that might help you in your matches:

  • Sprint will cancel any look and hold-on-sight action, but will not change crouching/standing. You can sprint while crouched. However, your unit will ignore all enemies while sprinting is active
  • Look and hold-on-sight will cancel sprint
  • If crouched behind half-covers, you can not see what’s behind it. However, the enemy can also not see you if you are couched behind half-cover. Exception is when the enemy is close enough to your cover
  • You can fire grenades in angles and around corners and even over walls with the help of some barrels (see screenshot)
  • The explosion of grenades can hit and kill enemies behind destructible cover or objects
  • You can fire when crouched, this is especially useful for firing grenades from behind covers
  • Different weapons do different amounts of damage (read more)
    Weapon
    Damage
    Pistol
    1 HP per hit
    Shotgun
    1 HP per hit; fires 5 pellets per shot
    Sniper rifle
    3 HP per hit
    Grenade
    4 HP if in explosion radius

  • Units need some time to lock-on before firing. Lock-on time will be longer if enemy is behind cover (read more)
    Lock-on time is determined by:

    • Distance to enemy
    • If enemy is in cover
    • If your unit was in movement
    • How much your unit needs to turn towards the enemy

Changelog

2015-05-25 * Initial guide 2015-05-26 * Added lock-on mechanics hint * Modified damage table 2015-05-31 * Added some bullets about sprinting and crouching * More information about lock-on time 2015-09-01 * Modified the link that leads to a more detailed explaination of the lock-on mechanics (comment from a dev)
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