User:LANS/AFSVideo/Bomb Nan

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Setup: TF(bombers) vs. Dreg, Dreg has mini1 lt. ints. TF have nan1 basic scouts and AC1/AB1 basic bombers. Pinwheel map. Dreg builds outpost in the middle sector. Both teams build homerips. TF bomb it with a turreted bomber and at least 3 nans, more is better. Dreg launches 4-5 lt. ints when the bomber enters the sector, form up as a group, and boost to intercept. Ints may attack the bomber, and kill any scouts but the camera-scout, but the bomber needs to live long enough to destroy the base.

Note: Ramming bombers and dropping prox in front of the bomber is not covered in this lesson. Another video will be devoted to proper ramming technique of all bombers/HTTs. Open-air proxing will constitute another lesson.

Narrator: This lesson will demonstrate how to be a nanite scout on a bomb run. For this mission, you want a scout equipped with a nanite gun, no missiles, and as many proximity mines as you can carry. If you are playing as Belters, Iron Coalition, or Technoflux, you will want to trade one of the proximity mines for a Sanctuary, Rescue Probe, or Beacon respectively.

<Demonstrate loadout on screen>

Launch your scout and wait by your base for the bomber. Escorting scouts and interceptors should all launch and form up before the bomber launches.

<Form up> <Turreted bomber launches>

Follow the bomber to the aleph leading to the enemy sector. Enter the aleph at the same time as the bomber.

<Demonstrate>

If you are playing as technoflux, belters, or iron coalition, drop your beacon, sanctuary, or rescue probe a few seconds after entering the enemy sector. This will allow friendly pilots who are podded to return to base faster.

<Dreg light ints launch, form up, and begin approach to bomber>

As the enemy interceptors begin to approach the bomber, stay close behind the bomber and drop proximity mines. This will limit the area enemy interceptors can fly and make it easier for your bomber’s turret gunners to kill them.

<Drop mines> <Ints close to bomber, begin shooting bomber. Yes, I know, STFN! But in this case the nan needs to live to make the video>

When the bomber’s armor begins taking damage, repair it with your nanite gun.

<Demonstrate>

Smart enemy interceptors will kill the nanite scouts before shooting the bomber. Stay behind the bomber. Ram the bomber to slow down if necessary. Flying beside the bomber makes you an easy target for enemy interceptors.

<Ints begin shooting non-camera-nans>

When your friendly nanite scouts come under fire, repair them with your nanite gun. This is known as cross-nanning. It is essential to a successful bomb run, as a bomber without nanite scouts will not live for very long.

<Demonstrate x-nanning>

The bomber will fire anti-base missiles when it is in range of the base. Continue to keep the bomber’s armor repaired until the base is destroyed.

<Bomber destroys base> <Bomber begins ripcord home>

Your mission is not over when the base is destroyed. Often, the bomber pilot will decide it is worthwhile to bomb another base, or ripcord home. Either way, the bomber is worth more than your scout. In this case, the bomber is ripcording home. Keep its armor repaired until it finishes ripcording home. Once the bomber is safely home, your mission is complete.