Cadet II/Interceptor: Difference between revisions

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==Hunting pack==
==Hunting pack==
The power of your interceptor will increase, when forming with other interceptors. The additional firepower will smoke enemies quickly, giving them less time to shoot back. Especially when going for a miner or a constructor the best guarantee for being successful is flying as a pack. Use the chat to get this organized, form at the aleph and strike as a team.

Revision as of 01:32, 18 June 2010

Cadet II · Week Three Index · Edit

1 · 2 · Week 3 · 4 · 5 · 6 · Appx

Interceptor



Support flying

You're just one member of your respective team. Metaphorically speaking, one component of a larger machine. Knowing how to use your ship together with other players in a variety of roles - from combining firepower in dogfights to defending weaker ships in escort runs - makes the larger machine that much stronger and victory that much more likely.

This article was written in respect to interceptors, but some of the concepts are applicable to other ships with a bit of thought.

Escort

An interceptor's strength lies entirely in its ability to perform its namesake: Intercepting. When escorting anything (con, miner, bomber, etc - referred to as "your charge" from now) you want to engage the enemy before it has a chance to open fire on your charge. Be proactive, not reactive.

You should be able to spot incoming threats because the escort should contain at least one nan. On that note, it is important to defend your nans, more important than defending your charge in most cases.

vs. Expansion

Your targets are enemy ints. They are small, nimble, fast, and need to get in close to kill your nans. If you have difficulty in aiming at small fast targets you are probably better off in a nan. Practice hitting small targets by nanning friendly ints.

The first option is to stick close to your charge in a tight group and deal with the enemy as they boost in. Ignore poor pilots that overboost and focus on killing the int pilots that are killing the nans. Don't get distracted, keep an eye on the location of your charge and stick close to him. Change targets if the person you are shooting at is too far to be a threat - even if it means you have to finish them off later when they boost back in for a second go.

You may find the best position is to be a sternguard, trailing behind the group and shooting the ints that are shooting the nans that are repairing the charge.

The second option is to provide a light defence on the charge and have a strong vanguard, camping the aleph/red door/teleporter. It is important to have at least some defence on the charge - too often the whole team will camp the red door and no one escort the charge, only for an enemy to pop out of nowhere and kill the undefended charge before you can blink.

Secondly, you need to have some idea of how good this light defence is. Chances are that enemy ints will get past the vanguard and you need to know how many you can let slip through before you need to abandon the vanguard position and go back to option one.

vs. Supremacy

Figs have incredible spiking power. If you let them form up into a group ahead of your charge and launch a volley at it, you can wave goodbye. So the key is to stay a fair distance ahead of your charge and kill the figs before they have a chance to organise. Go head to head with the fighter waves, strafing to avoiding dumbfires, then spinning around and rocketing after any remaining fighters, while you shove bullets up their booster. You want to be 2-3k ahead if you're escorting. Think of it as if you were a piranha. You're more agile then most of the other fish in your body of water. Tear them up before they get within missile range.

vs. Tactical

If your charge is a miner or a con then it is very vulnerable to utility-cannon fire, which has a range of 900m. So you need to stick damn close to it and rip the sf to shreds before it kills the miner.

If your charge is a normal ship then the sfs will likely try to pick off the nans with hunter missiles. You need to roam around and track the missiles down to their source. If you don't have pp or scouts with decent scan ranges, chances are you won't find the sf and thus you're better off in a nan.


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Camping

Camping An Aleph

Camping alephs is a very common and highly effective strategy in Allegiance. Aleps are the keypoints the enemy can't avoid, when he wants to get to your miners, pushes a constructor to your techbase, or tries to htt or bomb one of your bases. The key to building a camp in time is, that you see the enemy coming. Probes are your friends. Still there are situations, when it is obvious, that the enemy has to come from this aleph, even if you can't see him coming (i.e. mining next to one of his sectors). So trust the veteran players and the commander, when they ask for a camp. The best case scenario is, that you have a proxscout with you. That makes camping really easy, as the enemy has to slow down to avoid damage, which makes him a sitting duck. Even if there is no mines, you have an advantage, as you can start shooting at him immediatelly, as the enemy still orientates in the sector he just entered. If there is no mines enemy fighters and interceptors can easily boost behind the camp. So position yourself on the side of the aleph to be able to follow them without having to turn 180° first. If you are camping for fragile ships like stealthfighters and stealthbombers, position yourself in the middle looking at the aleph, as you can kill them before they have the chance to pass by. This way they will fly straight towards you, what makes it very easy to aim.

Camping The Red Door of a Base

Camping the red door on a base is another excellent way to help your team while they are bombing (or HTTing). However, as always, it isn't as easy as it sounds. Unlike camping an aleph, you have the added bonus of your enemy not being able to target you for a few seconds. Use these few seconds wisely. You will want to camp at a comfortable 500-750m away from the base, any closer and they can just blow right by you and escape. Having Mini3 greatly helps while red door camping (you need to very quickly eliminate enemies, before they can boost away). Of course, if the enemy team is halfway competent, they will rally people within their base and launch all at once. There really isn't much to do against this, unless you happen to have a scout with you that has proxed the red door and/or a significant camp. However, even with the best camps, people can often escape and attack the bomber/HTT, so it will still require nans.


Decamping

If you are on the attacking team, you will face the opposite situation. If you need to decamp an aleph for a conpush, a bombrun or a htt, make sure to form up with a bunch of other interceptors first. Then enter the aleph together. Slow in to avoid damage by mines. The first target is the proxscout, then go for the interceptors. Stay close to your buddies, but move, if you are shot at. Moving will make it harder for the enemy to hit you. The goal of decamping an aleph is to push the defenders off the aleph, so they lose the advantage of being able to shoot at your teammates, while they enter and need a second to orientate. Often it is cruicial to secure the aleph, once you have decamped it, so the enemy can't recamp it quickly. When you succeeded you should either proceed to camp the enemy base, stay close to your con/bbr/htt, or go for the miner, depending on your mission's task. Don't boost away chasing some random interceptor.

Hunting pack

The power of your interceptor will increase, when forming with other interceptors. The additional firepower will smoke enemies quickly, giving them less time to shoot back. Especially when going for a miner or a constructor the best guarantee for being successful is flying as a pack. Use the chat to get this organized, form at the aleph and strike as a team.