Ramming: Difference between revisions

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(Redirected page to How is ramming damage calculated?)
 
(Changed this from a redirect to a discussion of ramming. This seems like it could be more useful for new players, and I left a link to the page it previously redirected to at the top.)
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#redirect [[How is ramming damage calculated?]]
''If you are looking for information on how ramming damage is determined, please see [[How is ramming damage calculated? | this page]].''
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Ramming generally refers to a ship intentionally (usually) colliding with another ship or (sometimes) another object. There are three primary ways that ramming plays a role in the game: ramming constructors off-course, ramming troop transports off-course, and ramming bombers to speed them up.
 
===Ramming constructors===
When a [[constructor]] arrives at a rock and prepares to build, it must first align itself perfectly with the asteroid. Ramming it (especially its nose or tail) in these moments can throw off its alignment, buying time to destroy it and to let more team-mates arrive. See also [[Common mistakes#Not stopping an enemy constructor from building|this point]] on the "common mistakes" page, and [[Cadet I/Nanning II#Ramming|this Allegiance Flight School page]] on defending friendly constructors as they build (though remember AFS pages are meant to be read as part of the entire course, and assume your knowledge of earlier material).
 
===Ramming troop transports===
[[heavy troop transport|Heavy Troop Transports]] need to enter an enemy [[base|base's]] green door in order to capture that base. Ramming the transport off-course as it heads towards the green door can buy the defenders a few extra seconds in which to kill the transport. HTTs are heavy ships, however, and must be rammed with sufficient speed and accuracy to make enough of a difference.
 
===Ramming bombers===
[[bomber|Bombers]] can be rammed by friendly ships from behind to make them go faster. This can be very important when the bomber has a great distance to cross to get to the enemy base, and in all situations when striking as quickly as possible is important. Ramming is ''not always a good idea'', however: ramming a bomber into a camped [[aleph]], or into a [[Cadet_II/Prox d|mine-field]] placed by an enemy ship, can quickly end your bomb run, and earn you your team's wrath. Ramming also doesn't work so well if friendly fire is enabled in the [[New Game settings|game settings]], as it damages both ships. For more information you can look at [[Cadet I/Nanning II#Ramming|this Flight School page on advanced nanning techniques]] -- but keep in mind that page assumes you've read through the previous learning material.
 
===Ramming asteroids===
Generally, this is to be avoided.
 
There is a notable exception, however: If a group of [[interceptor|interceptors]] is stranded far from base without fuel, since they cannot rip, the fastest way for the pilots to get home might be for all but one of the interceptors to ram an asteroid, intentionally [[pod|podding]] themselves. The remaining interceptor can wait nearby and pick up the pods, instantly transporting the pilots to base. Thus, only one int pilot has to get home the slow way, instead of the entire group.
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[[Category:Articles yet to be categorised]]

Revision as of 19:54, 3 August 2010

If you are looking for information on how ramming damage is determined, please see this page.


Ramming generally refers to a ship intentionally (usually) colliding with another ship or (sometimes) another object. There are three primary ways that ramming plays a role in the game: ramming constructors off-course, ramming troop transports off-course, and ramming bombers to speed them up.

Ramming constructors

When a constructor arrives at a rock and prepares to build, it must first align itself perfectly with the asteroid. Ramming it (especially its nose or tail) in these moments can throw off its alignment, buying time to destroy it and to let more team-mates arrive. See also this point on the "common mistakes" page, and this Allegiance Flight School page on defending friendly constructors as they build (though remember AFS pages are meant to be read as part of the entire course, and assume your knowledge of earlier material).

Ramming troop transports

Heavy Troop Transports need to enter an enemy base's green door in order to capture that base. Ramming the transport off-course as it heads towards the green door can buy the defenders a few extra seconds in which to kill the transport. HTTs are heavy ships, however, and must be rammed with sufficient speed and accuracy to make enough of a difference.

Ramming bombers

Bombers can be rammed by friendly ships from behind to make them go faster. This can be very important when the bomber has a great distance to cross to get to the enemy base, and in all situations when striking as quickly as possible is important. Ramming is not always a good idea, however: ramming a bomber into a camped aleph, or into a mine-field placed by an enemy ship, can quickly end your bomb run, and earn you your team's wrath. Ramming also doesn't work so well if friendly fire is enabled in the game settings, as it damages both ships. For more information you can look at this Flight School page on advanced nanning techniques -- but keep in mind that page assumes you've read through the previous learning material.

Ramming asteroids

Generally, this is to be avoided.

There is a notable exception, however: If a group of interceptors is stranded far from base without fuel, since they cannot rip, the fastest way for the pilots to get home might be for all but one of the interceptors to ram an asteroid, intentionally podding themselves. The remaining interceptor can wait nearby and pick up the pods, instantly transporting the pilots to base. Thus, only one int pilot has to get home the slow way, instead of the entire group.