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| Hell the fuck did you get here, eh? There's no links to me, I'm not important enough
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| Congratulations, you found an 'Easter Egg'.
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| | jjjj ttttttttttttttttttttttttttttttttttttttttttttttttttttt |
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| | uuu uuu cccc kkk kk ttt |
| | uuu uuu ccc ccc kkk kk ttt oooo |
| | jjjj uuu uuu ccc ccc kkk kk ttt ooo ooo |
| | jjjj uuu uuu ccc kkk kk ttt ooo ooo |
| | jjjj uuu uuu ccc kkkk ttt oo oo |
| | jjjj uuuuuuu ccc kkkkk ttt oo oo |
| | jjjj uuuuu ccc kkk kk ttt ooo ooo |
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| | jjjjj jjjjj ============================================= |
| | jjjjj jjjjj ============================================= |
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| '''Being a Bomber Pilot - the long version'''
| | ------------------ |
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| Remember all of this is advice, not gospel. Take it with a grain of salt - Allegiance is such a great game because it has so much variety and there is no way I can prepare you for every situation.
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| == Knowing the target ==
| | juckto started playing Allegiance mid 2005. Since he has always been a nerd and spent too much time playing computer games (with<i>out</i> the normal collary of spending too much time learning how computers <i>work</i> - he relies on his brother Arkof for that) he quickly became adept at the game and was recruited by [[PK]]. |
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| This falls more under 'Commanding' than 'Piloting'. But a good pilot has a good grasp of how to command, even if he doesn't do it. I reccomend "Bombing" posted by Masauu, it is a very indepth post on bombing, from a Commanders PoV.
| | He continued spending too much time over the next two years playing Allegiance and 'forum-whoring', until he was recognised as a good-to-great player. |
| http://pk.dras.us/index2.html?s=forums&f=2&t=557&low=0
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| | He still bums around under a [[Callsign#Hiders|Hider]] occasionally, and makes the even more occasional [[squad game]]. He also keeps an eye on the Allegiance Wiki site since he was made a [[AllegWiki:Moderators|Moderator]] of it in November 2007 in recognition of his contributions to date (yet another thing that went to his head). |
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| == Bomber loadout ==
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| ===How many bases I am going to hit?===
| | His name is spelled with a lower case j. |
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| You only want to carry enough gear for the task at hand. Everything else is just dead weight. And I mean everything - if I'm against Rix or TF I won't take chaff. Sure, it's mass is negligble - but it's still there.
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| And let's be clear. The task at hand is destruction of an enemy base. It's not to have enough ammo for your turrets to kill everything, it's not to carry enough chaff to put off a fleet of sfs, it's to blow shit up.
| | ==juckto's mishmash menagerie of mods== |
| | These are the mods I use, and thereby reccomend that you do too. |
| | *AEM's Default Loadout button. |
| | **Shifts this button so you don't accidently click on it at the worst time. |
| | **[http://pk.dras.us/users/juckto/loadoutpane.zip Download] |
| | *[[Autohotkey]] |
| | **Very useful. Now, while I haven't done anything as hard-out as madpeople, I have made a couple of useful scripts allowing me to use the Numpad better. See [[:User:Juckto#juckto's AHK scripts|below]]. |
| | **Script's won't work if you don't have AHK installed. |
| | *Azaron's targetting brackets. |
| | **An aesthetic mod. Changes the square brackets to diagonals. |
| | **[http://pk.dras.us/users/juckto/Targetedbmp.mdl Download]. |
| | *Dengaroth's Wrench |
| | **An aesthetic mod. Main reason I use it is cause I was the one who came up with the idea. |
| | **[http://pk.dras.us/users/juckto/PowerupIcon.exe Download] |
| | *FlingPu's missile lock. |
| | **Somewhat aesthetic, somewhat clears-screen-of-clutter. |
| | **[http://pk.dras.us/users/juckto/MLFlingLock.exe Download]. |
| | *juckto's Keyboard config. |
| | **Everyone has their own setup and this is mine. |
| | **I started by having all my targeting and cargo management on the left, and dogfighting on the numpad. Then in the centre is an absolute mess of stuff I added as I realised I needed it ... then when I started using AHK I moved more buttons, leaving great big gaping holes in the layout which make no sense to anyone looking at it. |
| | **[http://pk.dras.us/users/juckto/keyboardwords.JPG Here's] a colour-coded picture of the layout. |
| | **[http://pk.dras.us/users/juckto/inputmap1.mdl Download]. Note that parts of it won't work if you aren't running my AHK scripts. |
| | *juckto's Silencer Mod |
| | **Just some .wav files to overwrite the defaults, making the game a lot quieter (for instance I got rid of "Autopilot engaged/disengaged"). |
| | **Readme included. |
| | **[http://pk.dras.us/users/juckto/jsoundmod.zip Download here]. |
| | *Mesial's reticle |
| | **You really, really shouldn't be flying with the default crosshairs. I dunno if Mesial's is the best, a lot of people use TheBored's, so I'll link you to the page with both. |
| | **[http://www.mesialonline.com/Allegiance/targetNew/target.html Mesial's reticle page]. |
| | *[[TeamSpeak]] |
| | *Weedman's pointers. |
| | **Very nice, bright, 3-D pointers that make it a lot easier to find your target. |
| | **[http://pk.dras.us/users/juckto/pointer.mdl Download]. |
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| Anyway, the number of ABs you need depends on the station type, whether you have AB1,2 or 3, your kb, and various faction buff/nerfs & GAs researched. Generally though, unless you have a good kb its:
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| 2-3 for light bases (refs, tps)
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| 2-4 for medium bases (ops)
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| 5-6 for techbases
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| Once you've figured out how many ABs you need, then you can start thinking about what 'extras' you can fill the rest of the cargo with.
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| ===How many enemy probes/scouts are around?=== | | ===juckto's AHK scripts=== |
| | '''Num Lock to Cloak''' |
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| If there aren't many, you can stick your sheild and missiles in cargo to save on sig. Generally you should always do this if possible - a spotted bomb run is a neutered bomb run.
| | #IfWinActive Allegiance |
| | NumLock:: |
| | Send {f11} |
| | return |
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| Of course doing that means you have 2 less cargo spaces for extras. If you only have room for putting 1 in cargo, put the missiles in cargo. If you're spotted it's better to have full sheilds and no missiles ready than the other way around.
| | So this rebinds Num Lock to F11 (which also means you can never accidently turn it off in the middle of a dogfight, btw), and I have F11 bound to cloak. Why? Because if I left it as 'K' I would never get used to hitting Num Lock instead. |
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| If you are going to get eyed immediately then launch hot.
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| ===How strong is the defence?===
| | '''Num Enter to Ripcord''' |
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| Here is the real clincher. What to take changes on a case-by-case basis.
| | #IfWinActive Allegiance |
| | NumpadEnter:: |
| | Send {f12} |
| | return |
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| *'''Dis:''' Good if you want to save ammo for your turrets. For a really good idea of when to use it you should find one of those gat vs dis threads lurking around on the main forums.
| | As above, but F12 is bound to ripcord. |
| *'''Gat:''' By firing your gats while hitting reload, you can reload missiles without interrupting your gunners firing.
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| *'''Hunters:''' Unless you have hunt2/3, you only have a moderate chance of hitting defenders. Check here for a explanation on missile tracking: <br>http://www.freeallegiance.org/forums/index.php?showtopic=24928&hl= <br>It takes about 10 seconds to load ABs, doesn't it? So you can only use them until you are about 2k out from the base, then you need to switch to ABs so they'll be armed at the same time you reach range - so obviously hunters are not useful on short distance runs. Still, if you have the space and time to use them, then by all means do so.
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| *'''Extra Ammo:''' This comes down to 'How long do I expect this bomb run to take?'. For a short same-sector run you could almost get away with 0 racks. Otherwise, 1 spare rack is being conservative - you need gunners who won't waste ammo. 2 racks is plenty - any scenarios where you expect to meet enough defence to warrant using 3 entire racks is a scenario warranting the extra firepower of a 2nd bomber.<br>Really, it's ''How little ammo can I get away with?''
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| *'''Extra chaff:''' A must-take vs tac teams. In saying that though, if they have LRM3 and you have CM1 then it's not acheiving jack shit, and hence is wasted space.
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| *'''Extra ABs:''' They are dead weight. Barring an Aleph Res, these are the heaviest thing you can load on your bbr. Take them if you only *just* have enough ABs for your target(s) and want to make sure the target(s) die, and if you have the space for them.
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| ==Getting a bombing team together==
| | '''Need repairs''' |
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| The bomber pilot is in charge of the bomb run, not the commander.
| | Left:: |
| | SendInput {enter}All{tab}{tab}{tab}~nx{enter}{tab}{enter} |
| | return |
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| That's my opinion, at least. The commander is busy enough, without trying to micromanage the bomb team.
| | Sends a "Need repairs" to everyone in the current sector. Note that you need to rebind Alleg to accept ~ as well as ` for quickchats. Note also that I have Up as teamspeak button. |
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| This means it's up to the bbr pilot to shout out that he needs turrets, that he wants nans, where he wants them, what the target is. This means calling out peoples names and saying "Oi, you! Get in a nan!", not just spamming VC and typing in caps (although that does work).
| | '''Attack my target''' |
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| Once you have a team together, you have to give it orders and keep it together. It's up to you to choose scouts to go ahead and look for enemy probes and peek through alephs. Once again, name pilots specifically or you will get half the nan-train wandering off.
| | Right:: |
| | SendInput {enter}All{tab}{tab}{tab}~5{enter}{tab}{enter} |
| | return |
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| You need to decide whether to go through a camped aleph, or retreat, or rip out and hit somewhere different. Sure, the commander has a better view of what is on the other side of the aleph - but so does that scout you just sent to peek through. Listen to your intel, don't sit there trying to get the comms attention to make a decision for you. If you decide against going in, tell your comm - ask if he wants you back in base, ripping to a different target, or to go in regardless.
| | Sends an "Attack my target!" to everyone in the current sector. |
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| You need to make sure nans nan each other, and that you have someone acting 'goalie' to pu pods and, once they are picked up, make sure they come back to you.
| | '''Come to me''' |
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| Whenever you change targets or start a new bomb run, you need to inform your team. Don't leave your nans stranded wondering where you ripped to.
| | F9:: |
| | SendInput {Enter}^gme{Enter} |
| | return |
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| Whatever happens, do not allow your run to stall in a state of indecision. 2 turrets and 2 nans means 5 inactive players. That's bad. That's 5 extra players the enemy have, and any minute now one of them is going to come into your sector in a scout, or all 5 of them are going to rush you in ints.
| | Disengage mouse, drag a box around a miner, hit F9, profit. |
| Either abort it, or go. Saying sutff like "Get me more nans here NOW or I'm aborting" would probably be justified.
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| This may seem a bit daunting, and put you off getting in the pilot seat. I bet you thought bombing was just a matter of buying a bbr and driving it to the enemy base.
| | '''Go home''' |
| Most of the time it is! But if you want to be a *good* bbr pilot you need to take charge of your own bombing team.
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| | F10:: |
| | SendInput {Enter}^gGarrison{Enter} |
| | return |
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| ==Flightpath/creeping around== | | ===ZOMG Alleg is gonna die!=== |
| | Just for shits and giggles I'm tracking all threads where people claim Alleg is going to die |
| | *[http://www.freeallegiance.org/forums/index.php?showtopic=59438&st=0 Oct 16, 2010] |
| | *[http://www.freeallegiance.org/forums/index.php?showtopic=56599&hl=0 Apr 15, 2010] |
| | *[http://www.freeallegiance.org/forums/index.php?showtopic=46953&st=0 Dec 25, 2008] |
| | *[http://www.freeallegiance.org/forums/index.php?showtopic=41489&st=0 Apr 29, 2008] |
| | *[http://www.freeallegiance.org/forums/index.php?showtopic=32372&st=0 Jun 16, 2007] |
| | *[http://www.freeallegiance.org/forums/index.php?showtopic=28333&st=0 Jan 31, 2007] |
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| Before you request a bbr from your comm you should figure out how you are going to hit your target. The best way is the <u>shortest distance from getting eyed</u> - not neccesarily the shortest distance from your sector to their sector.
| | Forum code version: |
| | | <nowiki> [url="http://www.freeallegiance.org/forums/index.php?showtopic=59438&st=0"] Oct 16, 2010[/url] |
| Have a look at their base on f3. What aleph is closest to it - can you get into ''that'' sector without getting eyed? If you do go that way, how much longer will it take (the longer the trip the higher the probability of getting eyed).
| | [url="http://www.freeallegiance.org/forums/index.php?showtopic=56599&hl=0"] Apr 15, 2010[/url] |
| | | [url="http://www.freeallegiance.org/forums/index.php?showtopic=46953&st=0"] Dec 25, 2008[/url] |
| What about their red door - can you approach the base from the opposite side?
| | [url="http://www.freeallegiance.org/forums/index.php?showtopic=41489&st=0"] Apr 29, 2008[/url] |
| | | [url="http://www.freeallegiance.org/forums/index.php?showtopic=32372&st=0"] Jun 16, 2007[/url] |
| Are they probing your sectors? Would you be better off launching furthur away and taking a longer route to avoid eye?
| | [url="http://www.freeallegiance.org/forums/index.php?showtopic=28333&st=0"] Jan 31, 2007[/url]</nowiki> |
| | |
| As to actually creeping around in unowned sectors, the same principles for flying an htt apply - however they are less likely to work because of your higher sig.
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| - Unload missiles and sheilds.
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| - Don't fly in a straight line between alephs - it's likely to be probed.
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| - Get someone to deprobe ahead of you.
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| If you are really spoilt for time, you could leave your bombing team behind, and take a really circuitous route around the perimeter of the sectors to avoid eye, get behind a rock near the target aleph, and then call your bombing team to you. This maximises pilot efficiency, as while you're getting into position your bombing team can be hunting miners, probing, etc. It also maximises the time their base is alive, too.
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| ==Surviving furballs==
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| ===Camped Alephs=== | |
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| Make sure your nans go in with you. Try and get them to go in after you, since most campers are so trigger happy they'll shoot the first thing through the aleph.
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| If you know, or think, the aleph is going to be proxed then go in slow since mines do damage based on speed. I heard that going under 20mps through mines does no damage. Even if not correct, the damage done will be negligble, so it's a nice speed to aim for. Don't worry about damage to your sheilds - if you have nans on their toes they'll keep you at maximum hull and that's all that matters.
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| The moment your hull starts to go down you need to stop and wait for your nans to get a bead on you.
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| If the aleph is not mined, then get a run-up and hit it at a decent speed. Make sure you hit the aleph dead center, since being off cause your ship to rotate on exit making your turrets job a lot harder.
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| (This rotation effect happens to all ships, its just harder to get rid of on more massive ships due to their low agility. I've seen Capships fly over 2k rotating).
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| If the aleph is droned but not mined, then you have an option. You can either go in and halt to give your turrets a stable platform to shoot the tower, or you can go in full speed to avoid campers, and try and get out of its range asap. Either way, you'll want to familarise yourself with the 'Attack towers' VC (`av iirc).
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| ===Enemy sectors=== | |
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| The most dangerous thing in an enemy sector are people trying to ram you. It's not about how much damage they inflict, but pushing you back buying their entire team more time. Worst case scenario your entire nan train goes flying ahead while you get rammed back, and you get whored.
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| You need to keep an eye out for enemy pilots trying to ram you, and try to avoid them. Changing directions and strafing are your best bets. Better yet, learn the shape of the bbr you are flying and tilt the craft so they can only land a glancing blow upon you.
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| After rammers comes proxers. They are trying to predict your path and mine in front of you. Solution? Fly in a corkscrew. And anytime you see a scout in front of you or screaming across your bows then change direction - chances are the only reason they're there is to drop a prox.
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| Try and use any objects in the sector to your advantage. You want to use rocks, carriers, even enemy bases so that the defenders can't fly towards you in a straight line. On the other hand you don't want to block your turrets for targets - otherwise you'll be seeing an ambush form up on the other side of the rock you're trying to hide behind.
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| When it comes to destroying the base you want to maximise your range. SRM ABs have a 5 second lifespan, and there is a very simple calculation to figure out your max range. You half your speed, add a zero, and tack it onto your missile's range. Assuming a 1000m range, you get:
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| 30mps -> 15 -> 150m -> 1150m
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| 50mps -> 25 -> 250m -> 1250m
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| 80mps -> 40 -> 400m -> 1400m
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| 100mps -> 50 -> 500m -> 1500m!
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| That's a 50% increase in range if you can fire just after getting a good ram. (Though you need to make sure your vector isn't too far off the base after the ram, otherise the missile might miss. It shouldn't, seeing as it has 1500m to correct it's course.)
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| To capitalise on this, when I'm flying to the base I've got one eye on my speed, one on the distance remaining to the base, and my third eye watching out for incoming rammers/proxers.
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| ==Solo bombing== | |
| You can get rid of the turrets and ammo.
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| '''When is solo-bombing appropriate?'''
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| ===Int/fig bombing===
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| This is where you get a bunch of escort figs/ints instead of turrets. Depending on the size of the furball, you'll want to tell 1-3 ints (by name) to stick within 800m of you at all times, and everyone else to range ahead to eliminate threats.
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| As to nans, I reccomend a ratio of 2:3 nans:ints as a general rule of thumb.
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| ===The enemy base is camped===
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| This is the easiest way to bomb. Everyone has done the hard work of battling through the enemy sectors and is currently camping the red doors/teleports. All you need to do is rock up with maybe 1 nan ramming you and steal the base kill points.
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| ===You can sneak in=== | |
| Most of the time this is a suicide run. It works if their base is less than 2k from the aleph, and you can begin firing at about the same time most of them are launching. You'll need good Flightpath/creeping around skills to pull it off.
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| ===Distraction bombing=== | |
| Simply put, you're bombing somewhere else from the main bombing run. You've got to get yourself eyed by the defenders without getting killed early by the defenders. You've got to have, or appear to have, enough manpower that they don't disregard you - without using up too much manpower that your main attack fails!
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| ===Pester bombing===
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| The object here is to attack an enemy base, wait for the enemy to launch, and then ripcord out before they pod you. Keep your nans informed of this. Rinse and Repeat to keep enemy team so busy defending they don't have time to launch an attack of their own.
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| ==Using a bbr for d== | |
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| Not much to say here, load up on hunters and ammo, grab a couple of nans and use it like a gunship.
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| You will want to camp the aleph about 1k away, and not in a direct line between it and your base - you don't want your turrets line of fire to the enemy nans to be blocked by the enemy bbr.
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| Match the enemy bbr's vector, and stay about 800-1k away from him if his turrets are firing at you or your nans. Once most of his nans or dead (or if his turrets are busy) move in for the kill.
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| If he comes after you then do your best to keep his nans in LoS, and dodge ABs with the strafe keys - their tracking sucks, but they do a lot of damage so don't underestimate them.
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| ==Using an aleph res==
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| Not many people use these correctly. I mean, if all they want to do is destroy mines/drones or distract the defenders then they're fine.
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| But of all the pilots trying to break a camp to get through hardly of them have a clue.
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| Back up to maximum firing range. Make sure you have the aleph targetted and centered (use the zoom keys). Fire, and begin backing up. Once the aleph is about two thirds of the way through it's 'destabilised' animation, engage full forward thrust and scream at your nans to start ramming you.
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| If you time it right you will be moving through the res's maximum damage range (ie minimal damage done) at the same time it goes off. The aim is to minimise time between the res going off and you going through the aleph.
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| Considering that you have nans to repair you, you could even try moving forward earlier, so you are even closer to the aleph when the res goes off. You will take more damage, but as long as you don't lose all your sheilds and hull, and none of your nans are dumb enough to follow you into the damage sphere, then they can catch up and repair you as you travel the rest of the way in.
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| The rough figures for using Aleph Res 1 are (it has a 10s lifespan):
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| *Setup at 4k
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| *Fire at 2.4k
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| *Cut throttle at 2k
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| *Full throttle at 1.8k
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| There are other uses for an aleph res, of course.
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| *Destroying probes, drones and caltrops so that sbs can rush into the sector. In this case it is the sbs that will rushing into the damage sphere (with sheilds up) when the res goes off (and dropping sheilds once they've managed to survive).
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| *Res, drive a solo bbr through the aleph, and res again. The defenders are so busy killing the solo bbr they don't notice the second res.
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| *Res and drive a Capship through. They can survive a res going right next to them.
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| *Use a Res 1 followed by a Res 3, tricking the defenders into the damage sphere of the later.
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| ==tp runs== | |
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| There are two ways to do a tp run. Either one bbr ripping in with supporting nans, in which case it's just like any old regular bomb run, or a swarm of bbrs ripping in. This section is written assuming a swarm, although some concepts are applicable to both.
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| As part of a swarm, you'll be wanting maximum amount of bbr pilots. So you can get rid of turrets and ammo.
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| Although you may want to mix it up a little, with some bbrs in the swarm having a gunner or two and maybe some nans - if you're one of these make sure you are near the middle of the swarm and don't get targetted first (ie wait a second before ripping so you don't arrive first).
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| If your team has XRMs, you'll probably want to mount 1 rack of them hot, and SRMs in cargo. You should swap to SRMs about 1800m out from the base (even if you haven't used all the XRMs) so that your SRMs are armed when you reach 1300m and can be fired straight away.
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| SRMs do a lot more damage, and hence it is better to be firing them ASAP rather than get one more XRM off. On the other hand, if the defenders are going to kill you before you reach 1300m you may as well keep firing those XRMs.
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| The lifespan of an XRM is 10s, so the calculation is even easier than for SRM - just multiply your speed by 10 and add that to the max range. Assuming a 3300m range, you get:
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| 30mps -> 300m -> 3600m
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| 50mps -> 500m -> 3900m
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| 80mps -> 800m -> 4100m
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| It's important to rip to the correct sector - sometimes your team will be dropping 'fake' tps as distractions for the enemy. Find out what the target is and which sector you need to get to.
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| '''Before the drop'''
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| If the enemy spots a huge swarm of bbrs on the minimap, they're gonna know that a tp run is going down and react accordingly. So pick a base to launch from well behind the front line. If you've got time, launch in a scout and deprobe the sector.
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| '''IMPORTANT:''' Don't bother launching from base until you see the 'Teleport probe deployed in X sector' message. By the time the launch animation has finished the probe is just about activated. There is '''NO''' point in launching earlier.
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| Make sure you are ripcording to a sector with an <u>active</u> probe in it, and not the 'closest sector' to a <u>deployed</u> probe.
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| Then again if all your team is sitting in bbrs in base waiting for the go signal the enemy team is going to notice the lack of activity and perhaps guess that a tp run is about to happen.
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| Put another way, you want to minimise the amount of time you have bbr pilots sitting in base idle. This basically comes down to your commander not telling everyone to sit in base before the tp-er is ready. And when your commander says 'the tp-er is ready, get bbrs' get one quickly!
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| ==Faction bbrs== | |
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| ===tf===
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| *Their ab cannon has a warm up time on the first shot, so you can fire it slightly out of range.
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| *Also since it's a gun instead of a missile, it gets the Crosshairs. And those things factor in your speed when calculating whether to turn green or not. So you can skip the simple calculation I mentioned in 'Surviving a furball' and just fire when (slightly before) they turn green - that will be maximum range.
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| ===gt=== | |
| *Since their pt bbrs have the rocket targetting system, they enjoy the same 'crosshairs = maximum range' advantage that tf does. Even better, their missiles don't have a warm up time.
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| ===rix===
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| *Crosshair advantage
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| ===Bios===
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| *Due to their heavy cloak, these things rule at solo-bombing/creeping around. Don't leave home without it.
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| *If you have XRMs and hvy bbrs, then it is possible you could sit out at max range, sheilds down cloak up, and fire without being eyed. I dunno how feasible it would be (you probably would get eyed), but it'd be funny! Even if you do get eyed, you could rip before the enemy reach you.
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| ===Nix===
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| *Despite the fact that you can't be nanned, it is still good to get a fig/int/scout to ram you.
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| ==Other== | |
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| You can target enemy bases that are in different sectors. So when you enter the aleph you can engage autopilot for a second, see which way the ship is turning and hence learn where the enemy base is. Slightly easier than looking for the enemy base icon on the hud, or finding the pointer arrow.
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| Bombers can dock at carriers for repairs and reloads.
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| After being rammed, hold on the thrust forward key to stop your ship from automatically using it's side thrusters to correct your vector to the center of the screen. Using side-thrusters = slowing down to normal top speed faster.
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| Keep an eye out for powerups near alephs you're heading for. If you mount your sheilds just before you fly through them you don't need to wait for it to charge.
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| ==Conclusion==
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| I used to be scared of being a bbr pilot. In facti I didn't want to take ANY ship which required money (even buying rescue probes was anthema to me) because I didn't want the entire teams success riding on my performance.
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| But then, in certain games, everyone felt the same way as me. It got to the point that I thought "ffs, if no one else is gonna do it I guess I'LL buy the bbr."
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| And then I found it wasn't scary at all, it was kinda fun. Sure I messed up and ruined the comm's plans, but I kept buying bbrs in games and that is how I've learnt everything I've said in this post.
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| So, don't feel that you have to memorise everything I've said here, just start buying bbrs and have fun! This is a game after all.
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| Just read this as a refresher when you feel like it, find if there is anything I do which you want to try out. Hell, post and tell me a trick or tactic that you've discovered!
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