Cadet PRS Interceptor Offence: Difference between revisions
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{{:Cadet PRS | {{:Cadet PRS Week 2}} | ||
{{Title|Using your Interceptor for Offence}} | {{Title|Using your Interceptor for Offence}} | ||
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== | ==Introduction== | ||
In this section we will take a look at how to use your interceptor for offensive purposes. | |||
==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. Other benefits of flying as a group are, that there will always be a surviving teammate around to pick your pod and some vet showing you the way to the uneyed miner. | |||
The minigun is not designed to kill utility craft, you must always bring at least another int with you. | |||
===Attacking miners=== | |||
It takes just a few seconds of nanning from an enemy scout and you will realise that you do not have enough ammo to kill the enemy scout and miner. | |||
== | =====Miner at the rock===== | ||
This is when a miner is happily sucking he3 from a rock. | |||
*Stay uneyed for aslong as possible, if you are uneyed, do not boost, cruise until you are eyed. | |||
*Shoot any nans, if there are any nans nearby start by shooting them, then get the miner. | |||
*Watch out for prox as the miner heads to safety, the miner will run to the nearest dockabe base or be sent to an enemy friendly's, if you see any scouts ahead of you be assured there will be prox. | |||
=====Miner en route===== | |||
This is when a miner is moving from sector to sector. | |||
*Boost straight for that sucker, it won't be long before it reaches enemy help and safety. | |||
*Shoot any nans, if there are scouts with the miner be assured there will be prox. | |||
===Attacking constructors=== | |||
Some cons will be undefended, some will have minimal defence (1 scout), some will have a small group (multipe ints an nans), your focus as an int pilot is the nans an the cons. | |||
=====Constructor at the Rock===== | |||
This is when the con is linning up to fly into the rock. | |||
*Ram it! Nothing else matters at this point, just ram it good. | |||
*Shoot any nans around. | |||
*Ram it again, it doesn't matter if you get podded as long as you stop that con from lining up and flying into the rock, you will be giving vital time to your team mates who should be attacking nans and the con | |||
*Ram it once more just to make sure, just be careful of any scouts around, they will be dropping prox to protect their con. | |||
=====Constructor en route===== | |||
This is when the con is still flying to its destination. | |||
If the con is still en route your objective will be to kill any nans. You take out the enemies ability to repair and then you attack the constructor. | |||
*Watch out for prox | |||
*Keep moving when attacking the con | |||
==Camping== | ==Camping== | ||
===Camping The Red Door of a Base=== | ===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. | 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. | ||
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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. | 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. | 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. | ||
Latest revision as of 17:58, 18 February 2014
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Using your Interceptor for Offence
Introduction
In this section we will take a look at how to use your interceptor for offensive purposes.
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. Other benefits of flying as a group are, that there will always be a surviving teammate around to pick your pod and some vet showing you the way to the uneyed miner.
The minigun is not designed to kill utility craft, you must always bring at least another int with you.
Attacking miners
It takes just a few seconds of nanning from an enemy scout and you will realise that you do not have enough ammo to kill the enemy scout and miner.
Miner at the rock
This is when a miner is happily sucking he3 from a rock.
- Stay uneyed for aslong as possible, if you are uneyed, do not boost, cruise until you are eyed.
- Shoot any nans, if there are any nans nearby start by shooting them, then get the miner.
- Watch out for prox as the miner heads to safety, the miner will run to the nearest dockabe base or be sent to an enemy friendly's, if you see any scouts ahead of you be assured there will be prox.
Miner en route
This is when a miner is moving from sector to sector.
- Boost straight for that sucker, it won't be long before it reaches enemy help and safety.
- Shoot any nans, if there are scouts with the miner be assured there will be prox.
Attacking constructors
Some cons will be undefended, some will have minimal defence (1 scout), some will have a small group (multipe ints an nans), your focus as an int pilot is the nans an the cons.
Constructor at the Rock
This is when the con is linning up to fly into the rock.
- Ram it! Nothing else matters at this point, just ram it good.
- Shoot any nans around.
- Ram it again, it doesn't matter if you get podded as long as you stop that con from lining up and flying into the rock, you will be giving vital time to your team mates who should be attacking nans and the con
- Ram it once more just to make sure, just be careful of any scouts around, they will be dropping prox to protect their con.
Constructor en route
This is when the con is still flying to its destination. If the con is still en route your objective will be to kill any nans. You take out the enemies ability to repair and then you attack the constructor.
- Watch out for prox
- Keep moving when attacking the con
Camping
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.