Cadet I/Constructor escort: Difference between revisions

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<noinclude>{{:Cadet I/Week 2}}
{{:Cadet I/Week 2}}
{{Nav|Floating technology|Miner defense}}</noinclude>
{{Nav|Floating technology|Miner defense}}
{{Title|Escorting your Constructors}}
{{Title|Escorting your Constructors}}


At the beginning of the game, the commander will almost always buy the following things: a miner, a teleport receiver constructor, an outpost constructor and, for most factions, a refinery constructor. We will focus on the constructors (the first ones bought in the game are called initial cons).
At the beginning of the game the commander will almost always buy the following things: a miner, a teleport receiver constructor, an outpost constructor and, for most factions, a refinery constructor. We will focus on the constructors (the first ones bought in the game are called initial cons).


===Objective===
===Objective===
Your task is to deliver the constructor to it's destination asteroid and make sure it builds there. Optionally, try to avoid the enemy detecting it's whereabouts. Sounds simple? Well, it isn't. The enemy team will do whatever they can to destroy the constructor or at least delay your team's expansion by making your commander redirect his constructors.
Your task is to deliver the constructor to its destination asteroid and make sure it builds there. Optimally, try to avoid the enemy detecting it's whereabouts.  
 
You can either keep your constructor alive by nanning it, or shoot down the attackers trying to destroy it. Below we will be dealing with the scout solely, which is chiefly concerned with nanning. A mixture of fighter type craft and nans are necessary for proper escort duty. The main idea with fighter craft is to stick close to the constructors, and eliminate your enemy rapidly. Good aim is most essential! If your aim is not top notch, stick to scouts for escort duty.


===Loadout===
===Loadout===
There are two ways in which you can aid your constructor: you can either avoid it's destruction by nanning it or shoot down the attackers trying to destroy it. In this lesson only the scout application for constructor escort will be covered, fighter/interceptor escort is covered in-depth in the Cadet II course.
#Make sure you take a [[nan]].
#If your faction is either [[Iron Coalition]], [[Technoflux]], or [[Belters]] you will have rescue probes available for purchase. Ask the commander for one. If you drop it somewhere safe before the firefight begins, all your podded companions will return home much faster than the enemy pilots in the same situation.
#Proximity mines. Fill your cargo with them.  
#Missiles. Take one rack of seekers. They are good for shooting that probe 1k away and, if need be, you can lob them at attacking ships. Don't pack any more missiles - you are <u>not</u> going out there to dogfight! Fighters or interceptors should be close by if you need cover.  


====The scout====
===Phase one - safe sector===
#Take a nanite gun. Always! Your scout is almost rendered useless without one. Either mount it in your gun slot, or at least pack it into cargo. Never escort constructors in a scout without a nanite gun!
Once your constructors launch the commander directs them towards their destination rocks. If you are on either command, charlie, delta, or echo wing it will come in your chat log which sector this is, so you know without being told where to head. At this stage you will have either gone out scouting the map, waited at home until the cons launched, or the comm told the team where he is sending the cons beforehand and you are heading there already. If you're scouting the wrong part of the map then get back as best you can.  
#If your faction has rescue probes available (Iron Coalition, Technoflux, Belters), try asking the commander for one. If you drop it before the firefight begins, all your podded companions will return home much faster than the enemy pilots in the same situation.
#Proximity mines. They are your friends, take a bunch. Preferably fill your cargo with them. Some pilots don't even take any offensive guns to free up a slot for an extra prox.
#Missiles. Take one rack of seekers. They are good for shooting that probe 1k away and, if need be, you can lob them at attacking ships. Don't pack any more missiles you are not going out there to dogfight! Fighters or interceptors should be close by if you need cover.  


===Phase one - safe sector===
Your role is to be ahead of the constructors. That way you can spot and destroy enemy probes in their paths, detect enemy scouts, sometimes even find the aleph leading to the destination sector. Never stray too far away from constructor though, one sector ahead at most - less if enemy appear.
Your constructors launch, the commander directs them towards their destination rocks (always be on command wing to see where the commander sends his constructors). Your role at this stage is to be ahead of the constructors. That way you can spot enemy probes in their paths, detect enemy scouts, sometimes even find the aleph leading to the destination sector. Never stray too far away from constructor though. If you headed to the first sector it has to cross after leaving home, clear the way as best as possible and wait for the constructor.


After the constructor leaves home, always be in the same sector as the con. Just before the constructor catches up with you at the aleph, go in ahead of it. Make sure you have time to call out a warning in case the enemy is sitting there in an ambush. Remember not to follow stray scouts and avoid any kind of dogfight!
Make sure the sector the constructor is headed into is always actively scouted so that you have time to call out a warning in case the enemy is sitting there in an ambush. Remember not to follow stray enemy scouts and avoid any kind of dogfight!


===Phase two - 'hot' sector===
===Phase two - 'hot' sector===
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:*The enemy commander sent his constructor(s) to the same sector as your commander.  
:*The enemy commander sent his constructor(s) to the same sector as your commander.  


Either way, you have to deliver that con to the rock at all costs! Stay close to the con, always within your nanite range, but try to avoid getting closer than 150m from the con. It will try to avoid a collision and slow down - you don't want to buy the enemy more time to kill it.
Lose the missiles if the enemy doesn't have any scouts to reduce your signature. Take notice of your surroundings: are the numbers in your favor? Does the enemy squad see the constructor (yes, sometimes the enemy might forget to bring a scout!)? From which direction will the assault come? Try to note those things, especially the direction part. This is a good moment to drop your rescue probe, if you have one.


Take notice of your surroundings: are the numbers in your favor? does the enemy squad see the constructor (yes, sometimes the enemy might forget to bring a scout along with a bunch of interceptors)? from which direction will the assault come? Try to note those things, especially the direction part. This is a good moment to drop your rescue probe, if you have one.
If the enemy reaches your constructor before it builds, make sure you keep a constant eye on it's health bar - nan it as soon as it's hull starts getting damaged. Remember a nanite repair gun only repairs hull, ''not'' shields. Drop a prox or two around the con, you probably won't kill anyone but you will force the attackers to avoid your mines.


If the enemy reaches your constructor before it builds, make sure you keep a constant eye on it's health bar - nan it as soon as it's hull starts getting hit. Remember, a nanite repair gun only repairs hull, not shields. Drop a prox or two, you probably won't kill anything but you will force the attackers to avoid your mines.
The overall trick is to maintain an optimum distance from the constructor, not too close so you'll be easy pickings for enemy offense, not too far so you can't start nanning the constructor in time if it starts taking heavy damage. Also don't get too close to the con, because the AI will try to avoid a collision with you and slow down - you don't want to buy the enemy more time to kill it. "Boom and zoom" passes work well, nan the con, but make the enemy work if they try to get a bead on you.


When under fire, use your sidethrusters to make yourself harder to hit, try not to die. Remember to always have your nan fixed on the con. Don't run if you're about to die, nan the con till the bitter end. You are the expendable part here. You can say a little prayer for your buddies in interceptors and fighters aim too.
When under fire use your sidethrusters to make yourself harder to hit, try not to die. Although the con is the primary target the enemy will have to kill the nans first. Keep an eye on your fellow teammates health (cycle your HUD view to maximum by pressing {{k|i}}) and nan them if you can! (This is called "cross-nanning"). Don't forget to deploy prox continously.
 
If there are several of you in scouts repairing the con, take a quick look at your buddies health. If you can, nan him back quickly. Remember the con is priority #1.


===Phase three - on the rock===
===Phase three - on the rock===


Phew! The constructor made it to the rock. Now it has to align itself to build. For that, it has to stop and rotate to the desired position undisturbed. The enemy will try to buy time by ramming it, making it restart the positioning sequence. This is when your full cargo of prox comes in handy. Drop your mines around the constructor, preferably to the side you are expecting the rammers to come from. There is a good chance that desperate enemy pilots will ignore your mines in hope to reach the constructor before they die. You're quite likely to rack up some kills at this point. Remember to keep your nan fixed on the con at all times!
The constructor will need space to build! If you get too close to it, it will attempt to dodge you (just like in-flight) and, as a result, restart it's aligning sequence! Remember: always keep at least 100m distance from the con! Preferably 150m!
 
<br>
There is also the tricky part: the constructor will need space to build! If you get too close to it, it will attempt to dodge you (just like in-flight) and, as a result, restart it's aligning sequence! Remember: always keep at least 100m distance from the con! Preferably 150m!


===Epilogue===
===Epilogue===


The con builds, the enemy has failed. Nice work! But what to do next?
If you survived, there are still things to do! Look around, check if some of your fellow pilots don't need to be nanned up. More importantly, check for any friendly pods nearby, if there are some, pick them up.  
 
I know that the build sphere is pretty and all, but you are allowed to stare at it only from your pod. If you survived, there are still things to do! Look around, check if some of your fellow pilots don't need to be nanned up. If your constructor built next to enemy home, they are likely to be regrouping for a miner assault, they will need every hitpoint they can get.
 
Check for any friendly pods nearby, if there are some, pick them up. I know that a base is building right next to you, but every second counts: if you pick them up, they will have just enough time to, let's say, change their loadout. Once you're done, wait for the base to build and dock at it and get ready for another mission.




{{Nav2|Floating technology|Miner defense}}
<noinclude>{{Nav2|Floating technology|Miner defense}}</noinclude>

Latest revision as of 14:05, 3 January 2012


Cadet I · Week Two Index · Edit

Start · 1 · Week 2 · 3 · Appx  · All

← Floating technology Miner defense →

Escorting your Constructors


At the beginning of the game the commander will almost always buy the following things: a miner, a teleport receiver constructor, an outpost constructor and, for most factions, a refinery constructor. We will focus on the constructors (the first ones bought in the game are called initial cons).

Objective

Your task is to deliver the constructor to its destination asteroid and make sure it builds there. Optimally, try to avoid the enemy detecting it's whereabouts.

You can either keep your constructor alive by nanning it, or shoot down the attackers trying to destroy it. Below we will be dealing with the scout solely, which is chiefly concerned with nanning. A mixture of fighter type craft and nans are necessary for proper escort duty. The main idea with fighter craft is to stick close to the constructors, and eliminate your enemy rapidly. Good aim is most essential! If your aim is not top notch, stick to scouts for escort duty.

Loadout

  1. Make sure you take a nan.
  2. If your faction is either Iron Coalition, Technoflux, or Belters you will have rescue probes available for purchase. Ask the commander for one. If you drop it somewhere safe before the firefight begins, all your podded companions will return home much faster than the enemy pilots in the same situation.
  3. Proximity mines. Fill your cargo with them.
  4. Missiles. Take one rack of seekers. They are good for shooting that probe 1k away and, if need be, you can lob them at attacking ships. Don't pack any more missiles - you are not going out there to dogfight! Fighters or interceptors should be close by if you need cover.

Phase one - safe sector

Once your constructors launch the commander directs them towards their destination rocks. If you are on either command, charlie, delta, or echo wing it will come in your chat log which sector this is, so you know without being told where to head. At this stage you will have either gone out scouting the map, waited at home until the cons launched, or the comm told the team where he is sending the cons beforehand and you are heading there already. If you're scouting the wrong part of the map then get back as best you can.

Your role is to be ahead of the constructors. That way you can spot and destroy enemy probes in their paths, detect enemy scouts, sometimes even find the aleph leading to the destination sector. Never stray too far away from constructor though, one sector ahead at most - less if enemy appear.

Make sure the sector the constructor is headed into is always actively scouted so that you have time to call out a warning in case the enemy is sitting there in an ambush. Remember not to follow stray enemy scouts and avoid any kind of dogfight!

Phase two - 'hot' sector

There are two most common reasons that will make you actively defend the constructor:

  • Your constructor has been spotted and an enemy assault squad has reached the sector.
  • The enemy commander sent his constructor(s) to the same sector as your commander.

Lose the missiles if the enemy doesn't have any scouts to reduce your signature. Take notice of your surroundings: are the numbers in your favor? Does the enemy squad see the constructor (yes, sometimes the enemy might forget to bring a scout!)? From which direction will the assault come? Try to note those things, especially the direction part. This is a good moment to drop your rescue probe, if you have one.

If the enemy reaches your constructor before it builds, make sure you keep a constant eye on it's health bar - nan it as soon as it's hull starts getting damaged. Remember a nanite repair gun only repairs hull, not shields. Drop a prox or two around the con, you probably won't kill anyone but you will force the attackers to avoid your mines.

The overall trick is to maintain an optimum distance from the constructor, not too close so you'll be easy pickings for enemy offense, not too far so you can't start nanning the constructor in time if it starts taking heavy damage. Also don't get too close to the con, because the AI will try to avoid a collision with you and slow down - you don't want to buy the enemy more time to kill it. "Boom and zoom" passes work well, nan the con, but make the enemy work if they try to get a bead on you.

When under fire use your sidethrusters to make yourself harder to hit, try not to die. Although the con is the primary target the enemy will have to kill the nans first. Keep an eye on your fellow teammates health (cycle your HUD view to maximum by pressing i) and nan them if you can! (This is called "cross-nanning"). Don't forget to deploy prox continously.

Phase three - on the rock

The constructor will need space to build! If you get too close to it, it will attempt to dodge you (just like in-flight) and, as a result, restart it's aligning sequence! Remember: always keep at least 100m distance from the con! Preferably 150m!

Epilogue

If you survived, there are still things to do! Look around, check if some of your fellow pilots don't need to be nanned up. More importantly, check for any friendly pods nearby, if there are some, pick them up.


← Floating technology Miner defense →