User:Fwiffo
Hi there, if you've reached this page looking for some of my contributions to the Allegiance community, you might want to check out my website: http://www.spathiwa.com
In it, you can find some scripts I've written like:
- graphing your stats (data obtained from leaderboard.alleg.net)
- monthly top10 for various categories (kills, ejects, command wins, etc)
If you're looking to find our more about ME... you can read my bios here
See you in the game!
--- im working on htt article... this is my sandbox
HTT piloting
Capturing bases is often harder than bombing because not only do you have to fire EMP missiles at the enemy base, you actually have to dock while its shields are down. Closing the distance gap between the point where you become eyed and the green door requires much more than just piloting talent, this lesson will explore the different skills you need to bring along to improve your chances for a successful HTT run.
Introduction
Bombing seems trivial when compared to how hard capturing bases is. After all, when you bomb, you have the support of your entire team (ideally) and usually bomb runs are conducted when one or both teams only have regular/enhanced tech to defend with. By comparison, HTT, being an end game research, you often have to contend with much improved late-game tech (Mk3) that makes it even easier for the enemy to find you (increased detection range, ie. adv scouts) and kill you (improved damage/better ships). Capturing bases is not for the faint of heart, it can be one of the most thrilling missions you can carry out in Allegiance... you can single handedly turn the tide of the battle.
Picking a Target
While capturing enemy tech bases can be crippling to the enemy, sometimes it is better to go for the easier targets (outposts) to increase the number of sectors you can launch from to attack theirs. Generally speaking though, assuming all targets are equally easy to capture, your priority list will closely resemble a bomber's checklist on how to pick a target.
You obviously won't be able to capture teleport receivers or refineries with your HTT (you need a green door to dock into).
Purchasing the HTT
An HTT costs twice as much as a bomber so you want to make smart decisions with the faith/investment that your commander has placed on you. Even before HTT research becomes available, you should already have been probing and deprobing various routes that you might take to capture enemy bases. This exercise will give you a feel for detection ranges of the bases you intend to capture when you approximate your htt's signature as closely as you can with your scout's loadout (typically no shields + dumbfires ARMED).
Loading the HTT
If you want to live on the edge, take one rack of EMP missiles and your medium shields (both in cargo). A safer loadout would be to take an extra rack of EMP missiles, in case your EMP missiles manage to miss the base (typically only 2 missiles needed to fully bring down the shields of any base). Having this extra rack, while optional, will also increase your mass and thus lower your acceleration which may be crucial if you were rammed head on by the defense and lost all your momentum. Having extra countermeasures really won't make a huge difference unless you are facing stealth fighters and even then your survival will mostly depend on your nans.
Launching the HTT
The success or failure of your HTT run largely depends on your ability to be stealthy; so before you launch, double check that you do not have shields/missiles loaded AND that you won't be eyed on launch. If you can't trust your teamates, just launch a fig/int yourself and boost right back into base to check for eye. Take one last look at the sector you are about to enter and check to see if all your probes are still intact... if not, a scout may be in the sector actively deprobing and you might consider an alternate base to capture instead. If you can convince a teamate to fly ahead to look for uneyed probes, do so, as that should keep you from getting eyed by some random probe/scout. If you are going alone, avoid direct paths between alephs since these areas are likely to contain probes.
Flying the HTT
By now you should have entered their sector without eye. If you did get eyed, there's a good chance that they will send scouts after you so just start ripping out and try a different sector instead. Be patient and fly along the outskirts of the sector where there is the least chance of encountering enemy ships/probes until you have a direct line of sight to the green door of their base. It does not need to be on the plane, in fact, it's better if you can get to the green door at an angle off the plane.
Waiting for the right time to strike
Hold position 5-6k away from the base to stay uneyed, minimize your ability to eye them by pointing your ship directly away from their base and look at the minimap for signs of possible distractions.
- is there an upcoming con push into a crucial enemy sector?
- is there a bomb run in progress?
Your ability to communicate with your team will allow you to make the best of your surprise factor. The more enemy pilots are in disarray, attempting to defend multiple targets at the same time or if they are all out of position galving a base in a different sector, the fewer defenders will be available to launch from the base you are intending to capture. Better yet, coordinate with another teammate to capture a different target and you might end up with two stolen bases.
Using rocks to mask your approach.
Unless the asteroid is 1k-1.5k in front of their green door, don't bother. Maneuvering around a rock will cause you to slow down and you need speed, lots of it.
Bring at least one scout nan/pusher
Having a good pusher able to get your speed to a consistent 100 m/s means you will get to the green door that much faster after you get eyed. Even higher speeds are possible given the right conditions (belters/giga/dreg htts) and having an int pusher. The flip side of this is having too many people supporting you. Getting in position is a time consuming task so often, you will want to tell everyone that you won't need their help until you are in position. This way, half your team won't be held up on this run when they could be doing other useful things like probing. Additionally, it is much harder to coordinate a group of pilots than just one or two. Bad things happen when you have too many pilots involved... some might forget to unload missiles/shields, others might reveal their location by ejecting cargo, or worse, an eyed teamate could fly directly to you, revealing the vector to give away your location.
Know when you will be eyed
The better you are at estimating when you are eyed, the more effective you will be at timing your runs so that they occur after their defense has launched elsewhere. If you start your run too far away or you misjudge your timing, the defense will have dealt with the distraction and be back in base ready to defend.
Bios HTTs
Bios HTTs deserve special mention because with the right timing, you should be able to single handedly capture outposts. With heavy cloak 2 and sig2 GA, you should only be eyed < 700 from their green door. You can achieve this by making sure you start your run far away so you get enough of a running head start to get to your maximum speed. Then you need to know exactly at which distance you will be eyed and cloak *just* before then (somewhere between 2.2k to 2.3k for outposts). The rest is just being able to hold your htt steady and drive straight into the green door w/o bouncing off.
Rixian HTTs
Rixian HTTs don't mount emp-missiles. They mount an ab gun and do half the damage of a bbr. Usually you use this for getting the shield down but it is also possible to kill bases. It is a good tool to remove teleports from the map, but attention: you can also kill outposts which you rather want as launch point.