The Old Stupid Questions Topic™

Open forum for new Pilots.
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Alien51
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Post by Alien51 »

Most common way is to find their name, select it, and then type.
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Alien51
Posts: 790
Joined: Fri Nov 02, 2007 5:28 pm
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Post by Alien51 »

Concerning chat for gameplay I found this.
mcwarren4 wrote:QUOTE (mcwarren4 @ Jul 11 2007, 03:22 PM)
juckto wrote:QUOTE (juckto @ Jul 10 2007, 07:43 PM)
!mute playername

ctrl-g [go to] name of object/player/base/sector
ctrl-d [defend] name of object/player/base/sector
ctrl-r [repair] name of object/player/base/sector
ctrl-a [attack] name of object/player/base/sector
ctrl-b [build] name of object/player/base/sector
ctrl-p [pick up] name of object/player/base/sector
ctrl-m [mine] name of object/player/base/sector
These are all valid. He just forgot to mention that you have to hit ENTER first then the ctrl-g or whatever command you are entering.

For instance, if you want to pick up a pod that you see, from your cockpit hit the NumberPad 0 key, then highlight the player you want to pick up with your mouse, hit CTRL-P then enter. You will autopilot to that player. It would be a good idea to tell that player you are attempting to pick them up though or you will wind up flying circles around that player.
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Capt_Crunch
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Joined: Wed Feb 23, 2011 10:52 pm
Location: Michigan, U.S.A.

Post by Capt_Crunch »

Having gone through the training missions I've found that I can usually play indefinitely in the practice arena, but I run into problems in the 2nd and 3rd phases of the nanning mission.

In the second phase of nanning I find it difficult to maintain a close proximity to the miner once the enemy attacks start because the miner starts to move away. (Except if the miner is rammed then you might as well forget about getting close enough before it is destroyed)

The third phase in nanning seems not quite as difficult as phase 2 but again I have trouble staying close to the bomber to be effective at nanning.

The scout ship in nanning seems sloppy to control as compared to the fighter ship in the practice arena. Especially with no boost it is hard for me to maintain a close distance.

How do I stay close enough to moving ships to be effective at nanning? Is is just a matter of practice? If so is there a way to bypass the first part of the nanning training? (Which seems a waste of time after the first walk through)
LANS
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Post by LANS »

Captain Crunch wrote:QUOTE (Captain Crunch @ Mar 12 2011, 08:13 PM) Having gone through the training missions I've found that I can usually play indefinitely in the practice arena, but I run into problems in the 2nd and 3rd phases of the nanning mission.

In the second phase of nanning I find it difficult to maintain a close proximity to the miner once the enemy attacks start because the miner starts to move away. (Except if the miner is rammed then you might as well forget about getting close enough before it is destroyed)

The third phase in nanning seems not quite as difficult as phase 2 but again I have trouble staying close to the bomber to be effective at nanning.

The scout ship in nanning seems sloppy to control as compared to the fighter ship in the practice arena. Especially with no boost it is hard for me to maintain a close distance.

How do I stay close enough to moving ships to be effective at nanning? Is is just a matter of practice? If so is there a way to bypass the first part of the nanning training? (Which seems a waste of time after the first walk through)
First, are you flying with the mouse? Press 0 on numberpad to use the mouse to fly.

The easiest way to stay close to the miner is just to follow it closely, aim at it with the mouse, and slow down if you are getting too close (speed up again if you get too far behind). With experience you'll learn how to move around a miner with your sidethrusters while nanning it.

If you're having trouble hitting the miner with your nan, watch your nan rings, not your reticle.

Bombing is the same thing, use your thrusters to slow down or speed up, and as long as you aim at the bomber you'll fly towards it more or less. The closer you are the easier it is to hit.

You're also flying a rix scout, so you may want to roll so you always turn sideways.

Unfortunately, there is no way to bypass the first part of the training, but it shouldn't be too hard to get the hang of.
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fwiffo
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Post by fwiffo »

Captain Crunch wrote:QUOTE (Captain Crunch @ Mar 12 2011, 06:13 PM) How do I stay close enough to moving ships to be effective at nanning?
i use one button to stay close to moving ships. i mapped "z" to match speed.

it works for settling in that sweet spot right behind enemy miners so you can keep firing dumbfires at it while firing ur gun

it works for nanning bbrs if you just want to trail behind the bbr and fly in a straight line


in practice though, if you are nanning a bomb run, you probably DO want to orbit the bbr so that you are that much more harder to kill. sure, you might not be facing the bbr at all times or even nanning it at all times, but as long as you have it selected, you can see if its taking hull damage. if it is, then just turn towards the bbr, hit it w/ a few bubbles and resume your evasive maneuvers.
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Axel Kolle
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Post by Axel Kolle »

Small question: Does prox have 100m effective Radius or diameter?
Tried to prox a carrier the other day. What is a good distance to drop and is it worth the bother? The thing is slow, so is prox effective in that situation.

Other than the default what other guns can I mount on a Scout. I suspect my comm wanted me to go miner hunter and waypointed me to some floating tech. Hvy Booster 1 and a gun (I forget what ). And then my connection dropped and I got kicked out of the game... (Sorry Bersuit) It was fairly early in the game, so not much other ship tech.


Is a scout a viable miner hunter? Can it mount dumbs? I would say at a min. you need a booster, and then my primary aim would be to waste opposition time by making them respond to the threat and then bug out. I suspect the easiest tactic would be just to keep the miner off balance by closing and making it change course, delaying it on the way home or en route to a rock.
Don't call me a scout whore, I am a scout courtesan.
fwiffo
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Post by fwiffo »

for cc, 100m radius. see here for answers to more prox related questions: http://www.freeallegiance.org/FAW/index.ph...t_II/Prox_extra

the thing about prox is that the faster the target moves through it, the more damage it takes. so while a slow target may be easier to prox, it also takes little damage as a result. also computer controlled ships, or drones, (miners, cons, non-piloted carriers) will have ai to try to slow down/avoid your prox.

you can miner hunt with scout but some miners are easier to kill than others, it's with experience that will tell you if you are packing enough firepower to kill a miner based on faction specific modifiers for both you and the enemy and whether miner d will arrive in time to rescue it.

for now i recommend probing at low sig (lowered shields, unloaded missiles) and just watching miner behavior (and communicate to your team what the miner is doing). having a good understanding of miner ai is the first step to killing miners.
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A Spathi's Axiom for Survival: "The only brave Spathi is a dead Spathi. RUN YOU FOOLS!"
Phalanxe
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Location: Argentina

Post by Phalanxe »

Balmung wrote:QUOTE (Balmung @ May 27 2011, 10:36 AM) Small question: Does prox have 100m effective Radius or diameter?
Tried to prox a carrier the other day. What is a good distance to drop and is it worth the bother? The thing is slow, so is prox effective in that situation.

Other than the default what other guns can I mount on a Scout. I suspect my comm wanted me to go miner hunter and waypointed me to some floating tech. Hvy Booster 1 and a gun (I forget what ). And then my connection dropped and I got kicked out of the game... (Sorry Bersuit) It was fairly early in the game, so not much other ship tech.


Is a scout a viable miner hunter? Can it mount dumbs? I would say at a min. you need a booster, and then my primary aim would be to waste opposition time by making them respond to the threat and then bug out. I suspect the easiest tactic would be just to keep the miner off balance by closing and making it change course, delaying it on the way home or en route to a rock.
What fwiffo said :iluv: . also, I (bersuit) was having a bad time during that game. What i wanted you/the rest of the team, was to pick up the floating tech that would benefit our team to do everything(E.g. miner offense).

those techs were Hvy boost1 and gat2 in case u were wondering ^^.
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Axel Kolle
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Post by Axel Kolle »

Just to stress I was kinda pushed into that situation. But it is good to know it is an option.

Besides, probing is a whole ball game in itself, though in pickup games ppl did not even bother to kill probes I dropped in their home sector, with us in control of most of the map. I have never seen a probe net as in the topic example. It must take a lot of time to do that.

I deprobe enemy probes whenever I can as I go, but it does cost time. So what is the priority for the scout in the opening and the midgame? Probing or deprobing?
Don't call me a scout whore, I am a scout courtesan.
FreeBeer
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Post by FreeBeer »

Balmung wrote:QUOTE (Balmung @ May 27 2011, 05:41 PM) I deprobe enemy probes whenever I can as I go, but it does cost time. So what is the priority for the scout in the opening and the midgame? Probing or deprobing?
There's no easy answer to that. It depends on the game and the particular situation. If you have a con coming out soon, then you'll want to deprobe along the path it will take. If you think the enemy might be pushing a con, or making a bomb run, then you'll want to probe the key sections they're likely to follow.

Ask the comm if/when in doubt. He may have an even more important task for you.
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