HTT guide

Allegiance discussion not belonging in another forum.
Kumquat
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Post by Kumquat »

Does anyone have the HTT guide I wrote for Cadet a long time ago? I lost the hard drive I had it on and I wanted to read it again.
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TheAlaskan
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Post by TheAlaskan »

I will dig into the cadet forum archive when i get home from work. Should have it for you kummy
TheAlaskan
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Post by TheAlaskan »

Couldn't find it in the cadet archive. Was it posted as a thread by CadetAdmin? Or did you post it yourself?
Kumquat
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Post by Kumquat »

I did it myself back when I think Romeo was head of Cadet
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notjarvis
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Post by notjarvis »

Anything I saw when i was working in Cadet that wasn't being used was Archived to an Archive folder in the Cadet Forums (I made a point of not deleting anything).

Can't remember if your guide was being used then.

If not there - I'd ask a ZL/Admin/whatever they are now to take a look in the forums deleted folder as loads of things end up there too.
Shizoku
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Post by Shizoku »

I had searched for it a month back and didn't come across it, I'll have another look tomorrow.
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juckto
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Post by juckto »

There's this version on the wiki history:

http://www.freeallegiance.org/FAW/index.ph...amp;oldid=12732

But it appears to have been written by Romeo
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
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Post by Shizoku »

QUOTE Kummy Sayz About Bomberz:

Allright children. Gather round the campfire. Kummy has his molestin shoes on and you are all invited.

Anywayz, so as ya’ll know I am the best bomber and HTT pilot in the game. First I want to take you to school with bombing. Follow these tips and you should be allright. First thing, and take this to heart, a bomber is NOT a bulldozer. Stealth and guile are your tools as a bomber pilot. It is not about blasting through a fully camped aleph guns blazing. That rarely works. It is suddenly appearing in sector as they go OH %#@&!! And you laugh as you drive the bomber to their doom.

The first thing you do in your bomber is plan your target. Look for probes in a sector and see what way is clear. Find what you can hit for maximum damage. If they have a tech base across the way and you can go across a couple of back sectors without them seeing you then go for it. If your team is in dire need of breathing room and you are getting boxed in go for the op or tele. If you get spotted and their team isn’t off engaged in some other activity then you have to figure there will be a camp. Then this becomes a judgement call. You can rip and try a run on a secondary target or if you are close and can beat the camp and get in there.

Now when loading your bomber this is the configuration I use. I have three racks of missles in cargo giving me twelve AB and 2 extra racks of ammo giving my gunners three altogether. Now notice I don’t have a missle loaded. This will chop 100 off your sig easy. Lots of people don’t think about that, but that extra but could mean the difference of getting spotted or not.

NEVER SOLO YOUR BOMBER UNLESS YOU KNOW EXACTLY WHAT YOU ARE DOING! Going without turrets or nans is usually suicide. The only times you do this are

A. If you are clearing out a ref from your system or the system next to you. Refs will generally not be defended in time and there is no sense wasting a full team to take it down. Again, do not waste a full team on your run to take down a ref. Find a more viable target and path.
B. You can solo if you are Bios and sneak bombing. This takes more skill than you currently have however, so this should be reserved for later. It involves hiding behind rocks and hittin your cloak at just the right time.

Other than that, always make sure you have a team with you.

So when should I bomb? When shouldn’t I? There are situations where bombing is good and others where it is a waste of your team when they could be doing better things. If the enemy goes tac then you want to jump on them as fast as you can and hammer them with run after run. Stealth fighters are not very good to defend with and if you get about 4 nans your run should succeed frequently. So what if the enemy starts with light ints you say? Bomb them anywayz. The average pickup team will have half of their team in stealths at least while you make your run. Another advantage to bombing a tac team is they often need the majority of their team to defend. They must make a choice of losing the base or ripping back their miner killers to make a stand against you. When your enemy has gone tac keep in mind that the clock is ticking on you. You have to hit that tac before they get up their advanced tech. Hunter 3, cloak 3, adv sf and sb will ruin your day real fast. When you pilot a bomber you have to be suicidal at times and you have to have the attitude to go for the throat at any chance you can. You have to plan your bomber campaigns to eventually hit the big targets and you always have a clock ticking above your head. This is all a part of your game awareness. You have to have patience, but also there should be a sense of urgency.

If the enemy has gone sup, bombing will be harder but is not ridiculously difficult. You have to have faith in your gunners. Hit your chaff when you hear a missle lock and keep driving for your target.

If the enemy goes exp then your life just got a whole lot harder. If the enemy has ints you have to hit hard, hit fast, and not be seen on the way. An int camped aleph is suicide. You might as well just ram a rock and save the 30 seconds. You must be 4k from the base on entering the aleph, your nans must ram your ass to get you there faster, and you must plow through as fast as you can. You better hope your gunners are on target or you will be in for a pod ride.

BTW, don’t forget to load your missles when you are spotted in the enemy sector. Ctrl5 will toggle your missle loading. It is embarassing to get in range of a base and not kill it because you forgot to load the missles. I have done it before and it was rather embarssing.

Now, when making your run on the enemy target do not attempt to fire at the fighters comin in. Do not vector lock and turn around. Do not load hunters on your bomber. When you bomb, ignore the fighters, ints, stealths, whatever. Your focus should be on three things. Am I headed towards the enemy base as fast as I can. Am I throwin out chaff when my missle lock alarm goes off. Is there a scout in the area. That’s right, the only ship we pay attention to in this is a scout. A skilled scout pilot will drop minefields in your way and if you plow through them you and your nans are meat. If you see a scout crossing the path ahead of you adjust your run so you are still headed for the base but at a different angle from the way you were. This way you maintain forward momentum. 2nd is if it looks like you will clip the edge hit those side thrusters for a burst away from the edge. The less sidethrusters used the better you go forward but it is better to be late than never.

A few more tips. If you are making a run and an enemy bomber is spotted in the adjacent sector and you are not spotted, hang about 700 from the aleph and give him a very nasty surprise when he pops through. After the bomber is podded go through and hit them as hard as you can while they are all podded.

I am sure you have seen many bombers camp an aleph for no purpose other than they had an eye. This is stupidity. Yes it ties up some of their team to guard it, but more times than I care to name a team was caught flat footed and had no defenders for at least a minute, but the bomber sat and camped and let a defense gather at the aleph. The only time you want to do this is if your commander is sending a con into that sector and wants you to remain there to scare them. Otherwise hit the aleph as fast as you can or rip and find a different path while they are mustering a camp. It takes awhile for them to get a scout in there and see you are not there and in that time you could be popping into another area unexpected.

You have to think like the enemy and catch them with their pants down. I can’t stress enough how important it is to do the unexpected. Being predictable will just get you podded. Also, do not abort runs midway unless you are 6k from a base and out pop 8 hvy ints.

BTW, asking for a bomber against hvy ints is stupid and will get you booted by certain commanders. Bombing against regular ints is hard but doable. Bombing against hvy ints with mini 3 and damage ups is only pumping up their kill bonuses. A bomber pilot must be smart and use their head. Always always be smart and look towards what will this do for my team.

A few tricks of the trade. You do not have to wait till your target lock goes off to fire. On all bombers except IC you can start unloading missles at 1250 out. This might buy you that extra half a second that is the different between poppin the base and bein one missle short. The IC bomber model fires AB from behind the model so 1100 will be your safe distance.

If the other team is comin and you are Giga and you only have scouts and bombers get yourself some turrets and D in it. As per the tactic above, you should be able to D your base properly.

Also, very important. If you are ripcording out ALWAYS hit `yr. This yells ripcording and lets your nans know what is up. A bomber that rips and abandons his nans will find himself very lonely the next time he calls for repairs.

Speaking of nans, treat these guys with the utmost respect. Everyone credits you for the kill, but without those little guys shootin their blue donut gay pride parade streamers you wouldn’t have made it. When you smack down the enemy ALWAYS give props to your nans. It makes them feel good and makes them want to nan you again.

If you have blown up an enemy op or tele and you see that the majority of their team is in pods, press on and put the hurt on them. Remember at the same time you only have a limited # of missles. Let us say you have 6 AB left over blowing an op. They are all in pods. You decide to press the advantage and follow the pod train to their tech base. About 3k from you is the adv tac. 2.1k from you is the enemy tp. Now let us say the enemy pods can dock at that tp if you don’t blow it. What do you do? You skip the tp and press into the base is what you do. So it gets the pods? They will launch and you will be about in killing range of the base. It will take them too much time to gun down your nans and then you. You do not have enough missles to take down both the tp and the base. Now perhaps you have AB3, but it is still better to be overprepared than under armed. Bypass that tele and blow the hell out of the tech base. If you have spare missles and are not in immediate danger of death, then take the tp out. I will stress this again and again. Bombing is mostly being AWARE. Situational awareness and the ability to tell what the other team is doing based on their position on the mini map will make all the different between a pod and a dead base.

That is all I can think of right this second. If you have any questions please feel free to post them and I will be happy to give a detailed answer.

---

Romeo says about HTTs:

My HTT Run:

My loadout is 2 racks of EMP MISSLES and medium shield in my cargo. NOT LOADED UP. Make sure you have signature “general advancements” IE: sig1 and sig2 are researched. This gives me the lowest possible signature and insures maximum stealth capabilities.

Before I launch I look closely at the “mini-map” via F7 key. I plan my route and plot where I will attack from by viewing which is the “clearest” possible path to get into there sector. When I am “planning”, all I am planning for to start with is to get into the enemy sector. THAT’S IT. If I cant get in then I am useless in my HTT and wasting a nice chunk of my teams money. So to start with all you want to do is get into the sector safely and UNSPOTTED. You do not want to tip them off that you are there. The element of surprise is a bit more important with HTT as you don’t have cloak like with stealth bombers. (Except with BIOS of course)
Generally speaking, I will NOT approach an aleph straight on. I prefer to come at the aleph from the side or from behind the aleph. Whenever possible keep rocks between you and wherever you are heading, they provide some nice cover. IF I know FOR SURE the aleph is not mined, only then will I go in full speed. Remember you have your shields down and you are very vulnerable having only half the time to survive “under fire” should you be attacked or spotted by the enemy. The mines potentially “laying in wait” for you will do little damage if you go thru slowly. (Just remember you do reveal that you’re there by going thru minefields and setting the little mine explosions off while you are going thru them.)
If I am going to come thru the aleph “unsure” of mines I will generally go pretty slowly. So whether you go in “hot” or cautious, make sure you know where you are going to “retreat” to for safety. (I usually come into the sector and IMMEDIATELY head behind the aleph or off to one side toward the outer edges of the grid on your F7 screen.

Once I am in I fly in F3 or “command” view. (As I do most of the time I’m in a HTT…. enemy OR my home sectors.)
I am only in ‘(&^$% view” when going thru alephs, as well as on the last 2-4k of my run before I dock in the enemy base and and only when I’m lining up my ship to make my run. (Like when Im trying to get the asteroid "centered" between my ship and the base im about to cap.(be wary of tp's and ref's you may not see. They could get you "eyed" too soon. Taking a stealthy scout can help with this.)

I continue flying my HTT to the outer portion of where the grid ends and the “black area” starts. (Rarely does anyone probe or fly out in this area, unless they are ‘up to no good’ just like you are.)
Once I reach the safety of the outer sector rim, I begin to locate the base I am about to capture. I will “zoom in” to see EXACTLY where the green door is. Next, I will take a look around the “green door side” of the base. Notice the rocks that are there. Which one is the closest to the base AND lined up with the green door? This is VERY important, because you are going to “use” that rock to “hide” from the enemy on your approach. If you hide behind the rock you will be hidden until under 3k away EASY. With an HTT you want your approach to be as lined up with the green door as possible. If you are on too much of an angle YOU WILL bounce off and most likely be killed before the capture of that base. I look around and I find “my rock”. I then slowly plod along around the sector on the outer rim of the grid until I am behind the rock that is “most” lined up with the green door. I put the rock DIRECTLY in my approach path, keeping the rock between my ship and the base. If I can see the base in my line of sight, I am not in the right place and will be spotted. Once I have accomplished getting my HTT lined up with the green door side and have “my rock” between my ship and the base it is time to tell your team that you are going to cap there base. This way they can get into base and launch from the base you just captured and help protect it/keep it as most teams will try to re-cap it or they will launch in bombers and try to “spoil the party” by blowing the base up. You need your team to be aware that you are capping the base and they are needed to help maintain it. Now once you start going stay in F7 for as long as you can so you can see other craft in the sector as they may appear once you come closer. You will have a better idea of where they are in relation to you and your line of approach. If they are in the way or they “might” end up in the way of your approach, its ok to abort and go set up again. Patience is HUGE when you HTT. The element of surprise cannot be compromised.
Now for the fun part. You are heading for the rock that’s got you lined up with the green door and your SHIELDS are STILL down and so are your MISSLES. When you get about 700 or less from the rock THEN start to turn to go around it. You will get “eyed” before you actually get around the outside of the rock but you should be fine if you picked a decent rock and are within 2.5K or less from the base. AS SOON AS YOU GET EYE, raise your SHIELDS and load up them MISSLES. You are safe to fire at the base when about 1000 away and should get “lock” about 900. (Some people will argue that you can shoot at 1250 or whatever …….I see no need, 1K works JUST fine but experiment if you like)
Fire all the MISSLES you can before you enter the green door. If the shields are not down you will NOT be allowed to enter the base. The shields MUST be down on the base for you to enter it. Once you are in the base make sure you know whether they are trying to Re-cap it from you, bomb it, or just launched in INTS or FIGS. If they are recapping, make sure you load your MISSLES and SHIELDS while you are still in base BEFORE you launch. If they are bombing it, you may want to launch in an INT or FIG to defend it, or you can switch bases quick and look for the next base you want to attack.


Notes:
Try not to use Helium rocks for your approach. Miners show up at the worst times and will spoil your fun.(Dead Helium Rocks can be used less cautiously though as most miners wont return to a dead rock)

It’s much better to have a NAN with you BUT make sure your nan has his SHIELDS and MISSLES unloaded as well or the nan will wreck your fun.

INTS can be fun to have for help. They can boost-ram you and get you to base VERY fast. (just watch out that you don’t get pushed into the green door before you lower the shields, or rammed off course by the well meaning INT pilot..........

Good Luck

Also, research and read up on GA's (Global Attributes) and how they affect speed, damage, signature, etc.

Explore some of the document sections on our home page.

Now that access is allowed into the ACS forum, explore some of the material in this post.

Also explore the MAPS post.[/quote]
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zombywoof
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Post by zombywoof »

BOOOOOO @Romeo's loadout. Fill that sucker up! Make people pay for trying to ram you off the green door!

Mass is a thing and while I can't remember if SRM EMP is heavier than Medshield, I pretty much remember it being so get a med shield in cargo and then a pile of SRM EMP.

If you're forcecapping from a forward base then screw vision just keep it all on and again load up on SRM EMP in the cargo. The bigger you are, the harder it is for people to ram you off your path and the more damage they take (and less you take!) from their rams.
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Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Shizoku
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Post by Shizoku »

On the other hand, if you do happen to get rammed off course your accell is buggered. Trade off.
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