So without further ado, here is why SysX wins games:
1.) "Pawn to d4."
There is no excuse for losing your opening constructor. You might have to plant it short or reroute it, but losing it practically means a lost squadgame. At least 80% of your team should be with your opening outpost, with fighters leading before the constructor and trying to camp the aleph on the enemy side, while con nans (and you should ALWAYS have those) escorting the constructor at a safe distance. Getting to the chokepoint is not all about skill.. sometimes the scouts just can't find the alephs fast enough or you're playing against a faction that is faster or has better starting ships than you. But in you should never lose your constructor due to poor planning. Remember: Getting there first helps! Having con nans (that can double as combat nans) helps! Having a wing leader calling targets in a furball helps as well.
If your constructor plants without much trouble then don't lose time and go directly to point 6.. do not pass GO, do not collect 500$.
2.) "Adapt or die."
Always, always be prepared to change your original plan, if the situation changes. For scout this means to always carry a nan (should go without saying) and 1 or 2 prox mines. You never know when you get to blockade an aleph, even if you're just out probing. For interceptors this means conserve your fuel to get home quickly. By ramming rocks.
3.) "The quick and the dead."
SysX has the best response time in the game. Seriously. We try to keep a <15 seconds response time, but we do <10 seconds often. Work on your tactical awarness. Work on your chat reading. Work on your order following. If the commander says: 'We bomb in 1 minute.', at least half the team should be heading back to base that instant and the bomber should be out no more than 5 seconds (time to configure it) after it has been researched.
4.) "Press B P to auto pilot to base."
Err.. no, please don't. If you compare the pod-kill ratio over a large number of games, you'll probably notice that SysX has an abnormally high number of kills (as in being pod killed). This is because spending time in your pod is a WASTE OF TIME. KB means nothing, pod ram miners, hit prox, hit constructors... do whatever it takes. Getting pilots back into ships and where you need them as fast as you can is paramount. Picking pods is a PRIMARY OBJECTIVE, if you let your teammates float for 5 minutes you deserve to lose.
5.) "Team play wins games."
This is where most squads fail and it's one of the hardest things to learn in Allegiance, as it must be learned as a squad and not an individual. We don't define team play as 'Let us all go and do that one thing.', in SysX we define it as: 'We go there, you go there, we'll trust you to do your job, while we do ours.". Most squads do just one thing at a time. In SysX we try to do three. Even if we don't stop the one thing you're doing, we'll still win cause at least two out of three things we are doing will succed. We are more than willing to trade killing your miners for an outpost, so please bomb us and leave them without cover. We'll defend, kill your miners AND escort a new op AT THE SAME TIME.
This is why I always cringe when I see a <insert squadname here> practice game : DEATHMATCH in the lobby.
Practicing shooting at each other won't do @#(! for you. Practice launching on 3 and formation flying would help you far more as far squadgames are concerned.
6.) "The best way to win is to kill your opponents economy."
So simple, yet so difficult for most squads to wrap their heads around. No miners means no expansion and no tech. They are primary targets. Worth far more than a constructor or a base kill. In the early stage of the game (say 15 mins), every miner kill is worth at least 3 miners in the latter. Even only harassing enemy miners by chasing them from the rocks or not allowing them to dock is worth GOLD. The point of all this? Get out there and KILL THOSE $#@!ING MINERS!
7.) "The best miner defense is NO miner defense."
Sounds stupid doesn't it. I guess you could call it passive miner defense. It takes two things:
- a well probed route to your miners from an enemy sector
- an attentive commander/miner herder that moves the miners to safety when an enemy fighter wing is sighted.
Safety can mean a neigboring sector or just moving them offplane if the attack wing is blind-as-a-bat interceptors.
This has several advantages.. not tying your team on miner d, while having the enemy pilots losing time looking for your miners being the main one.
The best commanders use miners like chess pieces, moving them around as needed to get the least possible heat. Of course there comes a time when you have to actively defend your miners.. in those cases remember that having just 1 scout proxing the inbound aleph is better than 2 ints on defense. Also if you're down to your last miner and you're under constant attack by miner hunter wings, barely keepin it alive, do yourself a big favor and dock that miner so your team can go on the offensive. Being stuck on defense is a sure way to lose the game.
8.) "Be paranoid, be VERY paranoid."
No miner is safe, no constructor is safe. All of your sectors are probed and every base you own has a bomber heading for it next door. Play accordingly.
To elaborate.. if you are mining in a sector without direct access (no base, no tele), always have some miner d in the sector.. even if it is a single scout, it can keep the miner alive long enough for some help to arrive.
Same goes for your constructors.. trying to send a constructor anywhere without at least 1 ship to escort it is just plain stupid. Be aware that even a basic scout can kill a small con, if the pilot is competent enough.. assume that the enemy has competent pilots.
9.) "Good intel is priceless, for everything else you can pick up ca$hboxes."
First of all it's called a SCOUT, not a PROBE-DROPPER. Your job is to probe, DEPROBE, nan stuff, blockade alephs and SCOUT. Flying in circles to find that probe/hidden enemy scout that is eyeing your home is never a waste of time. Scouting trough already probed sectors is never a waste of time. Best case scenario you'll eye something the enemy doesn't want to you eye. Worst case you can deprobe a bit, pick up tech/cash or reprobe when needed. A squadgame is won by getting intel on the enemy so your commander can make the right decision, while denying the enemy the same.
10.) "Perseverance is the key."
I fly a scout. I have a horrible kill/eject ratio. I'm very proud of it. If a sector needs probing I'll keep trying to do it no matter how many times I get killed. Same goes for all SysX pilots. If a miner rush fails, go again. If a bomber run fails, go again. If you die 10 times trying to do it, SO $#@!ING BE IT. Allegiance is not real life. In Allegiance if you bang your head against a brick wall long enough, you'll ultimately get trough it.
How SysX wins games
Excellent post Andarvi!
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
I also recommend this
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
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French_Touch
- Posts: 154
- Joined: Mon Nov 16, 2009 7:56 pm
- Location: France -> BC, Canada
Thank you for this post Andavari
We can use it well in the next SG v ACE
We can use it well in the next SG v ACE
ryjamsan wrote:QUOTE (ryjamsan @ Mar 1 2011, 07:07 PM) Spidey let it go, I have reformed MW and taken him under my wing:)
phoenix1 wrote:QUOTE (phoenix1 @ Nov 16 2014, 05:12 PM) I'll make sure to never make you a commander again


ACS grad since 2nd Feb. 2010