Author Topic: How to play and win King of the Hill / Crazy King  (Read 17732 times)

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How to play and win King of the Hill / Crazy King
« on: March 26, 2014, 07:25:27 am »
Ƹ̵̡Ӝ̵̨̄Ʒ This is Navi, the PLB - Pro-Learning Butterfly. She is here to help you out with a guide to King of the Hill! Ƹ̵̡Ӝ̵̨̄Ʒ

No but seriously, these guides are meant to be in-depth guides for both the Crazy King and King of the Hill game modes. Following these instructions - well, at least the simpler ones, and when you get experience, the advanced ones - will increase your chances of winning by a lot compared to just playing the game mode as you would a deathmatch. Actually, playing these game modes as you would play deathmatch only works if you accidentally capture the point (and the enemy does not capture it back) or if you have an ally who focuses on capturing and holding the point. Don't be the guy who gets yelled at for ignoring the capture point(s)!

If you want to comment on these guides, add to them, or correct me, feel free to post! This is my first guide so I can really use the feedback. I will check back here regularly.

There is a TL;DR (Too long; didn't read) version of both basic information guides if you are in a hurry or just don't feel like reading a wall of text.

King of the Hill, basic information:

The game mode is about capturing and holding the point that is in the middle of the map. You can easily locate it by opening your map (M) and finding the little rotating cross (red, white, or blue, depending on who controls it). This is the only thing in this game mode that gets you points - you do not get any points for killing enemies. You need 600 points to win. When you control the capture point, you get one point per second.

You can only capture or neutralize the point if your team is the only team with ships inside the point's capture range. The capture range extends roughly 100m away from the balloon and all the way to the ground below the balloon. This is important; if you are too high above the point, i.e. above the balloon, it doesn't matter how close to the center of the map you are; you will not be able to interact with the point. Capturing - or neutralizing - the point takes 20 seconds in King of the Hill, regardless of how many ships are on the point. If your team is trying to capture the point back from the enemy, it takes in total 40 seconds to do it. If the other team enters the point during the capture/neutralization process, the process will be interrupted but not cancelled, i.e. the little capture icon on the top of the screen that fills or empties as you cap/decap the point will continue from where it was once one of the teams moves off the point. Think of this as a tug of war and you get the general idea.

You can see how many enemy or friendly ships are on the point by looking at the capture icon in the top middle part of the screen. Currently the capture point icon only shows how many defenders are on the point if it is being controlled by one of the teams, or how many ships of the attacking team about to capture a neutral point are on the point. You have to look closely at the little sphere to see if the point is being captured if it is neutral, as you can not see from the number whether the point is being blocked or not. This may sound a little complicated, but you will get the hang of it.

Furthermore, you can see if the point changes states in the top left of the screen - where you can also see the kills, the destroyed components, and the rebuilt components. The possible changes in state that you can see are the following:
1) Contesting. This means the captured point is being contested by the attacking team - not necessarily being neutralized if there are defenders.
2) Capturing. This means that the neutral point is being captured by one of the teams.
2) Blocked. This means that the other team has blocked the attackers' capturing process.
4) Captured. This means that one of the teams has captured the point.
The capture point balloon will switch colors to red, blue, or white when the capture or neutralization process is complete.

Fighting for the point is very important, but you need to pick your battles to ensure you won't be at a disadvantage. If your enemy has a lot of killing power (maybe several gat+mortar pyramidions or something similar), you need to be especially careful when entering the point. Make sure your ally is not dead, or far away from the point. Try to enter the point together so you either have the advantage over the enemy or are at least on equal footing. Sometimes going in 1v2 - or even 1v3 - is a good idea, but this is covered in the advanced part of the guide.

TL;DR:

These are the main points when it comes to basics:
- You don't get any points for kills, only for capturing and holding the point, so don't hunt for kills only.
- You can only capture, block, or neutralize the point if you are close enough to the balloon. The capture "cylinder" is roughly 100 meters to the each side of the capture point balloon and reaches the ground. If you are above the capture point balloon, you cannot neutralize, capture or defend the point.
- You need to be aware of where your teammate and where the enemies are in order to attack and defend the point properly. In addition, you can use the capture point icon that fills and empties as the point is being captured/neutralized on the top of the screen to your advantage, even though it's hard to make out what it is saying at times.

King of the Hill, advanced guide:

Ok, so you think you're ready for the advanced stuff? Beware, these tactics - unlike the ones in the basic information - can actually backfire, but if executed properly, they can give you a major advantage.

First of all, suicide rushing the point. Did you just die, and do you expect your ally to die shortly as well? Your survival instinct may tell you to wait until your ally respawns so you can attack together. However, if you can calculate your odds of reaching the point in time and surviving / being able to disable your enemy until your ally respawns and gets there, you just might be able to block the enemy from neutralizing or even capturing the point.

There are many variables you need to take into account when considering this option. Do you have a durable ship? Do you have a reliable crew, especially a reliable main engineer? Can you disable the enemy guns quickly to stop them from killing you instantly? If the situation calls for it, can you get your crew to quickly switch to tanking mode and do the "spanner dance" around the hull and if needed, have one guy on the balloon? If the answer is yes, well, better brace yourself and tell your crew what's about to happen. Some may be scared (main engineer), others may even question your judgement (anyone, really). But there is always the occasional crew member that goes "Hell yeah! Let's give em hell!" (usually this is the powder monkey).


You need to be prepared for this and quickly tell your crew that they may need to start focusing on repairs instead of shooting. You, as a pilot, can also help repairing stuff. This is especially true on the junker, the pyramidion, and the galleon, and to a lesser extent the spire. These all have easy to reach balloons and/or hulls, and you can help your crew rebuild or repair them as needed. Consider bringing a spanner! The best ship for tanking in a situation like this is the galleon (well, the squid is also really good, but you need 4 people with spanners on the hull for that tactic to work really well). You would be amazed at how long a galleon or a squid lasts under enemy fire if you have 3-4 people whacking spanners and the occasional mallet when a component is rebuilt.

Oh yeah, and forget extinguishers and chem sprays when the hull is going down rapidly. The fire stacks will not be the main problem if the hull goes down in seconds. However, chem spraying the balloon may actually be a good idea if you have the time, if the enemy has reliable fire weapons. This is because balloons take amplified damage from fire.

Okay, so there goes the tanking part. Have fun! Now for the other tactical moves.

Second, luring the enemy off the point. This is pretty simple. You initiate on the enemy, have them spot you (maybe have your gunners fire a few rounds at the enemy from a distance) and hope that they will take the bait and chase you down. Meanwhile, your ally captures the point uncontested or the enemy stops capturing the point because they chase you. You may need to repair things, but you rarely need to go in tanking mode if you keep your distance and just keep shooting at them. If you just go to tanking mode and back off, they may realize what you're trying to do and ignore you, which is less likely if you're trying to kill them. Medium range weapons such as hades and/or flak guns, maybe hwacha or even a lumberjack if you have a good gunner and a good pilot, are all worth considering. All of them do a good job at aggrevating the enemy from afar.

Third, ramming people off the point. If you are almost done capturing a point, but the enemy manages to block it, you can bump them off the point with a well placed ram. Be careful though, since a missed ram might have the opposite effect! If you want to try an even higher risk move, you can try to "reverse-teabag" someone above the point by using hydrogen when you're below them! If your balloon is buffed this is even more effective. However, this only works when the enemy is roughly at the balloon level, since you can't bump others up very much.

Fourth, letting enemy rush to the point in order to get the upper hand. This is a little tricky, and should only be applied if the enemy is not close to capturing the point but you expect them to reach it quickly. You basically wait in the shadows for the enemy to reach the point and go low as they usually do, then attack from behind and/or above and crush them to the ground. This works especially well in Labyrinth but not so well in Desert Scrap, because in Desert Scrap a lot of ships will be spotted as soon as they spawn because of the open areas and daylight. Also, if you want to do this, you should consider a ship with a lot of suppressing/killing power, like a gat/mortar or a carro/flamer pyramidion. If you can engage a ship from behind or/and above with one of these builds, you definitely have the upper hand.

Finally, some tactical info about the maps.
In Labyrinth, the globe in the middle is a very dangerous place to be in. If you can ram the enemy inside the globe or pop their balloon when they are above it, they will have a very hard time fighting back. Yes, they will block the point, but they will likely die quickly since they cannot escape, especially if you can keep their balloon down. Furthermore, ramming people against the globe on the outside works well too, if you time it properly they will not only be pushed back and take damage from the globe but also down.
On Desert Scrap, you can use the sandstorms to your advantage either by placing mines in them or disabling the enemy engines when they are forced to move through the sandstorm.
Furthermore, in both Labyrinth and Desert Scrap, it's recommended to equip kerosene - or if you have good engineers, even moonshine - to reach the point as quickly as possible. In the Labyrinth, you can use hydrogen to rise above the buildings so you can beeline to the point. Just remember to turn it off in time so you can get down in the "capture cylinder" as soon as possible.


Ƹ̵̡Ӝ̵̨̄Ʒ This guide was brought to yo by Navi, the PLB - Pro-Learning Butterfly! Ƹ̵̡Ӝ̵̨̄Ʒ

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Re: How to play and win King of the Hill / Crazy King
« Reply #1 on: March 26, 2014, 07:26:50 am »
Ƹ̵̡Ӝ̵̨̄Ʒ This is Navi, the PLB - Pro-Learning Butterfly. She is here to help you out with a guide to the Crazy King game mode! Ƹ̵̡Ӝ̵̨̄Ʒ

Crazy King, basic information:

Alright. Crazy king. The game mode that has the most low level players scratching their heads, and also lot of high level players - myself included - scrambling to get working team strategies as well. One could argue that the Crazy King gamemode is the one that requires the most strategy and teamwork between ships, and I'm inclined to agree. When reading this guide, you need to take the fact that it is possible that one or both of the teams have ships that aren't aware of the game mode mechanics or simply don't care about them into account. Without further ado, here are the basic points.

First of all, the game mode is similar to King of the Hill in the sense that you get points for capturing and holding capture points, and do not get any points for killing enemies. Refer to the "capture cylinder" and the capture timers in my previous post for more detailed information about how the capture points work. However, the timers work a little differently in CK; they have been changed in recent patches due to balance, so my apologies if I have one or more of the timers wrong. Feel free to correct me. In King of the Flayed Hills, capturing (or neutralizing) the point takes 30 seconds, whereas in the other maps - Anglean Raiders and Raid at the Refinery - you only need 25 seconds. The important difference is that the capture points rotate every 3 minutes, with the points rotating in an alphabetical order (A->B->C->D->E). Because of the point rotation system and the fact that having at least one fast ship is often advantageous to a team, you'll likely see squids in Crazy King more often than in either of the other game modes. Further, due to the point capturing/blocking mechanics and the fact that you can only get a limited amount of points from each active point, there is never a clear optimal solution on which point to pursue. I will give a few basic scenarios to illustrate the basic decision making process of captains though.

1) The game begins. Everyone spawns at the same time, and should generally head to the first active capture point. Depending on which point is active first and where the teams spawn, one of the teams may have an advantage over the other, but unless the other team has picked very slow ships, isn't trying to get to the point as soon as possible, and/or isn't using speed boosters (kerosene/moonshine), both teams should usually get at least one ship to the point before it is captured. The first point can end up being captured quickly by one of the teams (if one of the teams spawned closer to it) especially if they manage to kill the first incoming enemy ships fast. However, since you can never get the maximum amount of points from the first capture point (the point activates when the game starts, and no one is at the capture point when the game starts) losing the first capture point is not that big of a deal. Moving on.

2) The game goes on and the first capture point is about 50 seconds from being deactivated. By this time, the ships should be moving to the next location, for two reasons; first, capturing the point takes time, so even if you (or the other team) can capture the point for your team at this point, it will not bring much good, whereas if the enemy is already moving to the next point and gets to capture it straight away because the other team was busy with the previous point, they will get an advantage. Don't give your enemy this advantage, pay attention to the timer and make sure your co captains are aware of it as well by using team text chat or captains' voice chat.

3) The game goes on once again, and a point is neutral and being contested by 2 ships on each side. The next point will activate in 100 seconds. In this case, you might want to consider moving to the next point for two reasons; first of all, the enemy may already have a ship that is heading for the next point (maybe even a dead one that will do so as soon as it spawns), and second, having less people on the previous capture point decreases the chances of your team killing the enemies and having them spawn with full health, often closer to the next capture point. So yes, it is actually a wise tactical move to try to ensure that you don't kill the enemies at the wrong time. Best case scenario; the enemies kill your allied ships shortly before the capture point is deactivated, but your allies leave the enemy ships crippled and heavily damaged so you have an advantage in the next team fight.

4) This one is a little bit more advanced and requires team coordination, but I will put it in the basic information part regardless. Intercepting. Let's say the next point activates in 50 seconds, and you already have allies that will reach the point in time or are already there. Furthermore, the enemies are busy with the previous point, and shortly moving to the next point. If you are running a ship with a lot of tanking or disabling capability (think of a galleon, a squid, or even a goldfish) you might be more valuable to the team by intercepting the enemy in between the capture points and distracting them while your allies capture the next point. If the enemy focuses fire on you and decides not to beeline to the next point, you being able to go disabling->tanking mode and do the "spanner dance" (refer to King of the Hill advanced guide) can give your team a big advantage. You are not necessarily trying to kill any of the enemies - although if you can, more power to you - but rather trying to stay alive for maybe half a minute or so. Best case scenario, you die about at the same time that the next capture point is activated, the enemy can't reach it before your team caps it, and you will respawn with full health close to the point, ready to defend it.

This concludes the basic scenarios about the rotating capture points and decision making. What is also important is that your crew spots the enemy ships as soon as they can. Having your team be aware of the enemy ships' locations on the map is CRITICAL. Remember, there are 3 or 4 enemy ships, and knowing the location and the direction they are heading of all of them gives you a tactical advantage. Also, use the map often, and use it wisely. Even if you're not the captain, look at the map whenever you have time, and make friendly suggestions to your captain and team if needed. Avoid arguing or spamming the crew or the team chats though, as the captains may have differing opinions and they are the ones in charge. Extensive arguing is often counterproductive.

TL;DR:

These are the main points when it comes to basics:
-You need to capture and defend the capture points in order to gain points. You do not get points for killing, but killing enemies is often required to capture the points. Don't focus on just killing enemies though.
-If you already hold the point or are confident your team will capture it, going outside it in order in order to intercept and fight the enemy can be a good idea, but be careful if the point is left unguarded.
-If the enemy has ships on the point, you more often than not need to attack together with your allies to neutralize and/or capture it in time. It's dangerous to go alone! Take this. *holds out a harpoon gun* (jk)
-The first team to reach the point limit (600-700 - you can check the bottom right part of the map screen (M) to find out) wins.
-Use the map often, and use it wisely. Spot or have your crew spot ships. Talk to your co-captains, your crew, and your team so you will be on the same page.
-No, seriously, don't concentrate on just killing enemies like in deathmatch. Your team may well end up hating you for it and you may end up losing the game.

Crazy King, advanced information:

Here goes. Advanced Crazy King tactics. I'm still learning new tricks in most of my Crazy King games, but I'll try my best to write something here too. Basically, all of the advice given in the King of the Hill advanced section applies here as well. You should be careful when trying to lure enemies off the point without blocking it yourself though, as there tend to be quite a few players on each team in a Crazy King match with decent situational awareness.

First of all, the thing that is occasionally seen in Crazy King matches: intentional suiciding. When you are heavily damaged and/or cannot reach the next point in time, dying to enemy fire or even suiciding can actually be beneficial. This is because you will spawn with full health, occasionally closer to the next point. Also, if you die fighting an enemy and don't kill them, but instead leave them crippled and at a disadvantage of reaching the next point quickly (if you destroyed their engines), or make them die quicker in the next team fight (if you damaged their permahull). Some people take this to the next level and either crash on the ground and/or a mountain intentionally in order to speed up the process. I've even seen captains have their crew place a "suicide pill" of 5 stacked mines near the capture point to really make both the allied and the enemy team think "what the hell did that guy just do?".

Second, disabling enemies instead of killing them. This is especially helpful when intercepting the enemy between points. If you destroy the enemies' engines and/or pop their balloon when they are trying to relocate to the next point, you are doing your team a favor. Carronades, mercuries, artemi, lumberjacks, hwachas all do a decent job at this. If you want another fun but less used build, you can even run a double gatling pyra build with one gatling having incendiary, one greased rounds, for insane engine/hull and even decent balloon damage (with incendiary rounds), having the enemy engineers scrambling around for repairs. Add carronades/mine launchers/flare guns as secondary weapons for added utility/disabling. Most of all, know what kind of role you want to play in the match when choosing your loadout and tell your co-captains your plans. It just might tip the odds in your favor.

Third, a mix of an intercept and disabling run. It is preferred to have weapons good for disabling engines and weapons with this tactic, such as the mercury or the artemis. You aim to get behind the enemy, "following" them as they approach the next point. You can even fly straight at the enemy with kerosene/moonshine and then fly past them, trying to disable any guns or engines  you can while moving towards them. When you pass them, you put the throttle in full reverse and do a 180º with phoenix claw, and let 'er rip at their engines. This tactic only works if you can pull it off when the enemy is still relatively far away from the next capture point, but it can win you the point if you execute it properly. If you are good with using tar as a pilot, you can even use it not only to shake spots but also to disable enemies. Remember, damaging the engines - even if you don't destroy them - will slow the enemy ships down, since the engines' thrust power is related to their current health.

Ƹ̵̡Ӝ̵̨̄Ʒ This guide was brought to yo by Navi, the PLB - Pro-Learning Butterfly! Ƹ̵̡Ӝ̵̨̄Ʒ

Offline Schwerbelastung

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Re: How to play and win King of the Hill / Crazy King
« Reply #2 on: March 26, 2014, 07:29:23 am »
Ƹ̵̡Ӝ̵̨̄Ʒ This is Navi, the PLB - Pro-Learning Butterfly. She is here to help you out with a guide to ship choices in CP (Capture Point) game modes! Ƹ̵̡Ӝ̵̨̄Ʒ

Ship choices:

Now, seeing as the guide is already pretty long and people usually like to play whatever ship suits their playstyle best, I'll just give a few words on each ship and some possible loadouts. This is not a thorough guide on ship selection, but I'll try to shed some light on some of the alternatives I like to play and some others that I try to avoid.


Pyramidion

One of the best all around ships in the game. You can fit the front guns with gat mortar for close combat killing power, or take carro flamer for disabling, or my personal favourite in long range maps, artemis mercury for excellent engine and weapon disabling power and decent killing power. With the sniping build, consider placing a gatling on the lower deck, slot 3, and a mortar on slot 4. Suggested crew for sniper pyra: 3 engineers, one on top left with spanner/mallet/buff hammer/charged or heatsink rounds, top right with wrench/buff hammer/extinguisher or spray/burst or lesmok rounds, and the main engineer with spanner/mallet/ext or spray/greased. Make sure top right engi knows he is the only one who can extinguish the balloon and the left gun (ideally in between reloads).

Junker

Another very good all around ship, only lacking the pure ramming power of the pyramidion but being superior in hull armor, turning speed, and the ability to have at least 1 or 2 (sometimes 3, which is also possible on the pyra but usually harder) guns in arc most of the time. It is recommended that you have one side for close range (gat on bot, mortar on top) and one for long range (hades/artemis/mercury) with an artemis in front (because of wide horizontal arc). Keeping guns in arc requires practice but the junker is very effective at killing and disabling once you get the hang of it. Did I mention hull armor? It's the second best in game, second only to the galleon. Hull health is rather low though, so be quick to rebuild the armor if it ever goes red!

Goldfish

Can be a very good disabler ship if played correctly. You can choose a carronade for short, hwacha for short-mid, or lumberjack for mid-long range. Avoid flak fish as they need an ally to strip the enemy hull armor for you - something that doesn't happen often enough to make the build viable in most games. The goldfish is actually relatively fast as well, especially with buffed engines and speed boosters from the pilot. It is also relatively agile, and you can keep the enemies disabled almost infinitely if you keep your front gun in arc and it does not get destroyed and you don't get attacked from behind or from the sides. Remember to bring heavy clip for the hwacha and the carronade, and if you are brave enough to fly a lumberfish, have the gunner bring lochnagar, charged and lesmok for close, mid, and long range encounters. Consider flares, flamers, artemis rocket launchers, mine launchers, gatlings, or even carousels on the side for added utility/damage. Avoid a mercury, as it is hard to get it in arc.

Squid

The Squid is rarely used in team dealythmatch, mainly because it is very hard to maneuver effectively while keeping yourself out of enemy arc and your own guns in arc. As a squid you have very low hull armor, which can actually be used to your advantage. The squid hull requires 4 hits of a spanner to rebuild it, so if you have all 4 crew members with a spanner you can keep the ship alive surprisingly long. Designate one person to hit the hull with a mallet right after it has been rebuilt (overall a wrench is often superior, but when tanking, just a mallet hit will fill up the whole health bar although it does trigger a long cooldown with overheal) and have all 4 people be ready to hit the hull once with a spanner INSTANTLY as it goes red. Do not spam the spanner, wait for the hull to go red, then all hit in unison once and have the mallet guy top it off. If you have the crew that can pull this off, you will be EXTREMELY annoying and hard to kill, even if your balloon goes red. Just remember to make sure you don't drift in the wrong direction or don't get rammed off the point if you do this! Remember, to pull this off effectively, the captain needs to take part in rebuilding the hull. If you are trying to beeline to the next point or need to move somewhere, you can leave the throttle at full speed forward (or backward) and leave the helm.

One fun trick to do with a squid (or any ship with rear weapons like a galleon) is to bring tar and equip a mine launcher on the back of the squid. You can use the tar not only to shake spots and destroy enemy components, but also to hide the mines you shoot.

Galleon

The Galleon is relatively hard to use well in these game modes. This is because of its clunkiness and slow movement speed. If you really want to bring a galleon to a capture point match, consider what you want to do. Do you want to give support to your teammates from mid-long range while they cap the point? Have long range guns like lumberjack, heavy flak and hades on the left, and maybe a hwacha and carro on the right for CQB. Do you want to brawl? Consider hwacha+carro on both sides and maybe even a gatling instead of a hades if you want to be really close. Do you have a good lower deck engineer? Bring moonshine instead of kerosene and use it in bursts carefully to help you stabilize the ship after turning with phoenix claw, and to reach the next capture point quickly. Consider bringing a buffing engineer on the lower deck so he can not only repair the engines (the lower deck engi can repair the middle engine from below by looking up and jumping on the small railing between the side engines) but also buff them. Remember that engines lose power when they lose health, so keep the engines above 50% as much as you can.

Spire

Also a tough ship to play well in these game modes. If you're into gambling, you can try a close range spire with 2/3 gatlings and a heavy flak loaded with lochnagar shot. One buffed lochnagar shot will do 1247,4 damage to an unarmored hull on a direct hit (as long as it has time to arm), killing anything but a galleon in one hit. Even the galleon will be left with only roughly 10% health, low enough to be destroyed by a couple of dozen gatling rounds. You can also bring a mid/long range spire with artemis, mercury, and possibly a flare gun or a hades if you want to provide cover fire for your team. A hwacha-spire is also a decent disabler, but very dangerous to use especially if you miss the initial hwacha barrage. Remember that the spires are really slow as well.

Mobula

The mobula is rarely seen in crazy king and king of the hill maps. You can run a brawler mobula with gatlings and a mortar in the middle, utility guns like flares and/or carronades on the side - maybe even a mercury. You can also run a sniper mobula with artemis and mercury, decent at disabling and killing enemies. The problem with the mobula, much like the spire, is that it's rather weak in close combat most of the time - especially since there will likely be enemies all around you. You can also provide cover fire further away from the point, but you don't have the raw killing power of the support flak spire without a heavy flak.


Phew, that's one wall of text. Kudos to anyone who read through it! Hopefully it wasn't in vain and you got at least something out of it.

Ƹ̵̡Ӝ̵̨̄Ʒ This guide was brought to you by Navi, the PLB - Pro-Learning Butterfly! Ƹ̵̡Ӝ̵̨̄Ʒ

Offline redria

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Re: How to play and win King of the Hill / Crazy King
« Reply #3 on: March 26, 2014, 08:45:47 am »
First off, this is pretty awesome. I will have to give it a full read through. Any extensive guide is pretty cool in my book.  8)

Second,
The capture range extends roughly 100m away from the balloon and all the way to the ground below the balloon.
This is not always true. Capture ranges are wonky, and vary from point to point. Some feel smaller, and sometimes the height seems completely unrelated to the balloon. The key is that the point does not necessarily extend to the ground. On Desert Scrap, when you start to drop too low, you leave the point. The reason for this is probably because there are some bits of wreckage with no collision, so you can hide under the wreckage. And it would not be cool to hold the point from somewhere you literally couldn't be found.

Offline Thomas

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Re: How to play and win King of the Hill / Crazy King
« Reply #4 on: March 26, 2014, 09:00:06 am »
The capture time for Labyrinth may or may not be accurate.

The release notes show that Labyrinth was changed from a capture time of 35 seconds to 20s, but also from a goal of 600 to 525. Due to a bug during the initial release, they had to roll the map back to a previous version, which is why the points to win is still 600 instead of 525. This may mean that the capture time is still 35 seconds.

I haven't checked.

Offline Schwerbelastung

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Re: How to play and win King of the Hill / Crazy King
« Reply #5 on: March 26, 2014, 09:02:03 am »
First off, this is pretty awesome. I will have to give it a full read through. Any extensive guide is pretty cool in my book.  8)

Second,
The capture range extends roughly 100m away from the balloon and all the way to the ground below the balloon.
This is not always true. Capture ranges are wonky, and vary from point to point. Some feel smaller, and sometimes the height seems completely unrelated to the balloon. The key is that the point does not necessarily extend to the ground. On Desert Scrap, when you start to drop too low, you leave the point. The reason for this is probably because there are some bits of wreckage with no collision, so you can hide under the wreckage. And it would not be cool to hold the point from somewhere you literally couldn't be found.

Alright, thanks for the correction. And the positive comments! As I can no longer modify the initial post (I wasn't aware of the time limit after which you no longer can modify the posts) I cannot update the section, but I hope everyone who reads the guide also reads the replies.

Offline redria

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Re: How to play and win King of the Hill / Crazy King
« Reply #6 on: March 26, 2014, 09:10:22 am »
That time limit likes to bite people in the butt. Haha. Send a PM to Qwerty Kun or ATeddyBear and they can update your posts. The moderators of a board have editing privileges.

Offline Thomas

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Re: How to play and win King of the Hill / Crazy King
« Reply #7 on: March 26, 2014, 09:34:27 am »
You can message any mod and ask.

I still haven't read it all, but there's a lot of good tips and advice in it. And if walls of text scare you, just skip to the 'tldr' sections for a nice summary of the need-to-know information.

Offline Schwerbelastung

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Re: How to play and win King of the Hill / Crazy King
« Reply #8 on: March 26, 2014, 09:46:39 am »
I just checked the timer in Labyrinth with a stopwatch (cell phone), and take this with a grain of salt, but it seems to actually be closer to 25 seconds for a cap or neutralize. If someone would be kind enough to test it themselves, please do!