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Evasive Maneuvers
Indreams:
Actually, if you know what direction you'll be spinning, the +50 thrust from claw is enough to keep you from spinning. Although... if you get it wrong, you'll have to do a 360.
On a note, Kero/moonshine not turning your ship doesn't always mean that the enemy ship will be in arc. With tactical (and not offensive) rams, I recommend that you try out the claw. Actually, in a rare incident of Mobula vs. Squid, I used the drogue chute to a great ramming effect. Bounced him around like pong.
Lieutenant Noir:
-When pilots try to out manoeuvre a tar cloud they usually go up or down
-I find using hydro or chute vent in conjunction with tar proves quite effective against slightly more manoeuvrable ships
-You can use it as an evasive manoeuvre too, as their guns will target the last location you had been seen before deploying the tar cloud
-However, it can be quite hard to recognise where the enemy is as the cloud AoE is so big.
-I don't know how this is for others ships except squid, but I guess it would be one hell of an evasive manoeuvre on a mobula.
Spud Nick:
I saw a spire using tar to great effect the other day. He would pop tar as I came from behind him forcing me to hydro above it. Than he would fly low past the tar and start burning backwards. I lost him a few times because I could not see him below my ship with all the tar.
David Dire:
--- Quote from: Dutch Vanya on February 20, 2015, 09:48:50 am ---Not enough captains make use of chute vent. It can make for some very exciting and risky escapes.
--- End quote ---
As someone who recently switched to Chute Vent (And I basically only play Blenderfish) I can confirm the Chute Vent is definitely the best (Or really, my favourite) way to dodge enemy fire when about to go down and escape. Since it does such low damage to the balloon, I can dip down near the floor, then, while they're out of arc, get everything repaired and fly back into battle/run away to rendezvous with my teammate. It's also great against Metamidions, just dip down once your armour is about to be destroyed and dodge all their Morter shots.
MightyKeb:
--- Quote from: David Dire on February 25, 2015, 09:16:48 am ---
--- Quote from: Dutch Vanya on February 20, 2015, 09:48:50 am ---Not enough captains make use of chute vent. It can make for some very exciting and risky escapes.
--- End quote ---
As someone who recently switched to Chute Vent (And I basically only play Blenderfish) I can confirm the Chute Vent is definitely the best (Or really, my favourite) way to dodge enemy fire when about to go down and escape. Since it does such low damage to the balloon, I can dip down near the floor, then, while they're out of arc, get everything repaired and fly back into battle/run away to rendezvous with my teammate. It's also great against Metamidions, just dip down once your armour is about to be destroyed and dodge all their Morter shots.
--- End quote ---
Another beauty in chute vent comes from it's lack of usage. Say, you're fighting something like metamidion vs metamidion. If you both bring the hydro, you'll be able to intercept him when he attempts to escape, but he'll also be able to do the same to you. Chute Vent mixes things up a bit and grants you both a different altitude where you excel at, thus making your ship squid-esque where you can just dust off from the fight as soon as your ally is killed or something.
It's also great for flying from above (And by that I mean ridicilously above) In some maps that tends to throw vet pilots off guard.
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