Main > Q&A

The Tip Jar, a collection of community tips

<< < (20/24) > >>

Shinkurex:

--- Quote from: Keon on August 21, 2013, 11:54:24 pm ---I want my balloon always buffed.

--- End quote ---

Same

QKO:
I don't know if anyone posted these already:

-Don't fire explosive weapons until the armor is stripped. This little bit of patience will get your crew kills much quicker than when you're stuck reloading when your chaingunner just brought down the hull armor.
-When setting up ships, restrict yourself to just 1 explosive gun in attacking position. So on the Mobula, this would be two chainguns and one flak/mortar rather than one chaingun and two flak/mortar, the explosive weapons do extremely high damage when the hull is down, so it's much more important to get the hull down.
-Opponents see your flares and see your ship through clouds you flare, so don't use it when trying to go across a cloud you don't see behind.
-When chasing or having an advantage try to match the speed of your target to prevent you overshooting him.
-When fleeing or having an disadvantage, you can try to force an overshoot, by going right by him; even as a squid.
-When a team deathmatch starts, always fly towards your teammate before taking any further action. Do not under any circumstances charge the opponent head on without support.
-When fleeing, do not herd your opponents to your teammates, unless they explicitly tell you that you can do so. When you herd opponents towards your teammate, your teammate can come under fire, forcing him to drop whatever he was doing, making him even less capable of helping you.
-In CP, do not chase that goldfish/squid that is speeding away from the capture point.
-Always, and I really mean ALWAYS, talk with your crew before readying up.
-Always tell your captain what you are planning to do/doing.
-Always obey the captain's orders; this is imperative, because when you listen it is his fault when things go wrong rather than yours, that means the captain has less variables to deal with and he can learn from his mistakes a lot faster.
-When captains give repair commands, usually the closest engineer to the to be repaired object gets the job. If that engineer is overworked(is firing weapons or has to repair too many things) he needs to inform his crew so that the captain can either shift priorities or assign another engineer to the job.
-If a target is in firing range, first ask your captain if that is your current target; good captains will give explicit orders on who to fire on, it's imperative that you listen to that.
-Report any failures to comply to order to your captain. That means if your gun is reloading,  your gun is out of arc or your gun is out of range you inform your captain so he can take the appropriate decision.
-Understand that while this is just a game, you wouldn't see anyone throwing the ball to the opponents in a basketball game either. Cooperation is imperative for your team to succeed and for you to play and enjoy the game to its fullest.

HamsterIV:
A corollary to "-When fleeing, do not herd your opponents to your teammates, unless they explicitly tell you that you can do so. When you herd opponents towards your teammate, your teammate can come under fire, forcing him to drop whatever he was doing, making him even less capable of helping you."

If you see your teammate under fire and running tell him where you are in relation to him (compass direction and altitude). A captain under fire has a lot to worry about and may not check the map for the best direction to escape to.

Captain Smollett:
I don't know, if I'm in a situation where running actually makes sense, then I always herd them to a teammate.  I tell my teammate to set up shop and let the enemy run into a gun line, now they either have to keep shooting me or shoot at my ally.  If they keep shooting me I won't make my turn until my ally has closer range fire against the enemy than they have to me if they switch targets then I'll turn sooner and get a nice 2v2 going.

Actually this is my favorite tactic when I run squid with an allied Galleon.  Agro the enemy a bit then scamper off like I'm wounded and lead them into a gun line.

QKO:

--- Quote from: Captain Smollett on August 23, 2013, 12:35:11 pm ---I don't know, if I'm in a situation where running actually makes sense, then I always herd them to a teammate.  I tell my teammate to set up shop and let the enemy run into a gun line, now they either have to keep shooting me or shoot at my ally.  If they keep shooting me I won't make my turn until my ally has closer range fire against the enemy than they have to me if they switch targets then I'll turn sooner and get a nice 2v2 going.

Actually this is my favorite tactic when I run squid with an allied Galleon.  Agro the enemy a bit then scamper off like I'm wounded and lead them into a gun line.

--- End quote ---
Good Galleon captains will explicitly tell you that you should herd the opponents past them :P My case is specifically referring to the situations where a squid is drawing fire to a friendly something like a pyramidion or junker while those ships are in the process of killing a target. If these ships get interrupted, that target will live and the ships are stuck doing defensive moves. Ships like Galleons on the contrary can use some entertainment.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version