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I think you're right, Squid. The maps are all different. On Slapdash you've got high visibility and several turrets, so you better keep that bomber moving or it's toast. On Dessicator you've got no turrets and low visibility, so you can slow down a bit and get denser and more accurate bomb coverage.
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Well I'm still waiting to install Win ME, but I did fix my internet connection (great news). As soon as I install ME the rest of my problems should go away.. prolly defrag again after I install.
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[AK]Slaughter
slaughter@augustknights.com
'The slaughter fest has begun, punk.'
Slautganken - Lvl 10 Human Paladin
Slaughterin - Lvl 5 Barbarian Warrior
Slaughtarol - Lvl 7 Iskar Monk
Shokwaive - Lvl 2 Human Magician
Ozumar - Lvl 2 Wood Elf Druid
Moonika - Lvl 2 High Elf Enchanter
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Good info all around guys. The sharing of ideas and taking the time to study such things as sensor range, etc. Improve all of our understanding of the game. I'm hoping to establish a viewable format shortly with these different suggestions and techniques given for different maps.
One of the areas I managed when running the Offense for aYg last year was a map strategy area. In this area I would list the maps, list of positions both defensive and offensive and and their responsibilities. This allowed for non-starters to review their role for any given map and determine quickly what they were to be attempting to do before entering a game.
I see our ideas and suggestions being molded into this format very soon. I also provided demo's of the maps for routes to enemy base as capper or HO. Turret setups were also demo'd. I can't wait to have these tools available again for us to utilize.
[AK]NeverRetreat
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Good info all around guys. The sharing of ideas and taking the time to study such things as sensor range, etc. Improve all of our understanding of the game. I'm hoping to establish a viewable format shortly with these different suggestions and techniques given for different maps.
One of the areas I managed when running the Offense for aYg last year was a map strategy area. In this area I would list the maps, list of positions both defensive and offensive and and their responsibilities. This allowed for non-starters to review their role for any given map and determine quickly what they were attempting to do before entering a game.
I see our ideas and suggestions being molded into this format very soon. I also provided demo's of the maps for routes to enemy base as capper or HO. Turret setups were also demo'd. I can't wait to have these tools available again for us to utilize.
[AK]NeverRetreat
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Drewski,
I was mentioning to Goob last night that you have a awesome cap routine for Archipelago. Shrike in the water waiting, that is so fun to watch.
I watched a couple of aYg's last night doing shrike caps on this map that is very impressive. Pixelsponge and I have been working on these techniques on several maps. Capper flies the shrike across cap route (higher then flag stand), jumps out in flight, grabs flag from stand, jets up to were his shrike has flown to. The shrike is still a tad higer than flag stand, but has traveled a little ways pass the flag area. Capper jumps in and is gone.
Now if for some reason he can't make it, a second shrike is behind him watching for any sign of trouble. He can easily fly in and grab the flag if capper dies or exit the shrike for capper to continue home.
Cappers...I believe you need to spend the majority of your time practice these techniques and less time in pubs...
[AK]NeverRetreat
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Squidly...sorry, didn't answer this earlier.
Bomber crew respawn question, I would like to see crew who bails out or is drop attacking enemy base get after the enemy base until last death. Then reorganize for another run.
But their goal isn't base ownage like say a transport attack. Get gens down, get v pad down thats about all the time you'll have.
Announce "Enemy Generators Destroyed" very important to do so, so any other Offensive player can target sensors and turrets and take them out very quickly.
[AK]NeverRetreat
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Ok, I'll attack the base if I get shot down - but I won't camp there. http://www.augustknights.com/ubb/smile.gif
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Connection Problems = Gone
Computer Problems = Gone http://www.augustknights.com/ubb/biggrin.gif
I'm good to go guys http://www.augustknights.com/ubb/tongue.gif
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[AK]Slaughter
slaughter@augustknights.com
'The slaughter fest has begun, punk.'
Slautganken - Lvl 10 Human Paladin
Slaughterin - Lvl 5 Barbarian Warrior
Slaughtarol - Lvl 7 Iskar Monk
Shokwaive - Lvl 2 Human Magician
Ozumar - Lvl 2 Wood Elf Druid
Moonika - Lvl 2 High Elf Enchanter
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This Kinda reminds me of the tactical battle plans I had been working on for tribes, which I got sidetracked on and never really finished (well I finished about 3 of them, Snowblind, Ice Ridge, and Scarabrae) until my computer decided to go nose first to hell, and everything got trashed. Anyways they consisted of attack routes, sniper points, APC Routes, Sensor nets, and Turret Set ups.
There was also more than 1 plan for each map, there were about 3 set plans for high offense, moderate defensive, and high defense. I also had a few Demolition (Destroying turrets, sensors, etc...) runs in, which effectively took their sensor net, and turret fire of the opposing teams out from either the outside in, or the inside out.
Included were suggested loadouts for each person going on what type of run, in what armor, whether it be a heavy on defense, or offense, a medium on defense or offense, or a Light on Offense or Defense. This also included many roles, as fire suppression, sniper, cover fire, base annihilation, and more.
However because I didn't get around to releasing the actual documents I had made, we never really got around to trying it. I had practiced some of these with a few friends, and know that they can work with practice.
(5 hours of total domination because of 5 guys doing what they should on 3 different 30 player servers is proof enough for me that they work).
Anyways what I'm proposing is you guys should come up with some set battle strategies to work off of, and manipulate when needed.
For example, on a Flag run, you should have one guy providing an escort, to the flag carrier, and it would probably be ideal to have a sniper follow you itowards your destination, so they an provide cover fire at a distance. Now if people as a weary as they were in Tribes 1, about snipers in T2, The sniper, if found, would not only take out some foes attacking/pursuing the flag carrier, they would also attract a fair bit of attention if they were found, or seen (this may be an idea for deliberate firing of the laser rifle on low power if needed), there by taking some if not, a lot of the threat away from the Flag carrier.
Another idea is, if you can, Have some Heavies Start Bombarding the Base. Only one or two is nessesary. For fear of many of the bases turrets/censors/occupants being torn apart, they would have their attention divided by the heavy, as well as the escort for the flag carrier.
Something for the Escort IMO that would be very effective, is an ELF, supposing the person is well versed in the use of the weapon/tool. This way when a pursuer takes to the flag carrier/runner, the Escort can simply ELF him, to stop him from following him, or simply long enough to make the flag runner/carrier to be out of the effective range of the Pursuer. Another bonus to the situation would be supposing the Pursuer was not destroyed. By the time he got to the base, the flag would be captured, and he would have the bases defense ontop of him, if the escort gives sufficient warning (which he should). So this is almost a win/win situation providing the right circumstances.
Well I've posted enough, for now, I think http://www.augustknights.com/ubb/biggrin.gif
-HM
I also had many plans that were very precise, and because of being so precise failed a lot, due to failure in the precision of the execution of the plans. Hehe. http://www.augustknights.com/ubb/biggrin.gif
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I like the way you think, Hitman. If we can work up detailed battle plans and implement them well, we can beat most teams, and have a lot of fun doing it. We will probably have a lot of discussion on them, because there are so many ways to approach any given map.
Implementation can be tricky, though. As the plans get longer, its hard to get everyone to read the whole thing, and usually unnecessary. I suggest that the plans be organized around position-by-position instructions, even if those instructions are a little repetitive. The idea is that everyone doesn't have read the whole plan. They just have a hard copy of the entire plan before the battle, they get their assignment in the pre-battle meeting, and they read their specific role.
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That shrike thing is interesting... seems some of us have come up with the some idea independantly... I was beating some team like a drum on a pub the other day by dropping my shrike, beaconing it, and capping like mad on Archepelego...
[AK]Zorro
Chief Operations Officer
<a href="http://www.augustknights.com" target="_blank">AugustKnights.com</a> WizOp
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A Very useful script, IMO (even though I don't have T2, I've heard how it works, etc...) would be a script that allows you to change control methods when you pilot a vehicle, etc...
For example, when you get into a Bomber as the pilot, you controls would be transferred to your joystick, which controls the pitch/yaw, as well as maybe the throttle (supposing the vehicles use a throttle, which I'm supposing they don't, since they didn't in T1) Then have the trigger on button one. This IMO would make the vehicles MUCH easier to fly (as I've found, using the mouse to control the vehicles in T1 is very annoying. That's why I went and double binded my fire button to ctrl as well as the left mouse button, and had movement buttons on my number pad. *use the mouse for moving around outside a vehicle, and use the keypad for vehicles, and the ctrl button if I'm using a scout*).
The gunners I'd think should stay the same, but pilots should be able to switch to a joystick if need be.
Also if there is a script out for this, letting me know would be good, so I don't have to go bugging people when I get my new comp/T2.
And if there isn't, there's a project for any of you script-wizards in here http://www.augustknights.com/ubb/smile.gif.
-HM
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Hey NR,
On the note of the shrike in the water, there is actually 2 ways I do this, the 1st way is to dive in head 1st with the shrike, beacon it and then go for the flag and ride back.
The other is a littel harder, I've noticed that if you nose the shrike up and jump out, it will fall backwards into the water, this works well if you can master it. It's alot faster then the 1st way but, you have to rember to look back so you can get an idea where the shrike is.
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Member of GanG Green
[GanG]Drewski