Although I was in closed beta (alpha?), I have not kept up with the game since and started playing only now. I have flown maybe in three matches only.
Is there a way of shaking off a missile lock? It seems I get a lock alert and two seconds later, I’m dead.
Is there a mode where I can test my control setups without looking like an idiot to others and getting blown away?
Related to #2, it appears the practice mode is restricted to premium players. Why is this? I should think the new players are the ones who need to practice. I know I do
Wouldn’t it be better to stick with lower ships at first instead of trying to jump up tiers? Isn’t the competition usually lower?
Are the credits that look like gold something obtainable in the game through play or a real money item? I have some now. Was it just a starting gift?
If anyone likes to coach new players and would join me in my TeamSpeak 3 server, that would be great.
1). Get flares, any ship can use them in their active slots (there are some other complex strategies, but generally if you get a lock, its going to hit)
2). There is a practice mode
3). Oh. I guess there isn’t a practice mode
4). Depends, if you feel you have the basics of the game down hopping up tiers is just fine. T1 is mostly there to minimize the possibilities of the game for simplicity, a starter as it were. Once you hit T2/3 it opens up in module selection and such by a fair margin, and module use is important. You will probably be fine moving up tiers whenever you can though (just make sure you have a ship with full modules, even if mk1. Don’t fly a ship missing modules :P)
5). Gold Standards are real money stuff (not in a p2w way mind). You get some at game start and the only way to earn them is from voting in the occasional in game polls or playing games on cosmonautics day (which just passed a few weeks ago).
flares will lure incoming homing missiles away … you may also use solid cover…fly close to an asteroid and do some tight manouvres
try /lobby in the chat - this will bring you up all the lobby commands, so you can fight against bots and test stuff - no gain and no penalty upon death
i don’t know why the practice mode is prem only…
my personal opinion: advance to tech tier 2 and stay there for the time being…there aren’t too many overpowered builds around and you usual get into matches much quicker than in the higher tiers
they are called gold standards and are the premium currency and are bought with real money or gained during various ingame events…
try /lobby in the chat - this will bring you up all the lobby commands, so you can fight against bots and test stuff - no gain and no penalty upon death
As far as I know you are not supposed to be using that :o (at least last I heard, admittedly it was weeks ago)
When you get a missile warning, check the lower right corner of your HUD (big circle). If the missile icon is lit up and has a number, then there are incoming missiles locked on you (the number is how many missiles). Use cover, flares or shake them off. If you hear a missile warning without the icon lighting up, then there is a Jericho player-guided missile near you. Try to guess where it’s coming from and where it’s going and avoid it. If you are near a beacon, chances are it’s headed straight for the beacon, so move away from it.
To shake off a missile, I’d say your best bet is to turn so that the missile is either to your right or left (not behind you) and start looping vertically. Note that sometimes it’s better to just eat the missile and get to safety (cover, healer, teammates) than try to shake it off and let more enemies catch up to you.
It’s not always possible to shake a missile if it’s fired close enough. If you’re still in T1, the ships aren’t very maneuverable so it’s harder to shake missiles and by extension they’re more deadly. As you rise in Tiers, the ships get sturdier and faster (as do the missiles), but you have more options to evade them (IR flares, dodging, tanking them, using a missile shield (guard frigate), etc.)
I noticed something with the missiles (guided): they fly towards where they believe the ship will be when they get there (think along the lines of the lead target indicator) For instance, if you are both right above a flat surface and they fire a missle at you, if you move towards the surface the missile will fly into the terrain (assuming that you would hit the wall before the missile gets to you) even though you obviously wouldn’t be able to fly through the wall. But because of this, evasive maneuvers in open space WON’T shake off a missile unless they fired it too close to you and you moved right as they were firing it, making the missile fly by.
oh ok then im set il start playing fed for like an hour today & some more tomorow. hopefully i can switch to empire then or the 3rd day coz i make progression really slowly on my games its something i noticed (a hardcore player can get ten times farther in the same time ~_~)
edit: wait…i just picked fed…and i have 3 empire ships o_0 think ther from beta…all of em r T1 but one of em is a harpy with rward bonus…wats going on? does this mean i dont have to level fedaration? i see on contracts im level 2 in wardens…
edit2: i signed with empire contract then paid 20k to resign to fed…im a bit confused, how do i keep the federation passive and play with empire ships?
Short answer: Get your Empire contract back (either Legion or Wardens), and you’ll have what you want. You can fly any ship or use any implant you want, as long as you’ve unlocked them. When in doubt, check ‘Profile’.
Long answer:
As a player, you have your player origin (which I assume is Feds). Once you decide on your origin, it stays fixed until you spend real money to change it. You can check your origin by clicking on ‘Profile’. No matter what your faction is, your origin remains and you still get the origin bonus (unless you change it, and you’ll get a different bonus).
After that, you have your faction and your subfaction ranks. Your current faction and rank is displayed on the top left corner: Empire, Fed, or Jericho. You rise in faction rank by earning reputation, which unlocks new ships and implants. Your faction depends on which subfaction you sign on with: Legion and Wardens for Empire, Armada and Vanguard for Fed, Raids and Tech for Jericho.
Under the ‘Contract’ section, you will find your subfaction and the subfaction rank. Subfaction rank is gained through loyalty (completing contracts), and you get to unlock Mk3 items if you have sufficient subfaction rank.
Thank you clears a lot of things up. Now just wondering what rank to get fed and jericho at to get ther best implants and still fly at least some empire ships hmmm…
Edit: Instead of making a new thread il ask about implants here as i havent got any & scared of wasting credits. hopefully i get a response in the same day ~_~
Implants… this really depends very much on your playing style and the equipment you like to use. But I’ll say that, if you’re going to stick to one subfaction for a long time, just take the implants first and benefit from them while you farm for a set of new implants.
Implants cost 100k to change and require reputation in a faction to gain access to them.
There’s no single ‘right’ combination and largely you won’t ‘know’ which combination will work for you until you settle on a playstyle.
The high change cost does prevent you from ‘trying out’ implants willy nilly, but in the beginning you’ll likely just take whatever implants you have access to.
My personal preference are resists in the T1 group (b/c I started in Jericho) and in T2, I ended up trying all of them and settled on prj speed (for longer range wpns/hitting inties) and strafing (r5 fed implant).
Once you get to upper T2/T3, your implants will make a bigger impact and you’ll have more ships that can actually use them. You’ll also typically be making enough credits in a match or two to swap one around to test it out.
If memory serves, my first 6 implants are as follows:
Jericho (hull resist)
Fed (longer range)
Fed (shield strength)
Fed (missile speed and turn)
Empire (all axes)
Empire (weapon damage)
I fly a tackler with pulse lasers, so the rank 2, 4 and 5 implants help me dogfight better. My rank 1 and 3 implants don’t help that much, but they’re excellent for my Imperial engie (I stack hull resists there) and Jericho guard frigate (I stack shield strength and a bit of resists). The rank 6 implant was picked because it’s easier to benefit from it, given how I use all three types of weapons.